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Golden Era Discussion
Lets talk about the new Arco theme. I like the thematics of it, especially the Skeptiks and the Philosophers. The Icarids are especially cool too. The Myrmidons look to be quite solid HI (and look cool to boot). Wind riders are powerful as well (if insanely expensive).
Main limitations I can see is all the good units of GA cost a lot of resources; with the mandatory 1 sloth, this makes it very difficult to levy any significant number of quality troops. The peltasts and Cardaces get destroyed in combat rather readily (I haven't played much with Arco standard so I don't know how Arco usually gets around this, with Elephants I'd suppose). The new chariots seem good but are also extremely expensive. The 50g Philosophers with 5 base research are awesome with a 3 magic scale. Combined with the versitile and powerful mystics, GA with magic 3 can probably research faster than just about anyone. However, the unpredictability of the Sage's magic picks makes it difficult to focus on a particular research goal unless you have a pretender-based strategy. Additionally, the seemingly weak initial military choices seems to suggest to me a SC pretender approach might work well, to grab the inital provinces needed to get things going. Mercenaries might be useful too. Feel free to contribute any thoughts on how to make the most of this cool new theme; I'll be trying them out over the next couple days. |
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What about a Cyclops and a rush to the Riches from Beneath? Cyclops could also be used as an early-game SC.
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I tried a game with a Wyrm with W4 and Order 2, Sloth 1, Growth 1, Misfortune 1 and Magic 3. Started early expansion with Wyrm mainly, and by turn three was also working with a small army of peltasts and cardaces. Even with just Order 3, the light infantry of GE is so cheap that I couldn't spend my money fast enough (generally a bad sign). So I went mercenary heavy to aid expansion and by turn 15 I have 12 provinces (had 14 but Ryleh has just taken two), 60 RP and 564 income. This is with indy str 6 btw. While it is an alright start, it is weak in gems (1F, 2A, 4W, 2E, 1S, 1D, 0N, 0BL income) and most of those provinces are poorly defended (and thus I have an angry Ryleh maruading through my backyard). I think a strategy that focuses on getting capitol adjacent provinces and then building a decent army/researching might be safer, since the military might of GE is somewhat questionable (though hordes of cheap peltasts/cardaces work better than I'd have thought). |
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I just tested using Skeptics (Yes I prefer the classic spelling).
While the army may or may not have it's benefits or pains, but the Skeptics definintely fill a much needed role. About 4 Skeptics will tear down a 6 Dominion in a temple/prophet province in 2 turns and drop it to 0. A few more Skeptics in outlying provinces and a decent army and suddenly it's not a war of magic, or armies, but of keeping you dominion. Unfortunately with the easy access to patrolling and it's sheer effectiveness against Stealthy +0 units, they won't see the light of day in MP unless there is a +Stealth item you could equip them with. |
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As far as I can tell, the lowering of the dominion only affects the province they are in. And the patrol phase is after the enemy movement phase. So if you know they are going to be used against you (if the Arco player is playing GE) then all you have to do is have 10+ Normal Patrollers (Slingers/Militia work fine) or 20+ PD and it will catch almost every Stealthy +0 unit as they enter the province.
With the cost of GE's armies and their low production it's quite a bit more difficult than would seem to put up an army to match most other nations. Especially since they don't have much of a lower resource unit to fill the ranks. Unless you try using Slingers, Cardaces, PeltLast for the bulk of your army (Gogo Protection). With no access to a standard and the amount of men that die from any normal HI, the Ol' Chariots don't have shields so they get decimated by Friendly Fire from Javelins, it's a rough world for GE. Please Note: I feel the theme is very nice; The Engineer alone makes you think about different choices for Castles, which in and of itself, is a great thing. [ February 17, 2004, 04:57: Message edited by: Zen ] |
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Maybe the best use of Skeptics in MP would be to move in with your armies to suppress your enemies' dominion as you conquer their territory. It's awfully hard to dominion-kill a human player who's entranched in his Last few fortresses usually, but maybe not with Golden Era.
All in all I think the new theme's troops rather suck because of the mandatory sloth, but they look so cool. Still in my tests I have a very hard time recruiting anything but peltasts. |
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That is what I spend 90% of my gold on in my tests. They do fairly well against things without tower shields. What kills me is the Chariots (which have good enough morale that you can put 10 of them in a squad and not have them rout, which is very nice) running into the middle of the fight, then getting mowed down by a wave of javalins. Since they don't have any sort of shield (...) they have no defense against them and get torn up.
