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Re: LA R'lyeh or How I Learned to Stop Worrying and Love the Dreamlands
So, even accepting that Starspawn priests are immune to dominion-based insanity, I still feel you want to be pumping out mages. You need to start generating different path combinations early and often, and those mages will be far more useful at a variety of tasks, not just researching. Effectively, you need your workforce to be capable of multi-tasking, and need to have the necessary magical capabilities already lined up before you actually need them.
It does suggest that once you have what you consider enough magical might (imho, somewhere in the 30-50 mage department is probably sufficient for awhile) you should purchase the priests for research duty (which will help free up some of those mage assets for other tasks even when those tasks aren't critical). |
Re: LA R'lyeh or How I Learned to Stop Worrying and Love the Dreamlands
Sorry for not being clear, it's as Napty says, but they don't get insane just for hanging out in your Dom, only based on having a good bunch of illithid priests for 40+ turns.
Everything else (Starchild, Freespawn) goes insane. Quote:
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Re: LA R'lyeh or How I Learned to Stop Worrying and Love the Dreamlands
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Further, starspawn mages are more efficient turn-wise with research, and are more efficient capability-wise as well. I'll pay the extra upkeep/purchase price for that versatility alone. That they are better than the priest starspawn at any activity isn't something to be looked down at. Only after my versatility needs are met would I start to think about specialist researchers. (If you could purchase the exact paths you wanted when you bought a mage my opinion might be different, but the random element means I want to have those mages before i need them so i do have them when i need them and don't need to spend 4+ turns buying mages to try and get the one(s) i need). Its not like you need to buy troops. You're trading gold efficiency for other kinds of efficiency, and advantages like research tempo and crafting tempo. Edit: Want efficient cheap research? Craft skull mentors. |
Re: LA R'lyeh or How I Learned to Stop Worrying and Love the Dreamlands
Hmm... edit period expired. Consider this an addendum to the previous post.
On specific mage path demands: When you get construction 2 the items you most want are dwarven hammers, clams, and crystal shields. This requires you have a W3S3 mage ready to be empowered to N1 (preferable way to get clams), and a W1E2S3 mage ready to be empowered to E3 for the hammer (also minimal mage to make the shields before empowerment, so you may want more than one). The odds of getting both picks in the same school is 1/16, but with a 10% chance of +1WESD getting either of those is more like 1/15. That's an expectation you'll have to buy 15 mages to see the one you want. Don't wait to start buying. Assuming no 3rd random pick, distribution of mage paths are as follows. Especially desirable combinations are marked with an asterix. W3S3* : 1/16 W2S4 : 1/8 W1S5* : 1/16 W1E1S4 : 1/8 W1E2S3* : 1/16 W2E1S3 : 1/8 W1S4D1 : 1/8 W1S3D2* : 1/16 W2S3D1 : 1/8 W1E1S3D1 : 1/8 |
Re: LA R'lyeh or How I Learned to Stop Worrying and Love the Dreamlands
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You are completely right, that this is a game of tempo. But you are completely wrong in suggesting that the only way remote site searching can compare is with acashic record. Check out the other thread, where I show what the distribution of underwater sites are. Realize that by casting Voice of Tiamat *every* turn, you will on average have a *higher* gem production, and a higher total research by turn 12 than you will by manual site searching with your pretender. Quote:
I am not saying that Magic 3 improves the number of free spawn mages you get. I'm saying that without M3 they are 3-4rp each. With M3 they are 5-6rp. (I forget which). And as you will have literally 100-200 of these by endgame, the M3 scale will be earning you hundreds of rp. Quote:
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Hard to see how 8 troops can be *incredibly* stupid. Especially since it works. You can build a starting mage, if you wish. But there about a 25% chance that your starting troops will be unable to take a province turn two. I'd rather ensure I take a province turn two, than gamble on it. Quote:
However the more salient detail is this: My approach, which you ridicule trades water gems for research. Ie., by turn 12 if you follow my approach, you will have higher research and higher gem production on average. Just no sea serpents. Quote:
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The ability to take those locations early game and project dominion is critical. You will be building a castle and a lab there in *any* event. You know, for things like mage recruitment. What my pretender design allows you to do is teleport and take those locations that you *cannot* do with your build. Aka: you can move to them, as the archmage can't go on land. And you can't teleport to them, because you're not strong enough to beat the indy defender. Quote:
