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Re: Tuatha endgame
Arg, double post. http://forum.shrapnelgames.com/images/icons/icon8.gif
[ July 23, 2004, 21:47: Message edited by: Jasper ] |
Re: Tuatha endgame
I'm playing Tuatha right now; some thoughts.
-Cloud Trapezing Sidhe Lords and Tuatha are a powerfull tool. -Lightning kicks ***. -Soothing Song kicks ***, especiall with gemless battlefield summons. -Nature has strong mass battlefield magic. -Nature can branch out into any sorcery via Lamia Queens. -Air Queens are good. -Vine Ogres, Kith. Lions, Lamias, and Tarrasques area ll good summons. Hama Dryads are ok in the right circumstances. -If you find some death mage independents, go to town with Soothing Song + Animate Skeleton. Storm is your friend, forget about Longbows except possibly for early expansion. -Take the minimum luck you can, Luck 1. Accept this as the major handicap it is. -Blessing strategies in general aren't worth it, but Water 9 Tuatha is one of the few decent ones. You lose a ton of income, but you make a fair amount of it back via sacred reducing maintenance costs. And your Sidhe really kicks ***, especially with 50% quickness, which when combined with soothing song lets you get 50% out of each Sidhe mage. I am playing Water Dragon, W9, Dom 6, Production -1, Magic +1, Luck +1, 80pt castle. [ July 23, 2004, 21:51: Message edited by: Jasper ] |
Re: Tuatha endgame
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Re: Tuatha endgame
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If my castle could burn down on turn 2, it would *almost* make me think about the wisdom in taking it http://forum.shrapnelgames.com/images/icons/icon7.gif - Kel |
Re: Tuatha endgame
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Re: Tuatha endgame
i think order 3 , luck 3 , sloth 3 , cold 3 , death 3 and magic 3 are nice for man Last of tuatha . castle watchtower .
this way you have 500 points for pretender + dominion . if you need more you can go down to luck 1 and/or magic 1 . this way you can e.g. take a vq and give her some paths to make her quite powerful . she is a nice sitesearcher too then , covers most of your non national paths and gives you access to death magic later in the game . cold 3 doesn't hurt you too much but enchances your vq's breath of winter . together with the awesome tuathas you have very nice flexibility . and with a vq or if you want better scales e.g. a pod you have access to death magic for endgame too . 30 gold stealthy priests are neat http://forum.shrapnelgames.com/images/icons/icon7.gif . running early into caelum could be problematic but not much else . i guess caelum is early game problematic for almost every nation . |
Re: Tuatha endgame
Minrhael,
your doing great in the game! Ulm is gone and you control the entire east part of the map. Quote:
And you can turn around your research in a heart beat. I went from basically 0 research ( 200 a turn ) to decent research ( as the graph shows ) in like 5 turns by just making casters, lightless lanterns and skull mentors. Hell I would be willing to sell you some, message me in game! |
Re: Tuatha endgame
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Re: Tuatha endgame
Really in that game is Caelum that runned into me ...
When I'll be finished of Minhrael have to go on Caelum or underwater I believe. Good Luck ^^ However the thing I hate a lot of Man is almost all mages (except bards) capitol only. |
Re: Tuatha endgame
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Conversely, as Jasper points out, with order 3, it would seem like you could afford negative luck. [ July 25, 2004, 16:32: Message edited by: Thufir ] |
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