I don't even want to talk about the Wind Riders, unless you have a decent Air blessing (7ish will do) the javelins mow them over if there are any left from their initial assult. Can't seem to get enough Myrmidon's to really see any impact, especially since Chariots are right around the same Resource cost. And the Icarid fall into the same Category as the Wind Riders except they are economically feasible to throw away 5-10 on a chance to throw casters into disaray. I kind of wish the Engineers had a build bonus ability, to say lower the cost of building a Castle by a % or the time to build by a %. (Yes, I'd like to try to build Fortified Cities everywhere, but it just doesn't work.) As I said the Skeptics are great for nulling domain, good for driving into the heart of an enemy who relies on high domain, just can't do it without an army backing them, as they easily get chowed down by PD/Patrollers. [ February 17, 2004, 06:31: Message edited by: Zen ] |
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More than likely I imagine I'd prefer getting 21% Gold while still being able to manufacture 10% less (or 30% if you take the big sloth hit). |
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I just tried making the All Powerful Pretender of Bless Effect Destruction, with all negative scales.
It's not going well, because skeptics don't null your domain fast enough, also makes you produce Skeptics non-stop at your capital as you expand. Though it's an interesting idea. You could be dominioned out fairly quickly using these scales. Might be a better idea to take Luck 3 and Magic 3 and try and keep the Capital to a positive dominion. |
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Basically it's a trade for 80 design points vs a 4% income loss nationwide, the need to put extra Skeptics in your non-capital centers, and maybe a more difficult start due to the inability to raise troops efficiently early when you're limited to your capital - but to make up for that, these 80 design points might allow you to give more muscle to a SC, for example. |
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I love the theme, just yum, but I got turned off by the fact that *all* interesting units are capitol-based. It's worse than Mictlan! Yes, neato, but it is just a chore for me to schlepp them from my capital all over the world. Looks great, but the sole reason I dislike Mictlan is the capitol-dependence (or is it capital?). Well good luck and have fun with the philosophers!
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Definitely a strategy that can be used. Though I don't know if it's overall better than base. I tried base scales (0 Order, 0 Luck) and got on the raw end of events. That might be the only consideration. [ February 17, 2004, 08:12: Message edited by: Zen ] |
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This theme is rather interesting and I had fun testing it. http://forum.shrapnelgames.com/images/icons/icon7.gif
Moloch with Fire 9 or 10 seems to work great with is as he can be early super combatant too (Moloch casting fire darts can take lots of independent provinces alone early in game), but will make your blessed Pegasus Riders insanely powerful as well (and worth the money). I would usually build a flying carpet, give it to my prophet Priestess and send her to accompany/bless my group of Pegasus Riders led by Pegasus Commander. They would be my deep strike team that could take all but most heavily defended provinces. Pegasus Commander can be given nice items (like ones for luck and etherealness) to make him into a SC too. Sloth 1 is a penalty to them, but without that they would be too powerful - they have units to take out enemy dominion, trample, flyers which are probably most powerful in game (Pegasus Riders that are sacred), cheap researchers while still keeping Arco priestess and astral 2 mages. You can, at least partially, overcome sloth penalty by using castles with large administration - Fortified City is almost a must. Basically, I was worried that they could be too powerful but it seems it is not the case since, while powerful, most of their units cost either lots of gold or resources or both. |
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You must have had more luck with your Wind Riders than I did. They get chopped up very easily by archers/spells.
Though of course maybe you have to build 10+ in order for them to not have a terrible attrition (making an initial charge rout the enemy) I agree that the movement factor of the Wind Rider is a significant detail; but they are fragile if you are going up against a human opponent. You almost have to take a 9 Fire/9 Air Blessing to counteract it. As Spring Hawks eat them for dinner as well as any missile fire. Edit: Also it's very easy to make them waste their lances on Harpies or Black Hawks. And target them with missilefire because they are fliers. [ February 17, 2004, 08:42: Message edited by: Zen ] |
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Chariots without bows are also useful, and you can use them to charge at melee troops to break down their front lines. |
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I've tried modifying orders and positions in order to try to minimize their combat but got variations of the same results. I think this comes from the way the chariots trample, the first trample they tend to trample out to an edge of enemy troops (north or south), then next turn they trample in and forward and their movement stops them in the middle of the enemy because they run out of movement points. The Chariots don't get fired on when using masses of Cardeces, but Cardeces have a very high attrition rate. Edit: This may be my fault. I might be using too many Peltasts so the ones in the rear of my column always have ammo to fire. I may have better results with having less when utilizing Chariots in order to minimize having a 'backlog' of PetLasts in the back who have ammo. [ February 17, 2004, 09:03: Message edited by: Zen ] |
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You can target archers with them as well. Basically I would usually give them hold and attack enemy archers or hold and attack rearmost units order. That way most of heavy infantry troops would move forward and away from shooters which would get killed or routed as soon as my riders move in. If you can't kill or rout those archers fast they you are probably attacking too large force. They aren’t a force to single handedly take out enemy main armies, but to harass enemy territories while your main armies push forward. The thing is that enemy must catch them with significant force if he hopes to take them out which is very difficult in both MP and SP games. Of course there can be other tactics for them as well. You can use Water 9 pretender and boost their already impressive defense (+ give them 2 strikes every other turn) and use them as support troops for main armies that would fight enemy HI. Or use Cyclopes with earth 9 to give them +4 protection and make flying tanks out of them. |
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Did anyone try mixing chariots with bows and peltasts?
