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-   -   The Ghost King (http://forum.shrapnelgames.com/showthread.php?t=39621)

cleveland July 14th, 2008 01:43 PM

Re: The Ghost King
 
Quote:

triqui said:
Either give him a strong astral score to avoid magic duels, or give him none. Indi lizard shaman or crystal sorceress killing pretenders are a no-no.

Good point. Better to forge him some luck, as he already comes with Etherealness.

Quote:

Amhazair said:
The ability to forge a decent armor on the first turn does indeed make the ghost king far more appetizing. Apart from Ulm I think early and mid Agartha can do that. Can't think of any others off the top of my head.

True, but many nations have natural gem incomes of >=3E (or =2E,>=1S for alchemy) and can therefore forge on turn 2. So he researches Alterartion on turn1, and is smashing indies on turn 3. What do you think?

Amhazair July 14th, 2008 02:51 PM

Re: The Ghost King
 
Quote:

cleveland said:
Quote:

Amhazair said:
The ability to forge a decent armor on the first turn does indeed make the ghost king far more appetizing. Apart from Ulm I think early and mid Agartha can do that. Can't think of any others off the top of my head.

True, but many nations have natural gem incomes of >=3E (or =2E,>=1S for alchemy) and can therefore forge on turn 2. So he researches Alterartion on turn1, and is smashing indies on turn 3. What do you think?

Possible, yes, but it does cost you a turn as opposed to regular SC gods. Which brings us back to the original point of being weaker than other gods at any one task, and at what point does his versatility make up for it?

Micah July 14th, 2008 03:18 PM

Re: The Ghost King
 
His versatility makes up for it about the time you cloud trapeze him on top of one of your opponent's armies and wipe it off the face of the earth. That's worth a 1-turn loss in expansion. The cyclops and wyrm generally don't end up with that kind of mobility. =)

I actually usually manage to use him to solo indies naked by choosing the weak provinces and have my national scout meet him with some armor a few turns later instead of losing a turn if I can't forge on turn 1. This will result in the occasional unlucky hit, but them's the breaks.

I'd also recommend that you take at least E2 with a GK to pick up summon earth power and then invulnerability (reinvig is important to get rid of the fatigue you take while buffing, strive to keep your fatigue score under 30 when engaged), E1 is a huge waste given how few points it takes for the much better E2. Nature is also not great to take in small quantities because the fatigue hit for personal regen is pretty huge (40 points!) which will generally get you killed.

Wrana July 14th, 2008 04:34 PM

Re: The Ghost King
 
Agree with Cleveland and Micah. Though I would prefer him asleep and pick up speed after Construction or Alteration is researched (but just maybe Black Steel Plate could be enough at the start).
Considering paths I would avoid Astral unless there's absolutely no other way to get it... but usually there is. Nature may be good but will require N4, which would also give bless (if your sacreds would benefit from such) + the above-mentioned E2+. What is beautiful he can actually pull that off if asleep.
I also agree that Cold Dominion gives him an edge - so he can be better for nations which are Cold-preferring. But this is a minor consideration.
Considering a Growth - it's easy! You just say that he's an ancient Druid leader or former sacrificial Fertility king! http://forum.shrapnelgames.com/image...ies/tongue.gif


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