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Mictlan , how to play it effectively
Earlier, I gave Mictlan a shot.
It was a fun experience, and different. Dominion is hard to keep up, what with all the sacrifices needed. What I am not understanding is blood magic. I researched it, and cast out some spells, but none seem very effective, and I don't see the lure of Mictlan. The troops are weak, the priests are expensive(but powerful). With blood magic, I tried using send horror, but it doesnt seem to have any effect. http://forum.shrapnelgames.com/image...es/redface.gif What tactics are usable with this great country, and what am I doing wrong? http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Mictlan , how to play it effectively
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the battlefield magic is difficult to use, and the remote summons are only somewhat useful. but the ritual summons, otoh,... ie. bust out dah debbil bomb! [img]/threads/images/Graemlins/icon33.gif[/img] [img]/threads/images/Graemlins/icon33.gif[/img] [img]/threads/images/Graemlins/icon33.gif[/img] [img]/threads/images/Graemlins/icon30.gif[/img] [img]/threads/images/Graemlins/icon30.gif[/img] [img]/threads/images/Graemlins/icon30.gif[/img] we have a winnah111 (for instance, mictlan can cast summon fiend from the very beginning. blood hunt blood hunt and try out a small army of them set on hold and attack) |
Re: Mictlan , how to play it effectively
Mictlan starts out with the eminently useful spell bind fiend, so you really want to get your blood economy going fast because once you get about 10-12 of these babies you can mop the floor with indeps. Mictlan has the best blood hunter available in the mictlan priest. The fact that he's sacred (reducing upkeep) and recruitable everywhere can make mictlan a real blood powerhouse. Plus the tribal kings can create and lead slaves which are low upkeep patrollers for provinces where you blood hunt. I try to get a castle/lab/temple, 2 priests hunting with SDR, 1 priest sacrificing 2 per turn, and a tribal king patrolling in every province with >5000 population. With its rainbow mages mictlan can puruse almost any blood strategy you would like to try.
The real downside to mictlan is that it requires incredible micromanagement once you get larger, having to constantly balance taxes/unrest and constantly keep putting slaves on your sacrificers to spread your dominion. |
Re: Mictlan , how to play it effectively
I didn't get a chance to try one. I was going to try to summon an arch devil or one of those other ones. I forget the name..it needs 150 slaves, I think and its like level 8 or so.
My dominion was destroyed before I got the chance. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Mictlan , how to play it effectively
Blood magic is all about the summons. The combat spells of blood, while decent, have a lot of overhead in the form of the blood slaves, who are often killed by enemy action (sometimes without even trying), and even if not killed, get in the way.
Blood summons, however, are extremely strong. Ice Devils, Arch Devils, and Demon Lords are very powerful units who are better SCs than many pretenders, and often require minimal equipment to do their job. And, they are unique. All the blood nations need to race to get the powerful blood summons, and the limiting factor for this is usually blood slave income, rather than research. Mictlan's enormous bloodhunting capacity is a big advantage here. Mictlan dominion, while micromanagement-intensive, has a lot of advantages. You can "aim" your dominion very precisely with Mictlan. If you take a hostile dominion, such as drain scale, you can simply avoid putting your dominion in certain provinces, for instance, carving out a low dominion area to do your research in. You can also push your dominion, suddenly and effectively, into enemy territories. This makes vampires (another blood summon) extremely effective. The ability to move your dominion (combined with low cost temples) also allows you to get away with slightly lower base dominion than you otherwise could. Mictlan is also highly resistant to being dominion-killed. Send Horror is a powerful artillery spell, with an extremely low cost for what you get. It's not quite as popular as Ghost Riders, but this may be due to the difficulty of casting it. Horrors are extremely powerful against some types of armies and extremly weak against others. If you saw no effect at all, you must have done something wrong, as you do get to see the battle. The in-combat Call Horror spells aren't quite as good, because whoever conjures the horror up is likely to be killed by it. |
Re: Mictlan , how to play it effectively
That's odd.
