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Tien Chi Default
I'm confused about the default Version of Tien Chi. My confusion was instigated by my recent discovery that there is a Celestial Gardener as a national summoning spell.
Admittedly, I had not played the default Version much -- but still it took me over a month to even recognize that this spell *existed*. I don't want to fault the documentation here, but rather the concept: - why make a national summons which quite conceivably could *never* be used in the course of an entire game? Yes, it took me *that* long to get a CM with a random earth pick. Had I not chosen to cast a ritual spell with that mage, and had I been even less attentive than normal, I might not even have noticed that spell existing. Fine, now I know how it works. Just like the other celestial summoning spell, the dual-air 1 astral. This is also a spell which requires great luck to even be able to cast. Either you must get lucky to use it (random air pick) or you need to design a god around casting these spells (which, by the way, is not encouraged by the misleading (well: downright false) "flavor text", in which the summons are described as being "only" summonable by the CMs, which is not the case). That seems really very bizarre. If it is purely a question of balance, why not make them available to celestial masters and more expensive? (*IF* it is a question of balance.) Or make them weaker. Otherwise, I can't see why the horse servants should require 2 air, nor why the gardeners should require a path that the national mages rarely get. My plea for 2.10: Rehaul the celestial summoning to make it available to all CMs. |
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>Either you must get lucky to use it (random air pick) or you need to design a god around casting these spells (which, by the way, is not encouraged by the misleading (well: downright false) "flavor text", in which the summons are described as being "only" summonable by the CMs, which is not the case). That seems really very bizarre.
Actually it's more of a "imperative text" than a "flavor text". It does not fit to have other mages summon them. If you read the desctription you might get a feel for what is right and stop using other mages to summon the servants http://forum.shrapnelgames.com/images/icons/icon12.gif >If it is purely a question of balance, why not make them available to celestial masters and more expensive? (*IF* it is a question of balance.) Or make them weaker. Otherwise, I can't see why the horse servants should require 2 air, nor why the gardeners should require a path that the national mages rarely get. It is a special thing and a flavor thing. Gardeners and servants poke the earth in the heavenly gardens. Celestial Soldiers defend the heavenly abodes in the clouds. The special thing is almost a balance thing but not entirely so. Celestial masters are rarely into earth (a flavor thing). We didn''t want to give them earth, but we wanted the servants to be earth based. The Soldiers are very powerful and should not be easier to summon. Thus the current solution. It also fits that you only summon one gardener and that you rarely build armies around them. Unfortunately (as I'm very fond of them) they become rare. There should not be any problems with the soldiers as they cost more. When you get the air pick you might not be able to cast the spell anyway. |
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Thanks for the very prompt and thorough reply. You make your position very clear -- merci!
I happen not to share your opinion, but that is neither here nor there. What I like about S&A is that the celestial summons are available to the CMs, even if you wont always cast for them (because of gem cost, because you only get 1, etc.) It is just a shame that you cant really use your national summons unless you get lucky, and because of the somewhat slim documentation on the nations, you might not even know that gardeners exist. Ah well thanks anyhow. |
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You do not need to get lucky to use the Celestial Soldiers - you just need to empower any Celestial Master to air 2 or (preferably) to construct a Winged Helmet or a Bag of Wind, which requires construction 4.
Hardly onerous. It does mean that the use of Celestial Soldiers is more of a mid- and end- game tactic than an early-game tactic, but that is quite fine with me. If you get lucky with magic sites (and T'ien C'hi is one of the best site-searching nations in the game), you can build entire armies around Celestial Soldiers in the mid-game. Cost-wise, there are few better summons in the game. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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S&A is supposed to be more magical. The demons reflect this.
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Noob question: what line are these spells located in? Actually, more broadly is there a reference somewhere for all national spells? Or even better, a blow-by-blow description of all the nations so I don't have to start a new game with each new nation/theme to figure them out?
-Jeff |
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I got overrun by an AI playing Tien'Chi once. I was Arcoscephale with a Natajara combat pretender, and they had a Ghost King with a bunch of celestial summons. Stormed right through my home province pretty early on.
