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Re: Maenads and siege
Maenads are cost 0 units, so they dont cost upkeep and should stay for all eternity, even when no gold is around. Pans on the otherhand are 350 gold non sacred units, and cost 23 gold upkeep per turn. (but i heard somewhere that leaders dont desert)
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Re: Maenads and siege
>> (but i heard somewhere that leaders dont desert)
In which case upkeep isnt a problem for Pangaea and this can really last forever. Pans wont starve, maenads can starve and die all they want as long as they keep spawning. Besieging army cannot move, hence winner gets stuck instead of reaping the rewards of his victory. |
Re: Maenads and siege
So the solution is to either break the doors down quick with a ton of troops and/or siege items early, before the numbers get too high.
Or go for a dominion victory. Changing scales to order would help, but that's hard to do without getting your dominion in, which gives you the dominion victory. Or assassin/remote spells to kill the Pans. I suspect most players would concede at this point. It's a boring game if nothing else. And I'm surprised the AI doesn't waste all those troops trying to break siege. |
Re: Maenads and siege
Boo. Unfortunately, even after force hosting through about 20 turns of negative upkeep not a single one of the Pans deserted.
Jazzepi |
Re: Maenads and siege
thejeff: As I pointed out, the admin income from the castle in the province goes to the owner of the castle. All the other income goes to the sieger. http://forum.shrapnelgames.com/images/smilies/laugh.gif
Interesting that commanders can never disband. I suppose it makes Utterdark better for Lanka and/or Mictlan, who have upkeep commanders but can possibly go over to a fully non-upkeep army. granted, they'll never have money they don't pillage or get from events, but hey, them's the breaks. Wyatt Hebert |
Re: Maenads and siege
After raising the taxes and pillaging the unrest to over 100 I pull out of the province for a few turns so I can attack with with spells and assassins.
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Re: Maenads and siege
That may also allow the AI to attack with some of it's force.
Which could be a good thing, as it'll let you kill off some troops and hopefully commanders. I'm still surprised the AI doesn't slaughter all those maenads trying to break the siege. That's how my AI sieges always end. |
Re: Maenads and siege
Quote:
I hope you don't mind me saying this. It was not intended as a reprimand or anything. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Maenads and siege
If we were talking about the maenads then it should have been how mindless the party women are http://forum.shrapnelgames.com/images/smilies/happy.gif
I want to be a Pan when I grow up. |
Re: Maenads and siege
I just don't understand what all of the fuss is about. Preach out the enemy dominion and the problem is solved. You should be able to surround his cap with temples and move in your own prophet or god to speed things up. Remember that you can change sieging priests orders to preach as well.
In the mien time, just maintain enough of a force to protect your hold on the province and protect the preachers, then move on with your main force to more juicy targets. http://forum.shrapnelgames.com/images/smilies/wink.gif |
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