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Re: Mictlan , how to play it effectively
I did not. Both sides had a pretender.
Except for Mictlan, each pretender gets 10 dominion spread plus 2 temple checks at your max dominion level. The Mictlan pretender has the full 10 dominion spread also but zero temple checks. Plus, the Mictlan home province with a temple does not get the extra temple check like all other races do. Thus, the 10 pretender spread of Mictlan cancelled the 10 pretender spread of Marigon and left the difference at 3 (or is it 4?) missing temple checks. Which seemed exactly to match my testing. Both 3 and 4 slaves sacrificed per turn seemed close to balanced as far as the random number generator would allow over a short term. |
Re: Mictlan , how to play it effectively
Overall, it's a pretty bad deal for Mictlan though. In real game scenarious you are going to be fighting off hostile dominions all over and not just against one enemy. The amount of blood required for that cannot possibly be viable.
On top of that, you've got to build temples to increase your maximum dominion (and to actually sacrifice) but they don't do anything else positive...Mictlan is on a hiding to nothing dominion-wise I fear. Not to mention the time spent hunting for slaves when other dominions can be actively preaching against you. I'd recommend 1/2 price temples which increase the max dominion and the ability to sacrifice without a temple in the province. As things stand, those temples look like a huge waste of cash that you are unlikely to be able to afford considering you'll be running blood provinces. Mictlan is weak and needs too much micromanagment to be viable. Even the AI gets mullered with it most games :- I've seen one strong Mictlan AI in about 100 games. |
Re: Mictlan , how to play it effectively
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And you really, really want to spend your slaves on anything but wasting them on dominion spread. Like IDs, ADs, devils, vampires, etc, and etc, and etc. Being unequivocally forced to sacrifice on the order of 20 slaves per turn JUST TO STAY EVEN with any other race is no fun at all. I can assure you that this hurts bad in my current Mictlan game. Quote:
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Mictlan does suffer from more micro than any other race. And it it not as simple as selecting your hunters and hitting 'Z'. I tried that and it simply does not work. It is a start, but you must also baby every single hunter based on the current unrest level in each hunting province. With less than 5 unrest, you can have 3 hunters. With about 10 unrest, you need to put one hunter temporarily on research. And when you get one of those outliers of high unrest or a bad event, or get attacked by knights or barbarians, then they all hunters in the province must go to research while you either wait with zero tax and/or patrollers to clear it. You must move your patrolling slaves around where needed the most. You also must switch hunting provinces around as you use up population. You also must decide each and every turn on exactly how many slaves you can afford to sacrifice this time. But I will certainly agree with Dice on one thing here: Mictlan is not weak. If you can survive through the harsh middle game, it can be very strong in the end game with its IDs, ADs, devils, vampires, and the ability to crush other peoples dominions almost at will. Quote:
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Re: Mictlan , how to play it effectively
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Re: Mictlan , how to play it effectively
no I think 3 hunters is the most effective. Sure, unrest will often creep up, but it is a self-balancing system, as failing to find slaves will allow the natural 0% taxation unrest reduction to operate.
think of it this way - If your unrest stays at 0, you're being inefficient... [well, 0% itself would be efficient] This is part of why, say, 4000 pop is almost as good as 5000. Sure, you get a few misses, but that keeps unrest down, so it is almost as productive as 5000 pop. [i'd need the precise numbers for unrest generation to determine how low your pop can be and still be equally productive on average as 5000] basically, 0% taxation yields a certain number of potential bloodslaves (without patrolling, which is a true killer), and you don't want to miss a drop of that sweet sweet sugar... http://forum.shrapnelgames.com/images/smilies/happy.gif |
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This is not so heavy and in 8+k provinces probably even compensable with growth 3 . Normally i am a fan of a death 3 scale only with bloodhunt i tend to take growth 3 : A 5k pop province stays at about 5k forever with growth 3 and bloodhunting . With death 3 you lose each turn 0,006% pop + more pop by bloodhunt . With 3 bloodhunters you lose about 50 pop per turn cause of bloodhunt and about 25 per deathscale . So even without events normally a 5K province is down to 4k in about 12 turns and down to 3k in about 25-30 turns . Since those 4-6k provinces are so common i really think growth is for bloodnations not too bad . At about turn 50-60 the deathscale starts to really disturb your bloodhunting . On a small map you have either long won or are long dead then but other games often Last until turn 50-60 easily . |
Re: Mictlan , how to play it effectively
If you can find someone with growth scale, just keep taking their territories and your death scale won't hurt so much http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Mictlan , how to play it effectively
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