![]() |
Carrion Woods pretender setup
I'm a bit curious as to how someone would setup a Carrion Dragon for CW. Go Order or Turmoil? Your population will eventually disappear, so Turmoil might be good. But it's almost impossible to expand early without the money for troops. Production or Sloth? Again, the population dies so it'll be worthless eventually. But gold and resources let you expand better in the early game, which is when I have the most trouble with CW. Heat and Cold? I don't know about this one. Income hits either way, but yet again, the population dies eventually. Growth is forced, but do you go Growth-3, or just the minimum? Fortune or Misfortune? I usually go with Misfortune, but it depends. Magic is forced, but again, do you go full or minimum?
Personally, mine is: Turmoil-2, Sloth-2, Growth-3, Misfortune-1, Magic-3 |
Re: Carrion Woods pretender setup
ehh, its a death nation. slam your scales - the only ones to boost are growth (maybe, but i don't think its quite worth it myself), luck (sure. 2 or 3 i'd say) and magic (probably 3).
put the rest of the points into a heavy hitter. now, you can go misfortune, but i don't really think pan is hurting for pretender pts in CW. |
Re: Carrion Woods pretender setup
1) IMO, if you take Turmoil you oughtta take Luck, so the now increased probability of events will not cause extreme damage (such as lab-burning events etc.).
2) IIRC, CW doesn't kill population that quickly, a mere 1% per turn (again, IIRC), so taking Growth-3 means only 0.1% per turn, so now you have lots of population so taking Turmoil and Sloth becomes a bad thing. EDIT: Just wanted to add I saw that 1% in some unrelated post, stating AE kills 5% per turn, SG 4% and CW 1%. |
Re: Carrion Woods pretender setup
The only problem with taking luck is when those damn militiamen show up and take all your extremely limited money.
|
Re: Carrion Woods pretender setup
Still...
What is worse, a few Groups of militiamen, or a bunch of -100 gold and burned temples and labs events? Personaly, I'd rather have a few militiamen pop up and get the 1000 gold events than constantly losing gold to bad events... Though you have to remember that Luck is great only if you are forced into turmoil... |
Re: Carrion Woods pretender setup
Quote:
the "1% population loss" is per dominion point, so rather unlikely that .6% growth from growth 3 could counteract this ;p |
Re: Carrion Woods pretender setup
I've just won my first MP game as pangea CW with
Turmoil-3, Sloth-3, Growth-2, Luck-3, Magic-3 Growth and magic are necessary to raise good troops. In the end the luck events have resolved the economy, because the extra gold una tantum incomes by luck are very useful. In contrast I've managed to cannon fodder to the front the 4 events of fanatics I've had (no militia event). Order gives too low benefit cause the pop loss: my economy was funded my luck events, fire gems (sites founds by fire maguses resulting from luck events) and by buying almost only holy troops (ie black centaurs, very good units) In the medium-late game I swarmed the map with hundreds of green boys. |
Re: Carrion Woods pretender setup
With a CW CD, the early expansion (pre-turn ... 10 to 15, depending on independents) is fueled by the carrion dragon. Since gold is always an issue for CW, I never buy any living troops that aren't mages. So, my scales (I tried others in about 15 MP games as CW) tend to be Turmoil-3, Sloth-3, Heat/Cold-3, Growth-1, Magic-3. Luck varies but I never take misfortune, because CW's national heroes are too good. I don't go past Growth-1 because the higher growth increases how fast the population dies, without having significant enough an effect on the rise of carrion critter freespawns - better to take magic or a higher base dominion, imo. To build up an army capable of expansion without the CD, I often prophetize the starting centaur commander - this helps spread dominion from the get-go, and also lets him summon 3 carrion cuddlies each turn. (The alternative is to prophetize a Panic Apostate to reduce upkeep on it, but then you don't raise carrion because you need the research more.) |
Re: Carrion Woods pretender setup
I just finished a MP game with a luck 1 scale. In four straight turns I was "awarded" militia and I'd guess that I probably recieved that award about 8 times in the 79 turns the game Lasted. It was a significant part of my gold troubles.
|
Re: Carrion Woods pretender setup
I fail to see how 20 militia had a significant impact on you gold supply, when they only cost you 10 gold per turn at the most. If you don't want them, then just round them up and send them off to die as you pass your undead through that province.
|
Re: Carrion Woods pretender setup
that's not how it works, necessarily. for instance, in my one game as CW, I had almost no income and 100 frigging militia. 66 upkeep or whatever was about half my net income. rounding them up and slowly marching them to a front, where they proceed to flee so that i need to round them up again...
and that's even when there was a place to have them attack, as opposed to my southern front where i have little desire to start a war for the sole purpose of having them killed off. or i could spend 10 turns marching them to the north. basically, militia [censored] suck; especially for CW pan. Its laughable that they are considered a positive event. |
Re: Carrion Woods pretender setup
It bothers me to no end that free troops are a bad thing.http://forum.shrapnelgames.com/images/smilies/mad.gif
I can think of no other game in which this is the case. Is this a big problem? Probably not. But in my opinion, yes. Down with useless troops! |
Re: Carrion Woods pretender setup
Since when is cannon fodder useless? Even as an undead swarm nation, the volunteer militia offer a fodder type that can't be banished.
Why the god of Ermor would ever pay them a salary, though, or need gold to erect temples, I don't know... that seems possibly unthematic... http://forum.shrapnelgames.com/images/smilies/wink.gif PvK |
Re: Carrion Woods pretender setup
no, we're not saying they are useless: we're saying they are worse than useless, as their upkeep can far outweigh their utility, esp. for an undead nation.
|
Re: Carrion Woods pretender setup
I agree - it can take five or six battles to kill off the militia since they turn to run so rapidly, even when you setup your troops for the purpose of killing them. Add to this the grief of getting a commander to them to bring them somewhere to get into a battle, and then the grief of rounding them up after each battle they run away from.
It really sucks that it takes Conjuration-9 and 5 death gems to have a good chance of killing them off and stopping the drain on the miniscule gold income that death nations tend to have. And it _is_ a sizable drain for themes like CW: 10 gold can be 1/10th of the total gold income for the nation as the game goes on and the population dies. If it takes 10 turns to kill them off, that's 100 gold, which is a huge amount to lose as CW or, presumably, Ermor's death themes. |
Re: Carrion Woods pretender setup
Yea, the militia are a drain on income. But it's still hilarious when you have Haunted Woods (?) up and storm a provine with them. http://forum.shrapnelgames.com/image...es/biggrin.gif
|
All times are GMT -4. The time now is 01:06 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.