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Mictlan Help
Hello everyone. http://forum.shrapnelgames.com/images/smilies/happy.gif
I've lurked around this forum for a while but I finally decided to sign up for an account because I desperately need help with Mictlan. Who better to ask than the experts? Anyway, I need any advice or strategies that anyone is willing to offer. I have a reasonably good grasp on the game but I'm completely clueless as to how to make Mictlan work. I'm playing a fully patched version without the conceptual balance mod. Specific points I need help with are designing an effective pretender and spreading my dominion. I know blood sacrifices are required but that's it. Thanks in advance, I look forward to any insight provided. http://forum.shrapnelgames.com/image...es/biggrin.gif |
Re: Mictlan Help
1) High dominion strength is good. Very good. Maybe 6.
2) Growth and Order are good, since you'll be doing a lot of blood hunting. 3) Heat 1. 4) Cheap castles are nice, since the troops are low-resource, and Jaguar Warriors are non-capitol. (Watchtower) 5) Sloth is good too for that reason. 6) Magic 1+ is good, since you need Blood and Construction research, and have cheap weak mages. I suggest Earth on the pretender so you can get Dwarven Hammers. With Death and Blood also, you can get Blood Stones and Father Illearth and Vampire Lords. With a Smoking Mirror (depending on the Conceptual Balance exact numbers, which I don't have right now) you can probably achieve: Dom 6 Order 1 Sloth 3 Heat 1 Growth 1 Luck 0 Magic 1 Fire 9 Earth 3 Death 3 Blood 4 ...for a Demons + Blessed Troops strategy. You can also go Fire-4, Earth-4, Death-4, Blood-4 for a weaker bless and stronger economy... and so forth. I suggest not blood-hunting in the capitol, and not taking a Fountain of Blood. |
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Thank you very much, that's exactly the kind of I needed. http://forum.shrapnelgames.com/images/smilies/happy.gif
I learned a lot more as well once I figured out how to correctly search the forums. If anyone else has any advice or input, I'd still love to hear it. |
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standard blood hunting squad is 3 lvl 1 blood mages with dousing rods in 5000+ pop province (preferably wityh a lowish income) and 0% taxs. build a lab to pool your gems and possibly a temple to spread dominion in each of these provinces. as said f9 is nice and remember you start with the fiend of darkness spell, these guys have good stats and 2 attacks so use them. if you want a combat pretender try a lord of the night or whatever that bat guy is, he starts with death and blood and i tend to add f9 (then his fireshield rocks) and e3-4 (knights, father illearth and protection upgrades)
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Here is a fun one FoB with f9w9b9. Dominion 6 or 7 Order 3, Sloth 3, Heat 3, Death 3, Misfortune 2, Drain 3, watch tower. Don't do too much sacraficing -- get your capitol high enough to avoid dominion kill but otherwise don't spread it. Build lots of jaguar warriors and/or eagle warriors -- as many as you can every turn. Once you get a 2nd castle built, you can build jags there and eagles in your capitol. If you can keep your dominion out of your 2nd castle, do research there. Recruit and prophetize the nature mage (priest king I think), not the fire one - smite is nice but you really just need divine blessing for your troops, and you'll want to save gold early on. Expand like crazy - your troops will kill pretty much anything. You'll lose some but they are cheap and easily replacable. Meanwhile, summon fiends, they are great troops. |
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order is good due to its effects on unrest.
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Order has no effect on unrest in Dom II (Dominion has a marginal effect on unrest, though). Order/Turmoil did affect unrest in Dom I, but such is no longer the case now.
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since when? o well, my order games seem to have less unrest anyway (maybe the way i play them?) and if nothing else it increases the income from lands you do tax.
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Hmm, all of this has been of great help. It's put me a few steps closer to dominating my friends.
I think the f9e3d3b4 Smoking Mirror pretender appeals to me the most at the moment. So my first order of business should be researching construction and raising armies of Jaguar/Eagle warriors? and if it's not too much trouble, I'd just like to check and make sure that my understanding of Blood Sacrifice isn't flawed. A blood mage can only sacrifice slaves equal to his blood magic level? are any additional slaves given to him wasted? Sorry for all the newbie questions and thanks for being so patient, guys. |
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get to const 4 for dousing rods then get some blood. feel free to advance construction to 6 or 8 though. for how to use your slaves i suggest the following:
sacrifice forge various items a few battlefield spells (hellbind heart, bloodletting, harm, rush of strength and blood vengance for SC's are some of the better ones) armies (made of devils, fiends of darkness, demon knights, vampires summoned by vampire counts and maybe some imps) and for SC's (this bit will be longer) here are my thoughts: Arch Devils: there are 5 of these badboys and they kickass. they are tough, strong and even lightly equiped (give them a wraithsword/hellsword+pendant of luck and later on add regen+magic resistance and boots of quickness. another option is a shield such as lucky coin and a bloodthorn since unmodded it is good) they are really strong. buffs for them are fireshield, phoenix pyre and a few others for the astral one. Ice Devils: 5 of these guys too and i would say the same as I did for arch devils except these can cast quickness on themselves and cast breath of winter instead of fireshield and phoenix pyre. these are generally better than arch devils Fallen Angels: gained from the spell reascendance these guys are strong with a decent magic base, equip them as you would any flying SC/thug. Vampire Counts: gained from the curse of blood these are ethereal, immortal, life draining, stealthy, flying and have decent stats + unmodded they are cheap for what they do. they can also summon regular vampires. a rather nasty tactic is giving them absoloutly no equipment and only using them in your own dominion. with blood sacrifices you can spread dom quickly into enemy territory and then attack with these guys, with no equipment and no troops under ttheir command there is no problem in losing them in friendly dominion. they have d3 b3 so can cast raise skeletons, a group of 3 scripted to raise skeletons, raise skeletons, raise skeletons, attack archers makes a prefect reserve/ambush unit (alternatively fully kit htem out using their natural ethereal state, regen and lifedrain to best effect). Heleophagi: there are 4 of them, they are stealthy, they can fly, they are naturally ethereal, they have good stats and they are pretty good mages. all round good guys http://forum.shrapnelgames.com/image...ies/tongue.gif Father Illearth: e3 b3 high health and strength, average other stats, built in regen. Demon Lords: can all fly, only 3 of them Belphegor: f4 e4 b4 Huge health (give him regen) high strength (which is good for regen) decent other stats, generates blood slaves, reduces dominion in his province. hes the blood magic equivalent of a tank. Belial: f4 n4 b4 high health, strength and decent other stats, stealthy and causes unrest in the province hes in. best all rounder (and possibly best) demon lord. Pazuzu: a5 d3 b4 good health and good all round stats. cause more fear than others but no head slot. |
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Order has the nice side effect of reducing misfortune.