Jaif, there are national spells listed at the end of the manual, but these Tien'Chi ones don't seem to be there. There are also national spells which come pre-researched for some nations, but which other nations can eventually research - I don't know if those are documented anywhere, and they can be easy not to notice that you've got them automatically and not as a result of your research. PvK |
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Speaking of tien Chi, I'm on turn 18 of a multiplayer game with luck +3 and I have gotten ZERO heros.
Is this a bug, or am I just insanely unlucky? Rabe the Coward Magnet |
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Another question about Tien Chi: does anybody else feel that Spring & Autumn theme is actually stronger than the default?
You lose the imperial archers and crossbowmen in S&A. They're powerful but not nonreplacable. The heavy mounted archers are wonderful on paper but they aren't very practical. In return, you get among the best mages in the game, Masters of the Five Elements and the flying Celestial Masters. Your infantries are all crappy but they're usable if supported up by your mages. More importantly, you still have the composite bow archers as your vehicle for early expansion. You even have access to "Dispossessed Spirits" for free. They can help your mediocre infantry a lot in battle. Default theme of Tien Chi actually feels weak with the vulnerability of their Celestial Masters to Magic Duel. Master of the Way is a good buy but with only one Water and one random, they're hard to use in battle - 2 water and a random or 1 water, 1 nature and 1 random will be better. |
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They do play very differently though. I play default T'ien C'hi as an army-heavy nation with good magical backup, whereas S&A lives and dies with its mages. |
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Note not all of the information are necessarily 100% up to date, in fact they probably are not as the post was made Feb. 3rd, 2004, but for the most part it should be adequate. Perhaps someone can make addenum to it including any corrections and V2.08 changes (e.g. Golden Era not included yet). -Gateway103 [ March 21, 2004, 21:14: Message edited by: Gateway103 ] |
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They do play very differently though. I play default T'ien C'hi as an army-heavy nation with good magical backup, whereas S&A lives and dies with its mages. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You love cavalry in general? It's hard for me to imagine their crossbowmen and archers as icing on the cake, rather than being the cake http://forum.shrapnelgames.com/images/icons/icon7.gif . |
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Qualification: I do not find cavalry all that useful on its own, as all-cavalry armies are hideously expensive, but as flankers and pursuers that ensure that few enemies manage to flee there are none better amongst the recruitable troops, and sometimes cavalry manages to chew up the entire enemy rear. Cavalry has the staying power and the offensive punch that recritable flying units lack. [Okay, I tell a lie. Cavalry does not make the best recruitable flanker: Niefel Giants are even better flankers and pursuers, but they are sort of their own Category http://forum.shrapnelgames.com/images/icons/icon10.gif ] T'ien C'hi heavy cavalry has the considerable advantage that the national mages have paths that enable them to negate several of the vulnerabilities of cavalry. (Arrow fend/storm/mist/anti-magic) Try Red Guards with a fire-9 or a water-9 blessing. |
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I feel that S&A is not weaker and personally is stronger, but that is because I still dont understand the default theme. CMs rock in S&A, and together with DoHFires they make perfect hit-and-runners too.
Oddly enough, I almost NEVER get the (excellent) Master of Five Elements, but stick to the highly mobile CMs, but that may be due to my pretender choice. With two randoms on the CM, I almost always get an Earth fairly soon, and with high luck scales I can also usually get the healing female Hero with nice nature. And I have learned to live with the troops. The archers are nothing to sneeze at (with wind guide and flame arrow), and I have a use for all the troops except those ridiculous mounted bowmen (let them shoot when guarding a commander!). |
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I think the attraction of the MoFE's over the CM's is that they are an even more fabulous research buy, craft very well, and can plausibly get 2 earth, which enables the EarthBoot/dwarven hammer progression.