It would say: <priest> has cast Send Horror. But nothing after that. http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: Mictlan , how to play it effectively
though I should say that in the only Mictlan game i've ever played, currently underway, I've used mostly troops and have only a minor blood income. As always, there are a lot of possibilities, but just pumping out a couple armies of fiends will do you well.
research construction 4 for the sanguine dousing rods. mictlan troops are only good, however, w/ a significant bless effect. Quote:
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Re: Mictlan , how to play it effectively
I do not think it was, i was sending those little devil armies in, and it had some PD and some sages. Thats why I was trying to destroy his army there.
He had sages there conducting research. [or does having only leaders not count as an army?] |
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I guess I should test this on my own, but it would take me a while to setup a gamere where I have the in-combat Call Horror spell. |
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Re: Mictlan , how to play it effectively
I play with v 2.02. I like it more than later patches.
I keep a separate install patched to 2.12 for MP purposes however. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Mictlan , how to play it effectively
Well, you've to choose *either* to play Mictlan *or* play effectively http://forum.shrapnelgames.com/images/smilies/laugh.gif !
More seriously, Mictlan is hard to play and not that powerful : it screams for some high Bless strategy with the were-warriors, and requires full power to Blood economy to get hordes of Devils. Blood and dominion management requires serious micromanagement, with eventual frequent mistakes ! http://forum.shrapnelgames.com/images/smilies/wink.gif Overall Mictlan is rather disappointing ... |
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i wanted to try something new and now i play mictlan in my 3! new mpgames . was a serious serious fault http://forum.shrapnelgames.com/images/smilies/happy.gif each with other pretender / tactics but so far none is satisfying . the sacrificing for dominion is bad . i think i like abysia more when i wanna play blood http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Mictlan , how to play it effectively
Mictlan is definitely the most challenging to play. Anytime Mictlan is setup in a game as a computer opponent he almost always dies early.
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Re: Mictlan , how to play it effectively
easy strat 101 for Mictlan:
1. design a stanadard supercombatant for indy expansion 2. research alt 3 and enchant 1 (most probably) 3. research const 4 for dousing rods 4. cover as many 4-8k pop terrritories w/ packs of 3 bloodhunting priests w/ dousing rods 5. summon or, if you're playing competitive MP, ignore construction, bloodhunt anyways, have blood and 3 water on your pretender, and rush the ice devils. |
Re: Mictlan , how to play it effectively
Mictlan starts with the bind fiend spell, so no research is really needed to start conquering provinces, just a few bloodslaves. Conquer 1 province with troops, bloodhunt like crazy and summon fiends.
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Oh, and you really want to hunt in provinces with at least 5k population, not 4k, since there is a formula breakpoint that comes at 5k. |
Re: Mictlan , how to play it effectively
well, the point of a rush is to grab them before someone else does. equipping comes later http://forum.shrapnelgames.com/images/smilies/wink.gif
and while above 5K is optimal, a 4K province will return 80% of what a 5K province does. Actually, a bit higher than 80%, if you hunt like i do, w/ 3 priests w/ dousing rods, since that will, on average, drive the unrest up slightly. so 4K is ok, while 6K (since it can Last a long time), is optimal. But, for instance, in my current game I have no 5-8K provinces, so my choice is between doing 4K provinces or 9K http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: Mictlan , how to play it effectively
Been trying out Mictlan in a futile attempt to get it to work.
One tactic I hit upon is sending in your prophet/high level priest with your attacking army and immediately blood hunting the turn you take it. If you drop the tax to 0% that turn, you'll mostly do away with the initial resistance factor and get a 'free' bloodhunt, allowing you to up the tax to 100% next turn. Can't quite get used to the non-spreading dominion though. I thought a 5th level priest was supposed to be able to sacrifice 5 blood slaves a turn? That doesn't seem to be the case in my experience. |
Re: Mictlan , how to play it effectively
Why not patrol with 50 or so slaves wherever you happen to be bloodhunting? It doesnt take that long to generate a nice big whack of slaves, and patrolling with them will let you hunt with 2 or 3 blood hunters/province with essenitally no unrest.
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Re: Mictlan , how to play it effectively
no unrest, but serious population loss...
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Re: Mictlan , how to play it effectively
Pretty minimal if you have growth scales, or dont think the game will be super long.
