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Beginner\'s Guide to EA Arcoscephale
Early Age Arcoscephale is an interesting nation with a lot of different options, and thankfully it's easier to play than to spell. It has access to high levels in most magic paths except death and blood through it’s national mages and forging items, multiple stealthy commanders, healing afflictions, scrying (which gives you scout reports in friendly dominion), and the tools necessary to go for a dominion kill. But, with so many options, it can be difficult to decide which is important and end up failing at them all.
Suggested Pretender Design Cyclops, Dormant F4 E5 Dominion Strength: 7 Order: 2 Productivity:1 Growth:2 Drain:2 This makes a decent pretender SC with high stats and all slots available. With Earth 5 his protection starts at 25 which is nothing to sneeze at, and gets an improved attack skill. The blessing on the sacred troops isn’t too bad for a few reasons I’ll get into when I mention them. All considered, it’s a decent pretender. Ghost King, Awake D6 Dominion Strength: 8 Order: 3 Sloth: 3 Growth: 2 Misfortune: 1 Drain: 2 I use this pretender for a specialized purpose: the Dominion Kill. In high dominion, the Ghost King generates ghosts, both of which are stealthy and amphibious and being awake helps generate more ghosts earlier. Death magic also has a lot of stealthy and amphibious summons and having an abundance of magic gems to alchemize will help you search for death sites remotely. Alternatively you could lower order or your dominion strength or magic paths to raise growth. It’s a specialized and difficult strategy though, but worth mentioning for diversities sake. National Units Slinger-The slinger is not a very good unit. They’re the only real ranged unit available to Arco and are marginally effective against unarmored/light armor troops, however they are outclassed by most indy archers and thus should be completely replaced early in the game. Peltast-I like the Peltast. It doesn’t have much armor to speak of which is pretty standard for light infantry, but can throw javelins before engaging in melee. They’re cheap and pretty effective against light infantry. Cardaces-Cardaces aren’t bad either. They are slightly more armored than the Peltast at the expense of being able to use ranged attacks. They last a little longer but get chewed up quickly by heavier armies. Myrmidon-The Myrmidon is probably the best infantry available to Arco. They’re heavily armored at 17 protection and can hold off all but the most powerful troops, like giants, and can absorb arrow fire well. They’re costly at 28 resources, so if you’re going with the suggested Ghost King don’t plan on making too many of these. Chariot Archer-I haven’t found much, if any, use for Chariot Archers. They’re very expensive in both gold and resources when compared to most other archers. You could maybe use them fire and flee and have a large chance of getting your army away intact, but at the cost of making an army to do that with these guys that’s going to put a real hurt on an enemy, you could have raised an actual army that has a chance at conquering the province. Chariot-These are pretty good cavalry, another staple of my armies using Arco. They have good stats and trample, so they make short work of human sized and smaller enemies, especially when the army has routed and is fleeing. Just make sure to use hold and attack and put them a distance away or they’re likely to charge the front lines and take heavy losses before they break and flee. Icarid-I don’t like Icarids at all. They can fly, which is nice, but their stats are bad and frequently, even on hold and attack rear, they fly in and get slaughtered, even by archers, and rout and retreat. Plus their map movement is only 2 so that’s even limiting their raiding ability. They’re not worth the even moderate cost. Wind Rider-Wind Riders are excellent. For starters they fly and have a map movement of 3 so they’re not hard to get to where you need them without using gems. They have great stats, including both 17 in protection and defense skill, so they’re survivors. Plus, they’re sacred so they can be blessed to even higher stats and effects. They’re an excellent addition to the army, but very expensive and cost a point of holy each so hard to mass in high numbers early in the game. Commanders Scout-Total waste of money. You get a superior effect with slightly more expensive Skeptics and the unique Scry property makes any effect from scouts irrelevant. Myrmidon Champion-The Myrmidon Champion is a good commander. They’re pretty tough and have a leadership value of 80 which lets them field large numbers of troops, and they have all the slots available for magic items if you choose to give them any. Chariot Commander-This unit isn’t so good. It’s more expensive than the Myrmidon Champion and has a lower leadership rating and fewer slots. However, their map movement is 3, so if you plan on fielding a more