I've never seen a CM with 2 earth, and outside of ashkasic record/empowering , there isn't any other way to find those yummy earth sites. Nobles are MUCH better with Faithful/Lead shield/airshield armor than other non earth combos. Rabe the Aristocrat Wanna be |
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Qualification: I do not find cavalry all that useful on its own, as all-cavalry armies are hideously expensive, but as flankers and pursuers that ensure that few enemies manage to flee there are none better amongst the recruitable troops, and sometimes cavalry manages to chew up the entire enemy rear. Cavalry has the staying power and the offensive punch that recritable flying units lack. [Okay, I tell a lie. Cavalry does not make the best recruitable flanker: Niefel Giants are even better flankers and pursuers, but they are sort of their own Category http://forum.shrapnelgames.com/images/icons/icon10.gif ] T'ien C'hi heavy cavalry has the considerable advantage that the national mages have paths that enable them to negate several of the vulnerabilities of cavalry. (Arrow fend/storm/mist/anti-magic) Try Red Guards with a fire-9 or a water-9 blessing. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I found the contrary - most nations have better cavalry than Tien Chi's, except for their heavy horsemen with bow. Tein Chi's cavalry has low protection comparing to the others. Even Man's regular knights have better stat than them. I guess the reason is you're playing with high blessed effects, which I usually find impractical. But different people play the game differently. It's no big surprise there. |
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I believe the M5E is also immune to Magic Duel which is a notorious weakness of the Celestial Masters (of both normal and S&A).
I think "small" mages like Master of the Way can be used on the battlefield - just don't expect one Master of the Way to perform like a CM or Arch Theurg. A Master of the Way costs as much as eight normal soldiers and will perform roughly at that level. If he kills three or four normal soldiers in one battle he's doing pretty well. |
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Likewise, I value high morale on expensive units and especially on flankers, as beginning to flee while you are flanking an enemy that is still capable of fighting is a losing proposition, and any sacred unit gets a +3 morale when blessed. That effectively means that Red Guards have 18 morale - which beats all non-sacred cavalry hands down. So, if we compare on a nation by nation basis: </font>
In conclusion, I find that preciously few nations have better cavalry than T'ien C'hi, and that most of those that can be considered contenders either have cavalry that is awfully vulnerable to MR dependent spells or suffer from the fact that their cavalry is much more expensive than the Red Guard. |
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Peter, there is one area where I will disagree with you. I believe it was:
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Master of the Deads worth all their gold just for the dispossessed spirits. Spells like "Reanimation", "Revive King" and "Dark Knowledge" make them even more useful. The 3 research points, or 4 with the scale, is another bonus. Moreover, their level can be easily boosted up to 2 by the Skull Staff, which make them even more effective in battle. So, S&A Tien Chi has some of the best mages in the game http://forum.shrapnelgames.com/images/icons/icon7.gif . |
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Fair enough.
I play with an Earth pretender (Great Mother), so I am not worried about boots -- she makes a hammer, the first pair of boots to slap on my CM/w random earth, and it goes great from there. Usually never get a Mof5E unless I get really bad luck with no-earth-picks with the CMs. |
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Never thought of their cavalry as that good, maybe I should give it another go. Odd, I just cant get Default theme to groove for me, while S&A has quickly become not only my hands-down favorite, but one in which do surprisingly better than I normally do. Depending on the map. S&A also has some of the best underwater capabilities of any overland race (cast a Mound king and a few dozen Spirits, and you can go under with good success within the first dozen turns -- not to mention the entire Water deal you get with CMs). Once mid-game is over, and I have not been harried too much, S&A magic really takes off -- in any direction you want. It is also the only race in the game I know of that can forge any non-blood item in the game whatsoever with relatively no effort as long as the Pretender has 2+ earth.
