![]() |
Re: Various Mictil questions
Quote:
Quote:
Moving on, lets get past spelling semantics and stay with the topic. I sincerely appreciate the members of this board who take the time to help those of us in need. Thank you Jonathan |
Re: Various Mictil questions
Quote:
PvK |
Re: Various Mictil questions
Quote:
Edit: I had to type out every nation a buncha times so I naturally remembered them. Not because I sat at my computer quizzing myself. [ March 28, 2004, 06:15: Message edited by: Argitoth ] |
Re: Various Mictil questions
One of the secrets of Mictlan lies locked away in the otherwise nondescipt unit called the "Tribal King".
Otherwise unremarkable he has the Capture Slaves ability, as does the Priest King - but the latter costs 250/4, while he costs only 40/15 - and both are sacred, halving upkeep. This is one of Mictlan's most helpful abilities. Every turn you gather about 2-3 slave warriors, which while dubiously known as perhaps the single worst unit in the game, is completely free to raise. I'm just about certain Slave warriors have no upkeep cost either, though ill have to check. You can make 'Tribal King' factories fairly early on and have them reliably churn out these crap troops by the dozen, greatly enhancing your armies' ability to soak up damage. Should you really like them, later on add a +1 Nature item to the Priest King and have him cast Mass Protection, which is just about the same as the Mass Maenad start for Pangaea, although slaves are way weaker. Remember to add slave warriors to every major battle, arrange them at the front of your army, and let them take all the initial damage, saving your sacred troops. Add Feathered Warriors to slave armies if morale is a problem. |
Re: Various Mictil questions
Quote:
|
Re: Various Mictil questions
I'd definitely reconsider your pretender. Mictlan has a cool variety of sacred mages, so you can rely on them to allow you to cast lots of funky spells.
Mictlipoctli, for example, is a very accomplished necromancer, and can summon more, so why have a pretender with death magic? Personally, I like a pretender with Earth and Blood magic. Earth is one school missing from those normally available to Mictlan, and the ability to (eventually) summon demon knights plugs the lack of heavy cavalry in a nicely thematic manner. Additionally, the reinvigoration blessing from Earth magic is far more useful to your sacred mage than Death's fear aura effect. If you want fearful troops, just summon them. Edit: I forgot your other questions, and I thought I'd add that even if your starting fortress sucks badly, you can save up to cast "Three Red Seconds" or "Wizard Tower" to get another kind of fortress on a particularly juicy or vulnerable province. When sacrificing, the level of your priest limits the number of slaves you can sacrifice. Each slave sacrificed spreads Dominion like a temple, so sacrificing two slaves is twice as effective as sacrificing one. The priest will sacrifice as many slaves as he has in his inventory, up to his maximum level - so a level 4 priest will sacrifice 4 slaves if he has at least 4 slaves in his personal magic gem supply. If he only has 3, he will only sacrifice 3. The nice thing is that if he is in a province with a laboratory, he will then replenish his supply of slaves from the ones stored in the laboratory. So a level 4 priest who is started off sacrificing with three slaves in his inventory will continue to sacrifice three slaves every round until you tell him otherewise or he runs out of slaves (there are none in the lab, or you use the 'pool' facility to pool all bloodslaves, including his). Dominion will spread symmetrically (more or less) out from where the sacrificing is taking place. So if you want to push dominion into a particular area, sacrifice in or near that area. Search on this bulletin board and you should find a very informative document about how dominion and dominion spreading works. [ March 28, 2004, 16:30: Message edited by: GavinWheeler ] |
Re: Various Mictil questions
Quote:
|
Re: Various Mictil questions
Well, I tend to go for Turmoil and Luck with nations where I really really want the Heroes to show up. Also, a (reasonably good)chance of getting a hero with Death magic, or even independant death mages, is still better than (as far as I recall) no chance of getting a hero or recruitable unit with blood and earth.
Nor is the availability of Death magic elsewhere the only reason I like Earth magic on a Mictlan pretender. The reinvigoration of my sacred mages is probably the biggest bonus. |
Re: Various Mictil questions
Quote:
|
Re: Various Mictil questions
Quote:
[ March 28, 2004, 20:44: Message edited by: SelfishGene ] |
All times are GMT -4. The time now is 07:39 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.