mobile army made up of quicker troops, this is an alternative, however you’ll probably find a better, cheaper indy commander that can produce a similar effect. Wind Lord-This is a great unit and a good candidate for a prophet to increase it’s hit points and give it a permanent bless, especially Earth to give it reinvigoration to keep it from getting fatigued too quickly. It has great starting protection and defense, and with a few magic items, like a kite shield and magic sword and pendant of luck, can be made into a great thug that can fly to the rear and take out the soft troops and commanders. Skeptic-This is the bread and butter of the dominion kill. They’re stealthy and lower enemy dominion in the province they’re in, and it appears that multiple skeptics lower dominion more quickly. You can even make them a prophet to both raise your dominion and lower enemy dominion even more quickly. I find it useful that when not in a hurry to attack, get as many of these in enemy territory as possible. Watch for old age though. Philosopher-They’re basically cheap, capital only researchers. They’re worth the cost; however the old age status on them can kill them quickly, so use with care and monitor them make sure that any research boosting items you have on them aren’t lost if disease catches up with them. Engineer-Not worth the time I feel. They assist you in castle sieges, however there’s a superior mage version of them that will actually help you on the battlefield as well as sieges. They also have old age. Mages Priestess N1 H1-First, this is the only unit with holy magic available as a national to Arco, so they’re good for building temples at least. They have the ability to Heal on the strategic map, which is valuable for removing afflictions, and cast Sermon of Courage. I keep one of these with large armies at all times, they’re valuable on the map and can cast a few useful spells, such as Tangle Vines, Protection, Elemental Fortitude, Swarm, and Heal. Mystic S1 ?2(FWES 100%, F 50%, W 50%, E 50%)-The mystic is a decent mage. They have a moderate chance at getting up to 4 different paths, but as low as 1, making them able site searchers, and the only unit available to Arco that guarantees a pick in Astral magic. They’re not bad in battle and not bad for forging. They’re good at spamming Body Ethereal for one, and have a few other useful combat spells depending on their picks. Mage Engineer A1 E1 ?1(FAWES 100%)-These are good units, but capital only. First, they help with sieges considerably, so you can keep them around for just that. They also have quite a few useful combat spells depending on their picks, so they aren’t too bad on the battlefield if not just to launch low level evocation spells. Oreliad A2 E1 N3 ?1(AWEN 100%, AWEN 10%)-This is a great unit, probably one of the best Arco has to offer. Being capital only can be a problem, but there are ways around that, such as Mountain Survival for increasing their map movement and the ability for every one recruited to cast Cloud Trapeze. They’re also stealthy and have the Seduce command, which doesn’t seem to work very well. They can forge powerful items, cast powerful rituals and summons, and make good battle mages with access to spells like Lightning Bolt and Orb Lighting. They’re costly at 400G, but worth it; they’re great units all around. General Tactical Strategy In first few turns I like to split Cardaces into two groups, and have a group of Peltasts and Slingers. I put the Cardaces and Peltasts into a line on the far right of the screen, to account for my short range, with the Peltasts in the middle and slightly farther back, and the Slingers behind them. It works well for taking out weaker indy provinces. After I have a decent supply of Myrmidons, Chariots, and indy archers I change it a little bit. I put the Myrmidons in front, and groups of combined Peltasts and Cardaces on the flanks of the Myrmidons, slightly behind them to form what looks like an arrow so as to draw arrow fire on the Myrmidons. I put the archers behind them a ways. The chariots are scripted to hold and attack and are put behind everyone and off to a flank. The effect is good. General Strategy Using the Cyclops SC pretender, the first order of business is to research to Construction 2. The reason is simple: To overcome the Drain scale, forge owl quills, and lots of them. Oreliads can do this regardless of their picks. Arco naturally gains Air gems, so by the time you’re ready you should have more than enough to forge a few. Use mystics for research until you reach Construction 2 and make sure you recruit at least one Oreliad when your coffers are big enough, with Order: 2 gold shouldn’t be much of an issue. So, the first two turns are spent recruiting an army of slingers, cardaces, and peltasts. I like to wait two turns so any losses I take in the first battle won’t require me to return to the starting province and restock my army, slowing you down more than waiting an extra turn, and to