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Re: Nations that seem strong/weak
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I use 2 hunters per province as it doesn't increase unrest so quickly and hurt my income and since I'm doing it in more populated provinces that produce more gold (not that gold is much of an issue if as Abysia gets more fire gems than I know what to do with so I alchemy them if needed), and since they capture more slaves per turn I don't need 3. You could always add a third later when you don't need the income as much. The best part is less blood hunters are required for similar results if you're more picky about what provinces you're doing it in. You have to be or you'll be short on mages. Quote:
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The point here is that yes, you can only recruit them one at a time, but the travel time is lower which helps makes up for it. Quote:
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Either way, we play it different. I don't any more problem wiht old age and Abysia than I do with other nations, probably less problems with Abysia. |
Re: Nations that seem strong/weak
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Abysia is supposed to be relatively unaffected by the death scale, which is why they do not lose any income nor supplies from it. The problem, is that those two effects are minor and are negated by the increased affliction rate suffered by your mages. Quote:
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Re: Nations that seem strong/weak
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I also haven't read any mention that Abysia's mage costs have dropped a lot. This should substantially offset the age problem, right? |
Re: Nations that seem strong/weak
Heh Graeme pretty much covered all the points about Abysia. Though I should point out ten provinces by ten turns is actually the bare minimum you should be aiming for.
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Re: Nations that seem strong/weak
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But, you know, at least we agree Growth is probably a better choice. Quote:
Not that I'm saying it's a bad idea to take an awake pretender and branch out early, especially if you're playing short games or small maps. Play how you want to, but other things work too. Quote:
Magic 3 adds up research quickly btw, you'd notice it when you have a couple of mages. Quote:
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Re: Nations that seem strong/weak
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-Frank |
Re: Nations that seem strong/weak
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Of course, that'd make sense. |
Re: Nations that seem strong/weak
I think you might want to compare Abysia's troops to those available to other nations. Abysia pays double price for units that are immune to fire and radiate heat.
The heat radiation can make a big difference in longer fights, especially in hot lands. High encumbrance units will collapse in a few turns of fighting. Abysian units may still be overpriced though... |
Re: Nations that seem strong/weak
Which brings up an important tactic. For Abysia, its important to keep track of where your domain has extended. And if you are fighting inside the reach of your domain then consider positioning your units to the far backside of the field (the far left of the positioning box) and have them wait there for the enemy to charge to you. The more armored and equipped that the enemy is, the more good this should do for you.
(this is an untested theory) |
Re: Nations that seem strong/weak
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Perhaps the problem is more in the way the afflictions are applied rather than any particular nation. It seems a little too random - I've had old units contract a disease a turn or two after recruitment, while others quite happily exceed their old age score by a couple of decades with nothing worse than a limp. Quote:
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