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Re: Mictlan , how to play it effectively
growth scales? what are those?
;p |
Re: Mictlan , how to play it effectively
Sadly, many players seem to agree that a point or two of death is far preferable to growth, to the point where a common complaint of Last of the Tuatha is "But I _have_ to take growth (and luck)!" That's why there at least one or two balance mods out there that rejigger the scales, so that there aren't so many "no brainers". |
Re: Mictlan , how to play it effectively
Growth scale is measured by the size of your army http://forum.shrapnelgames.com/images/smilies/happy.gif
- Kel |
Re: Mictlan , how to play it effectively
In the latest game I've got 3 priest kings in a feeder province and I usually bloodhunt with 2 while slaving with the other. The population is only about 6000 but I'm getting around 4-8 each per turn which is alright I suppose. I'm not bothering with patrolling because I don't want the population falling any lower than it is. At 2 bloodhunts per turn and 0% tax rate, the province is stuck firmly on 6 unrest and that's with a bandit camp.
It's all working out fairly well this game actually. |
Re: Mictlan , how to play it effectively
One of the problems with Mictlan is that you are pretty much forced to get growth if you expect the game to Last more than about 50 turns or so. With death scales + bloodhunting + patrolling, your provinces will look like Ermor was there in no time at all! With 3 hunters per province, zero tax rate, and no patrolling, you can just about balance the pop loss from hunting with 2 growth. Without population, you get no more slaves and you are totally dead. Just see how fast your dominion dies when you have no slaves to sacrifice anymore!
The other problem, pointed out above, is that the blood battle spells simply aren't useful at all. All those annoying blood slaves die in the battle, and you MUST have them because every blood battle spell uses a slave or two. Not to mention the intense micromanagement of getting the correct amount of slaves to the correct mages scripted to cast the correct battle spells. You are typically far better off using your slaves to make another devil/vampire or 2 (or 10 or 50)! Another huge problem is the fact that after you pool slaves, you must go to ALL your sacrificing priests and put the 4 slaves (you have the jade knife on all your sacrificers, right?) back on them. Every darn turn! And you will always miss this a few times throughout the course of the game. Plus you will put your tax rate back to 100% inadvertently in the F1 screen and get instant high unrest more than once! My strategy as Mictlan is to get 1-2 growth and put a set of four Mictlan priests in every single province between 4K and 8K population. One guy has the jade knife and a clam and sacs four slaves per turn. The other three have the SDR and a clam and hunt continously. With the tax at zero and the hunters only 90% successful, you almost never have the unrest go above 20. This nets you around 9 slaves, 4 temple checks, and 4 pearls per such province per turn indefinitely with 2 growth. Also, don't forget to get a cheap castle and put it in every single one of these hunt/sac provinces. On all the low pop provinces, like below 2-3K, just hunt them to death and move on. Don't bother with a tower/temple/lab in those unless they have a gem income that you don't want to lose. |
Re: Mictlan , how to play it effectively
Actually I was working on a strategy of hoarding slaves and then mass sacrificing them at strategic points. I'm doing ok in a military and magic sense (I lead both gem and cash income and have a mid-ranking 'army'). Also, my dominion appears to be getting stronger on it's own - I haven't sacrificed any slaves for dominion so far (I've got the grand total of 2 temples). The whole sacrifice and dominion thing seems a bit different from what the rulebook suggests.
