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Tartarian factory
This is a thing I wanted to try for a long time (as soon as I got my retail Version a few months ago and read the TG spell description) but I never found the time to test it until recently.
Pick Arcoscephale, a PoD with 5 in death, and buy a good magic dominion - I tested with Order+3, Prod+3, Growth+1, Magic+1, the 40-admin castle and a dominion of 5. Enough to give a 230ish starting econ and recruit all the hypaspists and hoplites you can. Research what you need to fuel your expansion - for me it was Conj 1, Alt 3, Evoc 2, Constr 6, Enchant 3, Thaum 4. Then switch to Conjuration until level 9. I reached it in turn 31 (could have been as soon as 29 if I hadn't unnecessarily dispatched mages to fight an angry AI neighbor), and at that time I had a gem income of +13 death and +19 nature (as well as a mage who could use the latter for Gift of Reason). Forge a Skull Staff and Skullface, and have the PoD chain cast TG while 5-6 priestesses heal troops in the same province. Cast GoR on the Tartarian summons who come without leader status. The result is truly insane and beats Ice Devil summoning by a long shot. Not to mention Arco's magic versatility makes it the perfect choice to equip your Titans, Cyclops, Monstra and whatnot. Who needs a Nataraja when you can summon one of these beasts each turn so soon? |
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Here is a quick breakdown for you, of the different Tartarians, this is an exerpt from the SCQR.
Unit Name Sz HP Prt Mor MR Enc Str Att Def Pre Mv Ldr Upk Tartarian Titan x1 (Female) 6 170 5 30 18 0 22 15 15 11 3/14 Na 0 SA: Poor Amph, Cause Fear (+0), 100 CR, Und, 100 PR, NNE, Random Affliction(s) Path: 3 Random (Same Path), 2 Random (Same Path) Wpn: Enchanted Spear Amr: None Tartarian Titan x1 (Male) 6 180 4 30 18 0 24 12 12 9 3/14 Na 0 SA: Cause Fear (+5), 100 CR, Und, 100 PR, NNE, Random Affliction(s) Path: 3 Random (Same Path), 2 Random (Same Path), 2 Random (Same Path) Wpn: Enchanted Sickle Amr: None Tartarian Monstrum x1 6 310 6 30 18 0 27 13 11 9 3/15 Na 0 SA: Cause Fear (+5), 100 CR, Und, 100 PR, NNE, Flying, Random Affliction(s) Path: 2 Random (Same Path), 2 Random (Same Path) Wpn: Stinger, Claw Amr: None Tartarian Spirit x1 6 150 7 30 18 0 25 13 4 7 3/8 Na 0 SA: Regen, Poor Amph, Cause Fear (+0), 100 CR, Und, 100 PR, NNE, Mtn Srvl, Random Affliction(s) Path: 2 Random (Same Path), 3 Random (Same Path) Wpn: Tartarian Chains x2 Tartarian Cyclops x1 6 182 9 30 18 0 26 12 11 6 3/12 Na 0 SA: Cause Fear (+5), 100 CR, Und, 100 PR, NNE, Random Affliction(s) Path: 2 Random (Same Path), 3 Random (Same Path) Wpn: Thunder Fist, Lightning Amr: None Tartarian Monstra x1 6 220 8 30 18 0 21 14 7 11 3/7 Na 0 SA: Cause Fear (+0), 100 CR, Und, 100 PR, NNE, Swmp Srvl, Random Affliction(s) Path: 3 Random (Same Path), 2 Random (Same Path), 1 Random (Same Path) Wpn: Fist x2 Amr: None Tartarian Cyclops x1 (v2) 6 236 18 30 18 0 26 12 17 5 3/11 Na 0 SA: Cause Fear (+5), 100 CR, Und, 100 PR, NNE, Random Affliction(s) Path: 4 Random (Same Path) Wpn: Enchanted Sword Amr: Weightless Scale, Enchanted Shield Edit: Yes I know it's ugly, but the forums don't format well http://forum.shrapnelgames.com/images/icons/icon12.gif [ February 12, 2004, 04:59: Message edited by: Zen ] |
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It's what I call Debate and Duel (D&D). You prove what you are saying by playing the game. This is perfect, please support it http://forum.shrapnelgames.com/images/icons/icon10.gif |
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Maybe he simply means you get one at a time.
PvK |
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Oh, BTW...
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It was x1, because it was in my SCQR. So when you cast the spell you get one of one type.