Go for ice devils before arch devils -- they are better commanders and cost less blood and research to get. I'd ignore fallen angels, get arch devils once the ice ones are all taken up. The other big thing to do is forge soul contracts!!! One devil a turn may not sound like much, but devils are very strong troops and it is not too difficult to get 30 or more contracts going. Use dwarven hammers to reduce the forge cost. |
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i thought ice devils were above arch in research? either way i agree (and said) they are generally better and yes, always focus on the unique blood commanders before the common vamps and angels.
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Ice Devils are Blood 3/Water 3 and Research level 5, Arch Devils are Blood 4/Fire 2 and Research level 6. Their respective costs are 55 blood slaves and 77 blood slaves, if memory serves.
That would be unmodded, of course, as per the initial post. |
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I'd also mention that I would never put my taxes down to 0. Even if you don't patrol, ~50% taxes usually keeps unrest at zero, and you still benefit from the income boost to order. |
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As I already stated two posts prior, Order is always the optimal choice in the unmodded game. Unless you're one of the dead themes, I suppose. I was simply saying it is less optimal for Mictlan than for most other nations.
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well generally i use 3 and 0% tax's rarely gets unrest even without patrollers
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Shovah, thanks for all the SC info, I'm going to make good use of all of it.
I had a little blood experience because I played as Abysia all of the time in the demo so I was already using three blood hunters per province and such. You guys have done a great job enlightening me on the finer points of blood and such, though. Ok ok, two more questions and that's it. I promise. http://forum.shrapnelgames.com/image...ies/tongue.gif I was only getting about three slaves a turn with the "Capture Slaves" command, is there any way to increase the amount of slaves captured? Also, would taking a little Misfortune be terrible for any reason? Like, anything potentially crippling? |
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Misfortune can give you problems... but not usually much more than 'natural' bad luck would inflict. http://forum.shrapnelgames.com/images/smilies/wink.gif |
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"Capture Slaves" is different from "Blood Hunt". That's for Mictlan commanders to gather worthless cannon fodder. I don't recommend it unless/until you have "Mass Protection" or something, or just want a few arrow decoys.
Anyway, different commanders gather different amounts - the Priest Kings are the most efficient (but too expensive to use like that). Basically, it scales with commander cost. |
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Capture Slaves is for crating free units. They are worst than militia and are called slaves
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But the slaves are cheap (free with very low upkeep) and Mictlan often wants lots of patrollers...
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Also, with 2 you still have a 1% chance per turn of getting a hero. With 3, that chance drops to zero.
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Yeah, I know all about how "Blood Hunt" and "Capture slaves" are different, I was just curious because I can't seem to get a very good wall of fodder going with only three slaves per turn.
I think maybe I'll go for misfortune 1 for a slightly better chance for the heroes. or maybe I'll leave in neutral because I really want to see all of Mictlan's heroes. I've only seen Quetzacouatl so far. |
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theres also mictopi or whatever his name is who is b3 d3 unholy 3 mage and some eagle warrior mage priest. 3 slaves is all you need for arrow fodder and slaves make poor melee fodder due to low morale (although throw in a fgew feathered warriors and its a bit better)
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The main things about capture slaves, don't waste priest kings time with it, and use forts with no temples or labs to spam tribal kings. |
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thats a complete waste of a valuable mage..... you have much to learn.
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What exactly are the priest kings good at? I found myself only using them to craft Rings of Regeneration and Jade Knives. I had my High Priests of the Sun commanding my armies. Is there something I'm missing with the Priest kings?
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Well, being your only national mage with nature counts for something. I always have at least one to haruspex, and you can use them to forge thistle maces and armour of the twisting thorns -> treelord staff which pretty much opens up all of nature magic. And it's not inconceivable you might use them to summon darkvines if you have some nature boosters lying around.
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Priest King: Relief Spam in battle. Equip with a Thistle Mace, cast Relief, and you get unlimited mage energy... so a few Blood Priests can cast Summon Imps over and over without wasting slaves on Reinvigoration, Sun Priests can cast Falling Fires without going sleepy-bye, and so forth. Normally people use Druids, but you don't find Druids every game.
They also have the advantage of Eagle Eyes if you want to do Banishment or Sermon of Courage. |
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Also, use 'em to summon Lamia Queens for convenient access to death, astral, and earth magic, plus a few convenient combos such as fire/death.
Re: that eagle priest hero, by the way, try to keep him alive if you get him. Storm Demons are decent summons, but what he's really good for is forging Robes of the Magi. Pricey, but more than worth it for some ubercasters and self-buffing SCs. |
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That, or you wanted to add Spectres somewhere in here. |
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I really do have a lot to learn. Thanks guys. http://forum.shrapnelgames.com/images/smilies/happy.gif
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