No jade knives yet but I'll have some for the sacrifices. I'm not sure on your point about the population dying btw - the province I'm using for blood slaves is not dropping noticably in population and has no growth scale. I'm basically getting between 5-15 blood slaves per turn for the loss of 26 gold. It has a -2 dominion (right next to Caelum's capital) so maybe thats a factor. |
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And getting back to the original post for a second. Mictlain has basically, 2 options: 1) Make a bless pretender and expand using your decent sacred troops. 2) Make an SC pretender and expand using your SC The advantage to #1 is that you do not have to research alteration-3 which is nice. The disadvantage to #1 is that you have to make troops which cost money which could have been spent on more mages for blood hunting and using that blood. The downside to #2 is that you *need* to take Blood-3 ( or ) and Water-3 on your pretender since you just *have* to have the ice devils. This may be difficult to take on an SC pretender and not break the bank. |
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If you take the patrol/growth route you'll have a larger standing army...if slaves can be called an 'army'. If you use a few feeder provinces at 0% tax you can run a proper empire elsewhere. It probably works out fairly similar. The patrol/growth tactic is bound to end up taxing your economy quite badly. Slaves are cheap but not in the numbers you'd need to patrol every province. On the plus side, you should be able to get an awful lot of bloodslaves. If you have a few feeder provinces and order, the tax revenue you lose is going to be more than made up for elsewhere. It's basically substituting growth for order. This empire will have more cash and less blood slaves...but how many blood slaves do you really need? |
Re: Mictlan , how to play it effectively
Keep in mind that you don't have to take growth to counteract population loss, you can just take more provinces http://forum.shrapnelgames.com/images/smilies/happy.gif
- Kel |
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I also wonder about your mass sacrificing at strategic points thing. A huge problem is that only one priest at a time can sacrifice in a province with a temple. I simply cannot see how mass sacrificing will work at all. As for the population loss thing, your pop is dying if you don't have growth. Write down the population in a provimce from one turn to the next and see how much it goes down each month. Every blood slave you create results in a loss of a minimum of 2 people per slave. The virgin and her mother perhaps??? So, 3 hunters in a single province over 5K population will lose you 30-35 people each turn for the 15 slaves on average that you get. Add in a -0.4% loss from death 2, and you would be losing 50+ pop per turn. The patrolling thing makes your population drop slightly more than twice as fast as without, for each bandit killed also results in a loss of at least 2 pop per bandit. Plus you have to kill the 3 bandits (on average, but open ended) who come with the mere attempt to hunt whether successful or not. Patrolling with the above scenario means a loss of about 90 people per turn. In 11 turns, your 6K province becomes a 5K province for an average of 165 total blood slaves. Once you get down to 2K population, it is close to useless to hunt anymore, for you are getting only 2 of slaves per turn on average for a 5 increase in unrest. As long as you can continue to expand by killing someone, this raping strategy works. On a smaller map, if you have to hunker down, fortify your borders, and race to the ice/arch devils, you better hope your initial attack wins. If it does not, then you are dead because your population is delining far too rapidly. You cannot get slaves without population except by wishing. If you have to resort to blood hunting in your capitol, then you are probably dead. By the way, I did have my level 5 prophet with the jade knife successfully sacrifice 8 slaves per turn, just as it is supposed to be. Even then, though, I could not get my dominion to expand. Probably because I am squeezed between a 10-dominion Ermor and a rapdily expanding Caelum... |
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This is probably why Mictlan doesn't have any death mages...kinda a no-brainer if they did. |
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When you are playig Mictain the blood must flow. Every province should be blood hunted. As an added bonus it's darn hard for other people to spy on you! Yay! |
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[qote]With death scales + bloodhunting + patrolling, your provinces will look like Ermor was there in no time at all! [/quote] It's the patrolling that kills the population. The rest don't have a very large effect. Quote:
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Plus, a few patrollers with 10 or so hunters will wipe out 5000 people in about 5 turns, while putting three or foud hunters in that same province would let it Last for the rest of the game. The best long-term strategy is to spread your hunters throughout many provinces. |
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With 3 bloodhunters going and 50 guys patrolling I dont see how you could lose more that 50-100 pop per turn... |
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If the chance to get a candle is 10% * maximum dominion, the chance to get a candle with a slave is only 2,5 % * max dominion. I dont know if the devs are fully aware of this, I think I've never seen an official post on that question... Cheers |
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Re: Mictlan , how to play it effectively
Here's some advice I learned the hard way. Don't attack Marignon early. Holy Pyre > Fiends of Darkness.
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Re: Mictlan , how to play it effectively
quick question for mictlan.
when selecting scales, does mictlan gain any benefit from Restless Worshipers??? thanks |
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Re: Mictlan , how to play it effectively
Some more random thoughts on the subject of Mictlan.