The Magical Paths are hard to define exactly. I've made probably 100 titans and those are the clearest definitions I could. If you notice, I split it by what commonly happens as I can't break it down any other way which makes sense. If I had the time and could do 1000 Titan tests for each I could do %'s but you really think I need to do that?, I think this is enough for my contribution. So 3, 2, 2, can be 5, 2 or 3, 2, 2, but it will never be 7, or 1, 4, 2. It's possible any one of the paths to join with another. I've never had any one of the tartarians ever be exactly the same for each one (this is probably 10 per type at least, had a problem with the Monstra (Naga) as I had a bad run of not being able to summon alot of them). If you'd like to do tests where you can conclusively say that one type is one part, I'll change my notation to reflect that. [ February 12, 2004, 06:17: Message edited by: Zen ] |
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Aside from being level 9, the spell is insane. My first casting, I got one with 2 astral 3 death 2 fire, who was a leader! Sometimes you don't need GOR, it seems. But 10 death gems for a 7-magic level god-class leader is probably a bug; the rest were normal units.
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There is about a 20% chance that any particular summoned titan will be a Commander as opposed to a Unit.
The afflictions are random. But feeblemind and mute are fairly common. Gift of Health can usually heal their afflictions in 2 or 3 turns. The spell is appropriately Level 9. Even having a semi-afflicted Unit that has the kinds of statsitics (especially HP) that the Titans have for 10 Death Gems can turn your armies into superpowered, hard to kill units with a powerful cavalry. |
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Just wanted to point out an interesting fact: that some of my summons (both Titans, Monstra) had varied skills, while some had not. Eg, all my 5 lightning Cyclops had exactly air 2/earth 3. If it's really 2?/3? like you suggest, the probability for such a draw is less than 1%. Quote:
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[ February 12, 2004, 06:50: Message edited by: Zen ] |
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you would have to find alot of death gem sites in mp to win, be lucky that is.
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The strategy sounds fun. But are you sure it's practical? If you have a PoD with Death 6 or 7 and rush the research at Conjuration, you could have a "Ghost" factory (9 gems, 1 ghost for each level of death) at Level 6, or a "Bane Lord" (42 hp, not a bad unit for 10 gems) gernerator at Level 5.
But yes, 10 gems for the Tartarian Gate sounds very cheap to me. 15 or 20 gems seems to be a more reasonable price. [ February 12, 2004, 17:08: Message edited by: ywl ] |
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Results: type 771 (Tartarian Cyclops, lightning): 2 air + 3 earth - so I guess the fire Cyclops you saw was actually a Titan. type 772 (Tartarian Cyclops, enchanted): 4 earth. type 773 (Tartarian Spirit): 3 earth + 2 death. type 774 (Tartarian Titan, female): 3 any + 2 any, can stack to give 5 in one path. type 775 (Tartarian Titan, male): 3 any + 2 any + 2 any, can stack in any combination: 5/2, 4/3 or 7 are all possible. type 776 (Tartarian Monstrum): 2 any + 2 any, can stack to give 4 in one path. type 777 (Tartarian Monstra): 2 any + 2 any + 1 any + 1 any, can stack in any combination, including 6 in a single path. I can send you the map file if you're interested. |
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Priestesses, OTOH, are readily available in numbers to Arco, and you need only a limited death gem income to chain-cast TG - 10/turn, or 8 with a summoning site, or even less if you alchemize your astrals. That's why I hardly see another nation beating Arco in that kind of race. |
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Thank you. |
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It's a nice strategy. I'm on turn 45 right now, started summoning on turn 36. World Map with fixed starting locations, all AI's on impossible, indies at 9.
Right now it's a bit messy, fighting Jotun in the north, Caelum to the east, Abyssia south and west but. I was lucky to have some gold mines in my starting provinces and cheap 6/3 archers at the other castle. Gem income is very low. I can't see how you could have researched everything you said, also searched the countryside for magic sites, created the items and got a mage that could cast gift of reason (how that btw) and all that by turn 31. [ February 15, 2004, 21:53: Message edited by: Torvak ] |
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I was thinking the same thing about turn 31...
Tried doing the math but even when I was hiring a mage every turn and non stop researching just conjuration it took almost 30 turns. Don't remember the exact amount. |
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[Edit: 3 castles, including my starting one] Quote:
[ February 16, 2004, 01:11: Message edited by: Nagot Gick Fel ] |
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I think the strategy is abusive and would like to see the exploit removed.