give me a chance to scry and plan my initial conquests. The first one I aim for is a province I think contains indy archers to replace the slingers or a high resource province, preferably one with both. When you’ve conquered a mountain or forest province nearby, you probably have enough resources to start recruiting Myrmidons and Chariots en masse. When you’re at Construction 2, it’s time to switch to Evocation and research that to 2 to get access to Lighting Bolt, a great spell for your Oreliads. Begin to recruit Philosophers and giving them an Owl quill so your mages can move onto more useful prospects. If you get a chance you could recruit a Wing Lord and make him a prophet and gear him up a bit. Also begin branching out to site search manually with a Mystic and an Oreliad; between them you should have nearly all of the paths covered so you only have to search once. Your pretender should be awakening soon, so be prepared to give him a few magical items as well. Also, if you get a spare moment, forge bows for your army commanders. Recruit a Priestess or use your prophet to build temples. When you hit Evocation 2, it’s time to switch to Construction to 4 to gear up your prophet thug and SC pretender with some respectable items and give him and others with lucky picks and a pair of Earth Boots access to Legions of Steel, a helpful spell in all respects. By now you should have a very good idea of where the enemies are if you haven’t already begun to fight them. I suggest finding a place near one of them to build a castle. From this castle you can increase your army size and send out Skeptics to slow them down and keep the dominion friendly, maybe even score a dominion kill eventually. From here, it really depends on needs, playstyle, and the type of enemy you face. Below I’ll outline which schools of magic have useful spells and useful items to help you to decide where to go from Construction 4. The more difficult strategy, using the Ghost King pretender is very similar up to the Owl Quills, however it’s slightly different after that. For one, you should be turtling up instead of expanding quickly. Your resources are low so you’re army is weaker and you don’t want to face the enemy toe to toe, however getting a dominion kill doesn’t even require you to fight a single battle. Using all that extra money to stock up on PD isn’t a bad idea to discourage the enemy from attacking you directly. Next, Evocation 2 isn’t as important as Conjuration 2. Dark Knowledge is important for finding death sites quickly, and you want a lot of death gems for summoning raiding parties to destroy enemy temples. Also moving onto Enchantment 3 instead of Construction 4 may be a good idea, as Seeking Arrow can destroy a preaching priest if you’re having trouble pushing down enemy dominion. The next thing that’s different is setting up the second castle is imperative. The more skeptics you have out there, the better off you are, especially a skeptic prophet. You should also make building temples a priority to help move your dominion outward. Use the preach command to build your dominion quickly whenever possible. It can be even more difficult to use this on a large map where your later enemies will be both powerful and their dominions well established. Suggested Magic Schools As mentioned, taking Construction to 2 is a must. Evocation to 2, Enchantment to 3, Construction to 4, and Conjuration to 2 have also been mentioned. But what to decide next depends on what you’re trying to accomplish and if your original strategy is a possibility, so here are some other useful spells: Conjuration: The Summon X Power spells are pretty nice for bigger battle spell effects and available early. Summon Amphiptere isn’t a bad spell available at 3, and at 5 there’s Draconians and the Sirrush. The Firbolg from Awaken Sleeper, available at level 5 is worth mentioning. I also highly suggest taking it to 6 for all the useful death summons if you took the Ghost King. Your Oreliads can also easily cast Summon Tarrasque and Wild Hunt later in the game with a little help from some items or empowerment, and Wild Hunt may be worth taking it all the way to 9 if you’re going for a dominion kill strategy, and level 9 will also give you access to the Ghost Riders spell, which is excellent for raiding especially if you can coordinate it with a stealth army attacking at the same time. I don’t suggest this school over others unless it’s a dominion kill you’re after. Alteration: There are some good spells here for your national mages and a couple for the Cyclops pretender, and one useful spell for your Ghost King pretender if you’re using it directly for raiding. Aim, at 1, is a great spell for all of your units because it increases their accuracy. Mirror Image at 2 is OK, but is outclassed by Mist Form at 3 for your Orelaids. Ironskin, also at 3, is good for most of your mages as they get Earth picks and temporarily for your Cyclops until Invunerability at 5. Body Ethereal at 3 can