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Re: Most Usefull Research Path...
I don't trust SC (had some bad (but short) experiences with them), so I would say enchantment, for all the reasons developped above by more experienced players.
I will had the summons are easy to cast, as a 1D mage can search for sites pretty easily, so you don't need much effort before starting to trample the ennemy's elites.(If you understand what spell I'm pointing) PS : I preffer to field ubber battle mages, rather than SC, I find them to kill more ennemies for the same cost in gems. |
Re: Most Usefull Research Path...
One other consideration - in theory you can trade for construction items. I know that if I can line up a good trading partner early I'm much more likely to ignore construction for a bit. And some of the con-0 stuff you can do without research is decent, particularly the earth items, I think you could have a pretty decent thug without any construction research - if you had the right chasis.
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Re: Most Usefull Research Path...
Construction.
Cheap path boosters, SC items, per turn unit generators, assassins, supplies for large armies, underwater access for any army/unit, evocations, defensive items for mages, research boosters, gem producers, all the artifacts, communes, etc. No research path can claim to have it all, but Construction comes the closest. In addition, if one could choose 2 research paths I would predict most would have Construction so they could enhance/access more of the other path more through items. Quote:
If some MP game ever started based on limiting players to 1 path then the others might target the Construction nation just so they could hope to grab some items to make their uber mages or steal some nicely equipped SCs for themself. But with the right diplomacy the Construction player could make himself the invaluable goto guy for the needs of the others. And who wouldn't want to ally with the only nation who could make the good items? Besides you have to go kill that Enchantment Nation before they get Arcane Nexus up. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Most Usefull Research Path...
Quote:
It would make for an interesting game, but I think that everyone would simply go with construction. OTOH blood and making a pretender that could cast Astral Corruption is a decent play considering no one could dispell it. |
Re: Most Usefull Research Path...
That depends on what you want to accomplish.
Since what you want to accomplish is: killing all those that oppose you, the most useful path, for most nations, is evocation. Obviously there are exceptions - some nations prefer to kill with thaumaturgy, for example. And, yeah, construction does provide an acceptable mass-death quotient, and it helps you to unzip it and let loose on the smoldering corpses of your enemies, once that state has been effected. But oh, evocation - nothing compares to you. |
Re: Most Usefull Research Path...
I don't suppose there is anyway to set up a test game where each nation gets only one research path. It would have to be an honor system I guess.
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Re: Most Usefull Research Path...
Well it'd be an honor system, but it'd mostly be pretty obvious if you cheated.
Anyway, everyone around here is pretty honorable, so that would work fine I think. |
Re: Most Usefull Research Path...
Construction really is the backbone of the game. Items open up far more possibilities than the other paths.
Enchantment is probably the next best, with the superb globals and good summons and buffs. |
Re: Most Usefull Research Path...
You would probably after sign up with your nation plus the single reseach path. Like:-
Pangaea - construction Caelum - evocation Might make for a fairly quick, fun game. It would of course be very, very obvious if a player broke the rules. |
Re: Most Usefull Research Path...
For longer games you could allow the first two levels of all paths, to let players have access to many must have spells. I can't imagine a game on a big map without the site searching spells
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