But I have the suspicion that the effects you saw was because of high research and large gem income, rather than specifically because of Tartarian Gate. It doesn't seem to be too much more powerful than some other strategies, if you could get to level 9 on Conjurations or Construction and have the right gem income. Examples: 1) Tarrasque. 25 Nature a piece. In my test, most tartarian zombie needs GoR. So, the gem cost is about the same. 2) Juggernaut. 25 Astral. They're powerful tramplers, holy and can spread your dominion. 3) Heck, if you have GoR, you could even use it on Gargoyle. Use Vanheim and a Nature 3 pretender. Research for Enchantment 5 and high Construction (4 or 6). GoR the Gargoyle and pile items on them. They'll be quite decent combatants, though their basic MR is just 12. Of course, most Tartarian summons are powerful magic Users. Your strategy still has an significant advantage over these three examples, even though it's harder to pull of. What bug me more is actually seeing an whole army of dead gods running around. Does it make sense to have tens of imprisoned ancient gods available for summon? Personally, I'd rather see all of the Tartarian summons unique like the Demons, and the cost of the spell and chance of feeble-mind decreased to increase their power. |
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I agree with Ywl's suggestion. Even though it takes a large amount of death to cast Tartarian Gate, it should not be any less limited than Demon Lords or Elemental King/Queens. Even with it limited you'd see players recasting their Tartarians every turn as they die. The Monstrum is particularly abusive, since he flies.
There are 7 Different types of Tartarians so the number fits nicely. |
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In the game you describe with your high death and nature gem income you were incredibly lucky. |
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30 * 0.5 * 1/8 * 2 ~= 4 1/8 because I assume that there are equal chance for each type of site (not true) and I haven't counted holy or unholy sites. But even if we increase the number to 1/4, it'd still only about 8. And you're talking Arco, who has no native access to nature or death. Search by spell will be slow. And it's Conjuration 9, Construction 6 and Thaumaturgy 4 (low). This is a lot of research. As I said, with such research and gem, you could probably do equally well with Juggernaut, Tarrasque or even 9+ ghosts per turn. Also, since Tartarian summons are undeads, you could in theory counter them with "Holy Pyre" or "Control the Dead" But still, all these cann't disprove the fact that 10 gems (or 30 with GoR) for 100+ hp, undead mage is too much of a good deal; the funny, if not ridiculous, sight of tens of dead gods in an army. I have the suspicion that the same trick is equally abusable for C'tis, Man or Pan. These nations have the advantage of a high nature gem income, the major bottleneck of the production line. Faery Queen is expensive but it's just 40 gems, merely the price of two GoR. They're also powerful air mage and generate free sprites. I won't mind having one or two of them just lying around. |
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I used 40% sites BTW, and if I understand the mechanics well it should give a 41.92% chance to get 1 site average /province, although in practice it seems I get more than that. Quote:
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for each of the 4 site slots per province there would be a 50% chance it would be filled? So for 30 provinces you would have: 30 (#provinces) * 4 (slots per land) * .5 (50% sites) * 1/8 (# of paths) * 2 (gems/site) = 16 I am not sure how this is affected by swamp/mountain/etc terrain (they have a higher chance of sites - though how is another Illwinter mystery!). As always jacques, very interesting. I am in the camp of putting it a little too powerful but not terribly so - perhaps if they had their magic skills removed if they weren't a leader that would be nice, and probably turn them into unique leaders (for the ones that start out as leaders). But the undead status does make them great targets for wither bones, so they could be countered regardless of what items you could equip them with. |
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for each of the 4 site slots per province there would be a 50% chance it would be filled? So for 30 provinces you would have: 30 (#provinces) * 4 (slots per land) * .5 (50% sites) * 1/8 (# of paths) * 2 (gems/site) = 16 I am not sure how this is affected by swamp/mountain/etc terrain (they have a higher chance of sites - though how is another Illwinter mystery!). > Snipped < </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You're right. I stand corrected http://forum.shrapnelgames.com/images/icons/icon7.gif . It might not be that much theoretically after all. But in my experience, 13 gems of a type is still an large income for non-national magic in the 50% site setting. But I agree totally it's an exploit. It's only a matter of extent how much it is comparing to other tricks when you get to Conjuration 9. |
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At least in Dom I, if memory serves the way the 'site frequency' deal worked was that there was an X probability of having _one_ site there, and as long as the check said 'yes' another roll with the same probability took place to possibly add another one, up to a maximum of four.