Well I suppose I will never see those national summons available for Default as I had hoped, since I am apparently the only one who feels that they should be made more available but also made weaker. Any other tips for Default theme? Do you folk normally go Imperial Bowmen with those cavalry types, or what? |
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I do remember that I found its main utility to be as a high HP archer platform, which means that it does not really count as heavy cavalry, since it does not fulfill the heavy cavalry role of flanking and inflicting high damage. The moose easily wins in the funniest large recruitable unit Category, though, and it might be a better mounted archer than the T'ien C'hi Imperial Horseman, depending on price. |
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Downside is no lances, only 10 attack, 11 prot, 13 morale which probably makes them less effective on killing rearmost archers than red guards. I did a test of 10 red guards versus 10 white centaurs with no blesses involved, 9 red guards and 1 centaur died. Then i tried it again, two centaurs died. I think the defence makes a lot of difference in this matchup. Quote:
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The miserable 15 protection for the Red Guards still hurt. For example, without blessed effect, I don't know how well they will survive in an one-on-one with normal knights - not to mention Man's better Version. But well, you can't have everything. |
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If you are expecting a one on one vs knights with no magic involved, then obviously many (though by no means all, morale is still important) other types of heavy cavalry are preferable. If you are expecting heavy magic, then the Red Guard is probably preferable over the knight, even without blessing effects. If you are expecting a bit of this and a bit of that and have even a small blessing effect of some sort, say one or two 4s - then the relatively inexpensive Red Guard is your man. And, as you noted, the synergy with the blessed Celestial Soldiers makes for one powerful melee force. |
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(3%base +3% luck bonus)x17= 102% Can someone spoil me on how hero acquisition actually works? Thanks, Rabe the Oh-So-Lacking a Role Model |
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Make the difference between luck and misfortune more discernable. Rabe the Bummed |
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Consorts can shut an opponents' economy down HARD. One consort causing unrest can usually be managed with 80-90% taxes - which cuts income by 25%+. Two will require 50% and the unrest will still build without patrolling. Over three and that province is locked down. You can send them straight to your opponents capital without any fear at all with their +30 stealth. It usually only takes five or six consorts to cut an opponents income by nearly half if placed correctly. Forge Rings of Water Breathing + Flying Shoes (each only 5 gems), and you shut down underwater provinces. I can't play T'ien Ch'i without consorts. Red Guards are great. Imperial Crossbows are basically the best crossbow unit you can buy. Mages are sacred so cheaper to maintain. Eunuchs are not at all bad to have around once your past the early game (for that extra insurance). The only mediocre unit is the Prince General, but i still buy them anyway http://forum.shrapnelgames.com/images/icons/icon7.gif . My favorite blessing is Astral-9 for Red Guards; gives them a much greater chance of avoiding 'bad luck' and lets them close ranks. Also means they can charge straight into enemy cavalry and win every time. Best T'ien C'hi build ive come up with is: Oracle w/ 9 Astral 6 Dominion w/ Ceremonial Faith 2 Order, 1 Productivity, 2 Growth Fortified City. This seems to work very well and feels like it fits the theme nicely. |
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Members of the Second Tier cost 160 gold and have the same +30 stealth rating. Per gold consorts are much more efficient at causing unrest (obviously). For other uses, perhaps, the Illuminati are better. |
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But ive never had a consort of my own be revealed in test games vs. the computer. Up to Hard. So im happy to use them, and they're cheaper than Bards as well http://forum.shrapnelgames.com/images/icons/icon7.gif . I think reveal is: Spy automatically revealed if ProvinceDefence/Stealth => 1 I don't know how many troops you need to patrol to uncover *X* stealth with *Y* P.Defence. [ March 24, 2004, 03:51: Message edited by: SelfishGene ] |
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It's a random chance of detection, not an automatic threshold. Some stealthy units have stealth +0 and can sometimes escape detection in tough provinces where others are sometimes captured the first time.
PvK |
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[quote]Originally posted by SelfishGene:
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Make the difference between luck and misfortune more discernable. Rabe the Bummed </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">The difference IS discernable, only there's a large uncertainty on when you'll get Heroes, if any. With Misfortune 2, you only have about 19% chance of getting a Hero in your 20 first turns. Misfortune 1: 33% Luck 0: 46% Luck 1: 56% Luck 2: 64% Luck 3: 71% Also, with the high luck Ratings, there is a decent chance that you will see more than one Hero in that amount of time, or maybe 30 turns. Not bad, if you have good Heroes. Of course, most of the time just your Heroes are not a good reason to take Luck. But the difference IS significant. |
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I said between the high variance and relatively modest increases for positive luck, that the current implementation makes it very difficult to tell you are getting a benefit. This is IMHO, ... ahem... Unfortunate Rabe the Punny Guy |
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