1. It seems the above consensus from several folks is that a slave sacrifice is worth 1/4 that of a temple from any other race. In my experience, this seems correct to me. Whether it is a feature or a bug, I can't comment of that one. But it sure seems to work this way, for spreading dominion as Mictlan seems almost impossible to achieve against any decent player. Most especially Ermor. 2. The population loss from blood hunting is supposed to be fairly simple. For each captured slave, you lose a minimum of 2 population. For each killed brigand from patrolling, you also lose at least 2 population, and this is compounded on top of the blood slave loss. I believe the way it works for real is that you lose 10 population for 1-5 of either brigand or blood slave, 20 population for 6-10, 30 loss for 11-15, and so forth. 3. Losing 1000 people in a single turn is farfetched to me. I think there is an accidental added zero in there. Using the Huzur method of having your free slaves patrol with lots (meaning more than 3) of blood hunters, you lose on the order of 100 pop per turn, just as he has stated above. So, if you intend to rape your capitol, it will Last quite a while indeed. But I believe that you really need the capitol income to spread your watch towers in order to protect your other hunters and sacrificiers, and also pay upkeep for all your priests. 4. Mictlan has the highest level of micro-management of any race. I can fully attest to the truth of this, for I am currently playing 5 different races in 5 separate MP games. My Mictlan game definitely does, on average, take the longest time to move of the group. All games are approximately in the mid-game phase with 1 closer to the latter stage of the game. 5. In my next MP move as Mictlan, I will conduct an experiment. I will sacrifice only ONE slave per temple on this next turn and see if my dominion drops down on the graph. I will report the results in the next few days. I am hoping that 1 sacrificed slave works as well as the 4 I have been doing each turn, for I have invested a ton of slaves in this game for so little apparent benefit in dominion spread. Cheers |
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And remember that your pretender gets a free temple check every turn, and this one is a "true", standard check. Personaly I dont sacrifice slaves in the beginning of the game, the pretender alone is enough to reach 4-5 candles in the capitol. Cheers |
Re: Mictlan , how to play it effectively
OK, I have tested this sacrifice thing. And I believe there is no bug. It works exactly as advertised - each sacrificed slave equals one temple check.
What I did was start a game with Marignon and Mictlan on the map Symmetry. That map is a tiny two-player map where there are 11 provinces on each side of a central one. The two sides start on opposite ends. I gave both sides the same 5 base dominion. I didn't do anything with Marignon, just let him stale every turn. I took three provinces with Mictlan and built 3 temples and labs in them. I built some priests, did some blood hunting to get slaves and built 3 jade knives. It took maybe 12 turns to get this all going. By that time, the Marigon dominion was spreading deep into Mictlan territory because of the 3 extra temple checks per turn (2 for the god and 1 for the temple). Meanwhile, Marignon got the event which increased dominion in his capitol, so he got bumped to 7 dominion at home. This seemed to have no real effect on the overall dominion spread, though, for the god and temple checks were still listed at the base 5 level. Once I got the blood slaves rolling and the 12 sacrifices per turn going, it was very easy to reclaim the Mictlan dominion towards the Marignon side of the map. When the dominion spread hit the middle province, I quit doing the 12 per turn. I then proceeded to experiment with 1, 2, 3, or 4 sacrifices per turn. And the 3 seemed fully balanced, exactly as it should be. The middle province changed hands a time or two, went up, then down, exactly like a good random number generator ought to behave. At 4 slaves per turn, Mictlan started winning the dominion fight for the central province. And the dominion even eventually started to lower in the adjacent province on the Marignon side. It was clearly working, albeit very slowly. I then sped up the process by going to 12 sacrifices per turn. Within maybe 20-30 turns, Marignon died to dominion. It definitely seemed to work exactly as the developers have said. In my Mictlan MP game, my problem must simply be the fact that I started right next to Ermor who had 10 dominion and built temples right off the bat. Bad luck, in other words, for all my provinces adjacent to him are dead now, even two of them which border my capitol. |
Re: Mictlan , how to play it effectively
Did you removed your Mictlan pretender from the game ? If not, he still made an extra temple check every turn...
Cheers |
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