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Isn't the whole Tartarian Gate abusing thing just tied to the - not normal IMHO- possibility for Priestesses to heal afflictions on ... Undead beings ? http://forum.shrapnelgames.com/images/icons/shock.gif
It would make sense to make healing only possible for *living* things, no undead or construct (maybe it already doesn't work on constructs), no ? http://forum.shrapnelgames.com/images/icons/icon12.gif |
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[ February 17, 2004, 21:58: Message edited by: Nagot Gick Fel ] |
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Two possibilities here: (1) Lifeless units only. The power of golem and other constructs will be decreased; (2) Lifeless *and* undead units. Some powerful undeads will also be affected, noticebly Prince of Dead, Wraithlords. But either way, since only Arco have easy access to healing, the effects on other nations will be limited. Prince of Dead will be less attractive as a pretender choice but it's already powerful enougth - no big deal there. But still, it bugs me to see so many dead gods walking around for summoning http://forum.shrapnelgames.com/images/icons/icon7.gif . Let's make them unique http://forum.shrapnelgames.com/images/icons/icon7.gif . BTW, what is the mythological source of the word Tartarian? |
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Regarding Tartarus, Wikipedia is your friend.
(Ooh, Hecatonchires with 50 helmet slots and 100 arm slots? Hm.) |
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8/16 have 0 4/16 have 1 2/16 have 2 1/16 have 3 1/16 have 4 My way would be: 1/16 have 0 4/16 have 1 6/16 have 2 4/16 have 3 1/16 have 4 Quick test in Dom 2- Searched 16 provinces with 9 magic mages, and found: 1 with 0 4 with 1 7 with 2 2 with 3 2 with 4 I did some larger tests way back when and that's when I came up with my theory on how it's done - seems to hold true now. The swamp/mountain/etc increasing % to find a site further makes this really tough to discern without some feedback from the authorities on this... |
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Two possibilities here: (1) Lifeless units only. The power of golem and other constructs will be decreased; (2) Lifeless *and* undead units. Some powerful undeads will also be affected, noticebly Prince of Dead, Wraithlords. But either way, since only Arco have easy access to healing, the effects on other nations will be limited. Prince of Dead will be less attractive as a pretender choice but it's already powerful enougth - no big deal there. But still, it bugs me to see so many dead gods walking around for summoning http://forum.shrapnelgames.com/images/icons/icon7.gif . Let's make them unique http://forum.shrapnelgames.com/images/icons/icon7.gif . BTW, what is the mythological source of the word Tartarian? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I'd vote for Lifeless+Undead "immune" to Healing. It makes more sense than a priestly fixing of a Mech Man broken part http://forum.shrapnelgames.com/images/icons/icon10.gif .. This would include Undead pretenders - they are rather powerful already, Arco is powerful too, both don't need this extra "healing abuse". |
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Re: Mythological source of Tartarian Gate
Tartarus is the deepest section of Hell in classic Greek mythology. It's where most of the worst offenders (primarily the ones that REALLY angered Zeus) were imprisoned. This is where the Titans were imprisoned by Zeus after he overthrew Cronus. Cyclopses were also imprisoned here by Uranus, so it's not surprising those are the two most common results from Tartarian Gate. Tartarus was surrounded by a huge bronze wall and was forever in the darkest of night with no light at all. The sole gate into Tartarus is guarded by the Hecatoncheires, huge beings with 50 heads and 100 arms. There were three: Briarius (also known as Aegaeon), Cottus, and Gyges (Gyes). NOTE: I knew that Tartarian Gate referenced Greek myth, but Google is where I got 90% of that information http://forum.shrapnelgames.com/images/icons/tongue.gif A quick search can do wonders. |
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Since this are supposed to be defeated gods you are summoning, wouldn't it be fun to have undead Versions of defeated Gods in the current game be possible summons? Nothing like finally destroying a race, and then have their Niefel giant pretender come back at you the next turn!
As for removing healing from priestesses for constructs/undead, I could see that making sense and should abide by the same rules as who can qualify for regeneration. A new unit that repairs constructs would be nice, and some other way for undead to remove afflictions - how about a Death ritual spell that gives an undead's affliction to another commander? In a related note, I never thought Gift of Health or the Chalice should work on undead either. |
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Perhaps GoH and Priestesses should be able to heal constructs in a Golem Cult, however. Ah, complexity. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Side note, I kind of wish that there was a way to seperate the different types of themes: race defining themes like Niefel/Miasma/etc and the special effect ones like Golem Cult/Restless Worshippers/etc. This way you can take an alternate race setup like Utgard and one of the specials like Golem Cult together. Heck, if you want to spend the points, you could even allow taking multiple special effect bonuses! |
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