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Re: Best Turmoil Luck Nations
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It is not a good idea to combine it with death or drain, but something like Turmoil 3, Sloth 3, Growth 3, Luck 3 and Magic 3 works quite well. Quote:
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Re: Best Turmoil Luck Nations
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Re: Best Turmoil Luck Nations
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But, hey, it's all about trade-offs and different playing styles. If the scales you mention work for you, then great. |
Re: Best Turmoil Luck Nations
I suppose if it was limited to MP then it might change some of the answers.
I tried Kailasa and didnt do too bad. Their cheap units can take some indept provinces to give you a start. EA Yomi has many low-priced units, and many low-research summons which can allow gem-cost units to fill in for lack of national units. Bogarus might do surprisingly well also. It has some fair 8 gold units, and many low-research summons. Also keep in mind that along with this scales setting you can do fast expansion with low domain to stay ahead of the scales while you build indept armies |
Re: Best Turmoil Luck Nations
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That said, an awake SC is certainly an option, but I went with an awake S9 sacred statue. Thing is, expansion into independent provinces can be done very cheaply with peltasts, slingers and a minor contingent of chariots. Peltasts are cheap and carry javelins, so they are very good at routing independents - especially with the help of slingers. Chariots help with the heavy cavalry provinces, where peltasts have trouble doing enough damage. I do not get stellar expansion rates with this, but nevertheless it tends to land somewhere around 15 provinces late winter the first year. And feel free to criticize my choice of scales as much as you think warranted. As I see it, it is a good way for me to learn. Quote:
Of course, once you have two or three castles in addition to your capital (should be late year one or early year 2), mystic upkeep cost start becoming a problem, but here the high magic scales help. Priestesses provide 5rp/turn with this so they are quite cost effective - not very fast, but not excessively slow either. Mystics cast rituals, craft and fight. Other than possibly those with 5 magic picks, they do not research. This allows you to buy a reasonable number of mystics and an Oreiad each turn. And this is without considering what you can get from luck-scales beside gems - heroes, magic items, gold, population, troops, extra mages and so on. |
Re: Best Turmoil Luck Nations
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I myself play Luck with order often and it works well if you can afford the design points. Lump of rock astral pretender usually works well if you are going for the income heavy nation but you must have a good "plan" for trying to up your magic elsewhere as you might be limiting yourself. |
Re: Best Turmoil Luck Nations
What about MA C'tis ?? what does people think and why? would really appreciate some thoughts on this since I'm having a hard time deciding myself...
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Re: Best Turmoil Luck Nations
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Re: Best Turmoil Luck Nations
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The bad thing is people seem to get a bit itchy when the Miasma dominion start spreading over the borders. Or rather, they seem to get a bit itchy *before* that happens :( |
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