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Re: Caelum vs. T\'ien Ch\'i
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But then - Caelum winds up with plenty of mages to cast Arcane Probing to find the astral gems, can get S2 without empowerment to forge Starshine Skullcaps, and can field hordes of mages with astral for communion, allowing the lead mage to easily get to A7 or W5 for some really nasty battle field clearing spells like Niefel Flames or Shimmering Fields. Adding Astral seems like it would empower Caelum's mages more than weakening them. |
Re: Caelum vs. T\'ien Ch\'i
I find it interesting that a steadfast Abysia player (Cohen) wants his personal race beefed up and a confirmed Caelum player (Cainehill) wants the most powerful nation left alone so it can continue to be too strong! To each his own!
As far as Spring and Autumn, I did not include that in my original comparison. Like me, most people get immediately turned off by the forced turmoil. And because Order (OK, maybe Magic too) is the single most important scale, S&A is heavily penalized by this. Also, on the subject of summons, the base TC unique summons Celestial Soldiers are just too expensive in terms of air gem cost to be useful in bulk. I would rather save up air gems to try and get an air queen. Really, TC just has nothing going for it. One of the best Posts above was Zen telling how he had to hide, appear weak, and cajole his opponents into leaving him mostly alone in order to win as T'ien Ch'i. Maybe this remains as the only known TC win on a big map. Certainly, not to take away anything from that incredible discussion of skill, since everybody knows TC is so weak and not a big threat, Zen could get away with this! Also, the fact that you have to rely on a weak mage with W1?1P2 to do anything at all just confirms the problems with TC. I would much rather rely on a horror-spamming A2W1 Seraph to fight key battles. The fact that the national troops of either race are very weak is close to meaningless. I mean, look at the race with the WORST national troops, Mictlan. Not many people consider Mictlan all that weak. Until they somehow eventually fix the problem of the national troops being pretty much useless other than fodder after turn 40 or so, this won't even be an issue in my mind. |
Re: Caelum vs. T\'ien Ch\'i
I keep on forgetting Caelum gets more mages than most nations; thanks for reminding me that little, annoying detail (playing T'ien Ch'i or Man simply does not prepare me for the "recruitable everywhere" Caelum case).
On a not-so related matter, would Fire Vulnerability affect an unit when being attacked with Fires/Flames from Afar? If so, it might be something to add to these Caelum mages. They are quite connected to cold, and being vulnerable to fire because of this would seem a nice little addition. How bothering would this be? Forgive me if I sound naïve, but I have very little experience with fighting Caelum, and so have yet to be involved in a major fight with them. Because of this, the above proposal is merely an odd idea, much like the Astral one, and does not claim to be the absolute truth, or even a good suggestion at all. |
Re: Caelum vs. T\'ien Ch\'i
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This is actually why I was able to do what I did because I was able to adapt my defense to the multitude of nations and tactics that I faced during the course of the game. |
Re: Caelum vs. T\'ien Ch\'i
I think Caelum is overrated as 'the' most powerful nation. Caelum is
extremely strong in early-mid game. Unfortunately for them, unless they are lucky with independants, there comes a point where wimpy air/water mages just do not cut it, and there are only three airqueens... Caelum has no monopoly on these, no matter what Saint Cohen wants you to believe. A Caelum player has to expand agressively, and has to get rid of Pythium, Vanheim, and C'tis. If he fails to do so, after turn 30, he will lose. Given that Caelum is the Gamebreaker-du-jour, I expect to see it gather the unhealthy attention that Ermor did when it was in the spotlight. As for T'ien Ch'i, I agree they need something. I would suggest a half way decent mage that can be recruited anywhere. |
Re: Caelum vs. T\'ien Ch\'i
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And I'm also arguing against a change that was proposed to weaken Caelum, because it (giving them forced astral) would IMO actually strengthen them. Changes that I think _could_ be made would be tweaking the costs a little bit -- anything more than 10/20 more gold would be too much, or making the high seraph capital only. |
Re: Caelum vs. T\'ien Ch\'i
What???? Only two games as Caelum?
How did you manage to be playing BOTH those games against little 'ol me??? And recently too??? Probably bad luck on my part, darn it all. |
Re: Caelum vs. T\'ien Ch\'i
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If I was going to try to nerf Caelum, I'd consider making *both* seraph types capital-only, leave their costs alone, and make the random pick (or one of them in the case of the high seraph) elemental-only. To balance this and make the use of mammoths more viable beyond the early game, I'd make wingless recruitable at any fort. |
Re: Caelum vs. T\'ien Ch\'i
With BOTH seraph type capitol only their research and expansion will be totally screwed up since it's based on Mages.
IMO a cost raising is fine. But not of 10 or 20 gold ... well I've done this in my mod. Answering Tujidi: Being strong in EARLY-MID game means having a damn good basis of provinces, gem income and research for late game. Caelum can clam too for late game... I'm fully conveinced Caelum is uber strong. |
Re: Caelum vs. T\'ien Ch\'i
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Making the high seraph's random elemental only would limit Caelum somewhat, although it'd also make getting A4 or W3 easier for them - probably a weakening overall, since getting death or nature on them is so handy. |
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