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Re: Miniblood nations - rates
well, blood nations generally prefer luck scales over order, seeing that the "mini" blood nations can't go scorched earth like Mictlan/Lanka they can't go T3L3, but O1L3 for example is very doable for most of them. also, whenever I use the FoB myself I always put S4 on him to be able to teleport him around so I can hunt in good provinces(~5000 pop, preferably with income penalty) rather than my capital.
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Re: Miniblood nations - rates
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Agreed the 15 blood slaves/turn is low, but before I started really playing around with what could be done I figured I'd get a bench mark first. I slightly disagree with your post sdr analysis. I'm thinking more to start it up with as many B2s & B1s as soon as possible and get it going. Then get blood boosters (con4) and pass them to B1s to make them B2s so as to free up some of the B2s for summons, etc. and continue to scale upward. Perhaps an inefficient approach but I don't see much else. Even waiting for turn 50 with ~7B2 drotts, isn't ideal. And while I agree vamp lords would be a nice add on that's really pushing mid/late game with respect to research (blood7) when there are other tasty battle spells that could be researched up the alt/evo/ench trees. Definately not counting either out, but imo the blood econ should already be pumping at a relatively good pace by that point (even if only 25 slaves/turn that's 1 booster/turn which will lead to more slaves, etc.), and in all likelihood I won't be putting blood on the the pretender so I'll need to empower one drott to B4. I also agree that blood is important to Van, and should be exploited to it's fullest (def cloud trap jarl sabbaths sound sneaky and fun :p). Curious though on your 75-100 blood slave eco, what exactly were you making/summoning? Item wise Vans choices are meh. Was it simply to field mass amounts of storm demons? |
Re: Miniblood nations - rates
Consider empowering B1s to B2. Its only 30b.
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Re: Miniblood nations - rates
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Re: Miniblood nations - rates
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Re: Miniblood nations - rates
One extra hunter over the 'unrest neutral' case still results in a pop loss of ~100/turn from patrolling. Growth cannot even fully offset the pop loss from the average 0 unrest case (3xB2).
And patrolling cost is comparable to blood hunter maintenance, so the major cost is still the loss of taxes. Quote:
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Re: Miniblood nations - rates
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Re: Miniblood nations - rates
Nah, it is easy to empower someone to B4.
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Re: Miniblood nations - rates
If all you've got is B1 on nationals, you're going to need to empower someone to do anything with all that blood you're collecting.
And the same version of CBM that took SDRs away also took hammers, so I was assuming no discount. |
Re: Miniblood nations - rates
While giving blood boosters to B1 hunters sound like a good option when no SDR are present I see two problems;
1. Blood hunters would get rather vulnerable in open provinces, the fact remains you pull more gold from forts due to administration so open provinces are generally a better option to blood hunt, and I for one would target those provinces first for assassinations, remote spells and attacks. So you'd need forts or something in blood hunting provinces to protect your investment. We all know that it sometimes takes only one turn of war to halt or cripple a blood economy. 2. Every blood hunter will have to take about 4 turns at least to pay his items off before he starts hunting, not to mention that you have to use your rare B2 mages to start the initial hunting and get the slaves for the boosters, since hunting with a B1 mage is ineffective. Also, rather than forging items, I'd much prefer empowering to B2 myself, after all it's only a 5 slave difference without the hammers. I of course see no way around this since I think Vanheim is screwed regarding blood hunting personally. Vampires Lords would blood hunt good, but using them for hunting means you're not using them to summon vampires, which is wasteful to me. In regards to blood hunting power levels, I'd say around 7 blood hunting provinces is average. Blood hunting under taxes is a bad idea too, regardless of patrolers, or scales for that matter. The only time I see this pay off is when you have a gold mine in a province so you can stack up the taxes and blood hunt. Growth scales are usually meaningless in blood hunting provinces. The more pop you have they more you'll get and since blood hunting provinces tend to have 4000-7000 population usually the growth will be marginal. If you hunt, tax and patrol you'll kill that provicnes blood hunting abilities rather fast I feel. It's rather easy to lose 500 pop after a good blood hunting turn. As for the fountain of blood, I have yet to see anyone use it for blood hunting. You take it when you have a blood nation (is it restricted to blood nations only?), at which point having your pretender blood hunt isn't all that of a bonus, especially since you'd have to teleport him away as blood hunting in your cap is a fast way to drive your pop down, the more population there is, the faster they'll die, so you need to have either air or astral, to research teleporting, and build a second fort for the pretender if you don't take astral for returning. A hassle I think. Oh, and as for summons, I'd go for ritual of 5 gates mostly. Summon some Ice devils or Heliopagi that can cast ritual of five gates in time of peace with some boosters (use them as SCs when you need to). Massing only storm demons can be countered easily with the right stuff, and it takes a lot of mages time summoning them one by one. |
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