I have never seen more than 1-2 of either type go insane from dominion. Quote:
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Go luck at the probability charts at the front of the book. Look at mages mr, and see the chance of going progressively insane. I'd rather spend 600 gold for 4 slave mages with a 25% nature pic - and a variety of other useful picks (like water, for voice of tiamat) than 90 design points for N4 on an archmage. You have a 1/16 chance of getting a e2 or d2 mage. I can not tell you the number of times I have gone 2 years without getting either. I did a statistical calculation after one of my games. (I'm sure someone will do it again in an attempt to disprove the point). But after the end of year two you still have a significant (40%?), chance to not have gotten *ANY* d2 mages. Quote:
Alternately, if you prophetized your scout - you are using him to project dominion in an enemy land. Or your own. The strength of the free spawns in your land is directly tied to your dominion strength. There are twelve? (again going by memory) holy sites. Don't get me wrong - I will happily site search with free spawn priests. Or let them do it themselves. Your prophet has better things to do. Quote:
Against many of these nations, an 85 gp starchild is a good trade. Especially since its the only thing you can build *on land*. I don't quibble that I would *rather* build a mage or priest, most of the time. However, you ignored a unit that is useful 25-30% of the time. It deserves mention. Quote:
A priest with M3 is 8 rp for an upkeep cost of 5. A mage is 10 for an upkeep cost of 10. Thats a 60% advantage for priests - and you are unwise to ignore it. (I'm going by memory, so if anyone wants to correct the math, feel free). Lastly: Cauldrons/wine skins are more than worthwhile for the increase in combat efficiency. Sure, its not my first priority either. Dragging around hundreds of diseased (and starving) units means that they have lower hitpoints. They die easier, and route faster requiring more leadership for the same combat effectiveness. Healing spells (no, I'm not a fan) are not effective, and they aquire afflictions which reduce their effectiveness further. Crippled, blind, etc. As for not understanding key concepts, I'd be happy to play a game or two to demonstrate my lack of understanding. Look, generally, I agree with a lot of your guide - and I think its valuable and a pretty solid. But you are wrong on several key points: 1. Priests, effectively, don't go insane. 2. Mage+3 scale is perfectly viable, and probably the best way to go. 3. Freespawn mages are *useful*. 4. And I quibble on some of your design choices. Blood on your pretender, for example. I believe the extra hp for the void lurker, astral picks, and extra dominion more than make up for immobility and 20 path cost. Fundamentally, you are saying that it is better to buy FxWxExAx on your pretender, and site search every other turn, than use the design points for Magic3, and site search every turn with Voice of Tiamat with a 150 gp mage. Personally, I don't agree with you - but I wouldn't say you're choice is ridiculous, or demonstrates a lack of knowledge of the game. |
Re: LA R'lyeh or How I Learned to Stop Worrying and Love the Dreamlands
It seems to me this approach trades off early game for mid/late game potential.
You might be able to get away with this, because there's no direct competition for water in the Late Age. 6-8 provinces in the first year will put you dead last in expansion. That may be okay if no one else is able to get into the water effectively, you can finish taking water provinces at your leisure. It'll certainly work in SP. In MP, what do you do when you run into Atlantis and Mictlan and don't have any expansion after the first year without an early war that you really don't want? Ermor may be trying to grab some water as well. Not sure who else. |
Re: LA R'lyeh or How I Learned to Stop Worrying and Love the Dreamlands
I agree that my approach has better endgame potential.
However, I don't concede that it costs anything in the early game. The archmage with no research is of no use in early expansion. In my opinion 8 mind blasters paralyzing closest adds as much combat effectiveness as your archmage pretender. Of course if ermor, or mictlan get into the sea, you do whatever it takes to take the seas. Including sea serpents, if necessary = ). I just dont' think it should be a tactic against indies. Against opposition - it depends on setup. Connected waterways? Chokepoints? |
Re: LA R'lyeh or How I Learned to Stop Worrying and Love the Dreamlands
My comment was about Squirreloid's approach.
Thus the 6-8 provinces by the end of the first year. For that to even begin to viable, you have to be unopposed in the seas. Sure, you do whatever it takes to take the seas, but it's much better to take most of them from indies, not wait and take them from opposition. |
Re: LA R'lyeh or How I Learned to Stop Worrying and Love the Dreamlands
Agree completely.
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Re: LA R'lyeh or How I Learned to Stop Worrying and Love the Dreamlands
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