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Unfortunately in my experiments even if you only pick up 10, (1250g) and a decently equipped commander they don't stack up very well. Though you may be right, usually a core of ~30 archers will kill them. Quote:
Valk 60 Gold 12 Resources Hp 13 Prot 13 Morale 12 MR 14 Enc 5 Str 11 Att 13 Def 15 Prec 13 Mv 3/11 Stealth +25, Flying, Glamour, Sacred Spear, Chain Mail Curiass, Helmet, Round Shield Wind Rider 125 Gold 35 Resources Hp 13 Prot 17 Morale 14 MR 12 Enc 5 Str 11 Att 12 Def 16 Prec 10 Mv 3/22 Flying, Sacred Lance, Spear, Hoof, Bronze Hauberk, Full Helmet, Round Shield Did I miss something or were the positive changes (In Bold) worth double the resources and gold cost of the unit? The ones in italic are the ones that are negative from the Valkyrie. I agree it should be more expensive, but I don't know if quite to that extreme. Edit: And Wind Guide and Archers works on "Fire Fliers" like a charm. Even while they are waiting to charge. More significant with Flaming Arrows (common) or xbows (common). [ February 17, 2004, 09:31: Message edited by: Zen ] |
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It's quite valid question and I'm not sure if they really should cost so much if you compare these units alone, but I think developers took into account overall unit strength for both nations. If you compare what Arco and Vanheim have at their disposal you will see that Arco has significant advantage in choices/power comparing to Vanheim in both magic and 'might' (most of them I already mentioned in initial post). It’s probably a global picture where Vanheim is given advantage of making more cheaper sacred units to make up for other disadvantages. I do believe that giving Wind Riders cost less then 100 gold would make it unbalancing - that protection and powerful first strike is significant factor and if Arco is allowed to build Riders in great numbers they could simply overwhelm large armies. Quote:
That requires that enemy gets both fire and air mages to attack them and bring a significant force of archers/crossbows with them. Like I said, not easy to do since they will rarely stay still in same province and as flyers they have lots of optional destinations. Additionally, you can bring a wind mage of your own with them to cast Arrow Fend on your archers and solve the problem (if Riders are defending they get to do it first!). [ February 17, 2004, 10:07: Message edited by: Daynarr ] |
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Hmm. 17 over 14 protection, not enough to really mean anything in the face of crossbows, certainly not magically boosted ones, though nice in extended melee combat.
On the other hand, the lance attack is a significant advantage, when using massed wind lords, as it is an almost guaranteed kill in the first combat round for each wind lord against most opposition. Good for clearing some space. If I were a 1-1 comparison with the Valkyrie, I would probably still come down on the "too expensive for the benefits" side. However, since I ought to be comparing entire themes rather than individual units, I will not do so. http://forum.shrapnelgames.com/images/icons/icon7.gif With their relatively high cost, they look to me to be more to fit a role as support units used in conjunction with, e.g., massed Icarii, for a rapid reaction force with extra punch, or as a heavy flyer component with hold-hold-hold-attack rear in an infantry/chariot heavy army. |
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It has no hoplites, it has no hypsists, it has no elephants, it has no Astrologers (thus making less of a Astral killer and Gateway nation). The forced sloth creates a sort of imposed balance of production that Vanheim doesn't have. The Mystics are more versitile but I consider the magics between them to be fairly equal. Better research with this Arco in the Philosopher, neat ability in the Skeptic, and interesting potential with the Engineer. I wouldn't say drop the price comparable to Valkyries, but not at 125 Gold. They already have a Dominion Requirement (High Dominion to create more per turn) and a high resource requirement (I doubt you'll run out of resources before money). Even at 100 Gold it would make them 1/5 cheaper and still make them a significant investment. 125 is just too much even for making your own little shotgun squad. Quote:
[ February 17, 2004, 10:35: Message edited by: Zen ] |
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Javelins and stealth are available to both nations so its not really advantage. Blood is hardly an option since all blood 1 mages they can buy are VERY costly (280 and 380 gold). I seriously doubt that few mages you can afford for Vanheim would be used smartly to capture few blood slaves each turn instead of leading armies, searching, researching and casting rituals. HI of Vanheim is nothing to write home about. They are basically on the same level as HI you can buy from independent provinces. Wouldn’t call that advantage. http://forum.shrapnelgames.com/images/icons/icon12.gif Flying is clearly more superior to Sailing ability. Quote:
OTOH Priestess are enough to tip the scale in favor of Arco alone. The fact that you can heal your troops, get level 3 priests, and nature support mage for only 110 gold will SAVE you a lot of gold playing Arco. While Vanheim troops get afflictions in battle and become more useful as meat shield you can heal your own troops and save a lot of money that way. They shine mostly when BoT is cast or fighting against Miasma. Bare in mind that no other nation has access to healing troops like Arco has. So, to sum it up, we can agree to disagree as I stand in my view that making Wind Riders cheaper would make Arco unbalancing overall. EDIT: typos. [ February 17, 2004, 13:34: Message edited by: Daynarr ] |
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But seeing as you can't see the possibility then there is no reason to discuss it further. [ February 17, 2004, 18:03: Message edited by: Zen ] |
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I can't believe that someone would even argue that sailing could be EQUAL to flying. Think about it, that isn't a matter of opinion or experience but single fact that you can move 3 territories on map ANYWHERE and GE has means to do so while sailing allows you to cross ONLY 1 sea territory. Geez. Quote:
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Edit: Typos. [ February 17, 2004, 19:14: Message edited by: Daynarr ] |
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Just my uninformed 2cents.
Valkyries mmake Pegasus rider look overpriced.... Well if they meet in battle on a 1 to 1 basis , who will win ? here I bet for the pegasus higu protection and lance. If they meet with a budget of 1000 gold who will win ? is it unbalanced ? Guess the answer about the price question lie in here. About Chariot, will bow mixed with standard fire during the hold and attack sequence ? |
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Both of you have some valid points. Please leave it at that and do the rest of us the favor of not trying to beat the other over the head with them. Thank you. |
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If it's not apparent, I do respect your views and have tried to see them in your light, but I cannot agree with all your points which is obvious. What is rude is assuming that your experience overrides any and all experiences of all others to the point where you can't have a discussion or argument about it, because you feel any counterpoint affects you personally since you worked closely on the project or aspect of the project. That would be like me saying it's an insult to me for arguing my personal like for America with a French individual who did not feel the same way and him calling me stubborn because I don't see his PoV. I personally don't consider that an insult, I consider it a firm stance based on my own opinions and PoV. Not everyone is trying to beat your baby when they don't agree with it. [ February 17, 2004, 20:49: Message edited by: Zen ] |
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I played this theme Last night, against all the AIs, minus Ermor and Jotunheim (because I didn't want them to get the Utgard theme) on Orania with 9 indeps. I picked 3 order, 3 misfortune, the requisite 1 sloth and 3 magic, along with a bunch of Earth magic for my Cyclops pretender and a not too strong dominion. I couldn't spend all my money fast enough, so I bought lots of mercenaries, spread out pretty fast, spread my dominion like mad, built up some of my Dark Citadels at the outskirts of my little empire, and had my billion or so cheap researchers go all out towards the Riches from Beneath (not sure if the name is right) spell, to improve my productivity. Soon, within 40 turns, I had my Dark Citadels producing Myrmidons by the swarms, had Marignon and Tien Chi dead and had Caelum and Ry'Leh on the ropes, and had a big ol' stream of research. Then Abysia and Pythium brought me down a few pegs. Now, at like 80 or 100 or something (it was 4:00 AM when I stopped playing, a bit hazy) I had three research paths to 9, most others to 4 at least, summons out the wazoo, Kings of Earth Elementals slaughtering everything in their path, being decked out in an absurd amount of equipment from my Mystics and the Forge of Ancients spell, and was steam-rolling everyone, with way more money than I can spend. Seeing as how every game except one up to this one, I lost, (and that one game was really hard and into 150+ turns on a small map)and I'm freakin' annihilating the enemies right now, I'd say this theme fits my playing style. http://forum.shrapnelgames.com/images/icons/icon7.gif Although I haven't used the skeptics as often as I thought I would . . .
The Myrmidons are very strong. I like them a lot. They form the core of the army. The wind riders seem to me, as mentioned by a few, as sorta useless. The chariots do well against weak indies in bunches, with some fodder elsewhere for the arrows. |
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