be spammed by every Mystic on your army. Swarm, at 4, is good for your Priestesses as it gives them something to do besides weak army buff spells and Sermon of Courage. Good higher level spells include False Horror at 6, and Mass Protection and Creeping Doom both available at 7 for your Orelaids, and Phoenix Pyre at 7 is great for any SC, including your Cyclops. Darkness at 6 is good if you’re using the suggested undead army for raiding and the Ghost King can cast it making most PD nothing more than a nuisance. It’s a good school to take to at least 3 or 4 quickly to eliminate the possibility of a lucky arrow killing an expensive mage. Evocation: This is actually a great school for Arco as there are many useful spells in it for your mages. I wouldn’t rate it a high priority for the Ghost King strat, but for the Cyclops it’s almost always my pick after Construction 4. There are many spells that directly damage the enemy in this school, too many to list because of all the random picks, but I can outline some of the more important and easily used ones. To start, Sleep Cloud at 3 is a cool spell to use against large armies. Blade Wind, at 4, is huge for your Cyclops pretender as he’ll launch more blades than you can count, and some other mages can use it as lucky picks. Thunder Strike, also available at 4, is good for Oreliads even though it’s really fatiguing. Orb Lightning, level 5, is a great spell that nearly all of your mages will be able to cast, and your Oreliads to great effect. Also available at 5 is Healing Mists which isn’t too bad and can be helpful in big battles, and Falling Fires which your Cyclops can cast, but I wouldn’t do it outside of using it against enemies weak to fire. The Ghost King doesn’t gain much from this spell other than Shadow Blast at 5 and Cloud of Death at 6, both of which are good spells against PD, but I don’t think it’s worth the investment for that strategy. Construction: This is a good school for the Cyclops pretender. There’s a lot of earth spells/summons available to it, plus very powerful and unique items past level 4. It’s worth taking a look at after getting some of the more essential spells from other schools. Enchantment: This school is a bit of a low priority in the beginning, depending on map size. At level 3 Seeking Arrow is a great spell whether going for the dominion kill or not. At 4, Haste is a good spell, and Cloud Trapeze can help get your Oreliads to where you need them quickly. Gift of Health at 5 is good for Arco because of the old age that effects many of your commanders, but with a good growth scale I don’t find it necessary. At 5 you could summon a Watcher, and Faery Trod can help move your armies around the map. At 6 Rigor Mortis can help your undead raiders if you choose. Overall though, it’s not too impressive for either strategy. Thaumaturgy: This is a great school for the dominion kill strategy as it has many spells that slow down your enemy from afar. There are some good spells available to both strategies though, such as Horror Mark at 1, Panic at 3, Confusion at 5, and Beckoning at 6, all of which are castable by your national mages. My favorite, however, is Melancholia at level 6. It requires E5 to cast, however even for the Ghost King pretender it’s worth doing your best to get someone able to cast it, because it cripples the resources of your enemy and lowers dominion. Although I wouldn’t rate this school as a huge priority, if you’re having trouble with a high dominion enemy Melancholia is where to turn. Useful Magic Items Lesser: Obviously Owl Quills are very important. Pendant of Luck is always a good item for any commander. A Longbow of Accuracy or Piercer is good for a regular commander who would otherwise be standing around. The Ice Sword is a good choice to give to a Wing Lord as it raises his defense skill, and a regular Black Steel Kite Shield will bump his protection up to amazing levels. The Ring of Water Breathing is great to give to a skeptic to get at those hard to reach water provinces and lower any extra dominion you can. Birch boots are good for reinvigoration. Greater: The Amulet of Antimagic is a cheap and effective way of extending the life of most commanders. The Spell Focus is great for just about anyone with any magic. The Vine Bow and Bow of Storms are great upgrades for your regular commanders, especially the Bow of Storms. The Sword of Quickness is also a good upgrade for your Wing Lord as it is more powerful and increases defense even more. A Shield of Valor is a good upgrade as well, but you’re sacrificing protection for near missile immunity which can be good or bad. Chainmail of Displacement is good for your Wing Lord as well, and Rainbow Armor is a possible choice for the reinvigoration, but I don’t really recommend it because you can give him an Amulet of Resilience instead. I also like to give my Cyclops two Lighting Spears as that’s some pretty high damage to anyone who isn’t immune to electricity and maybe a Horned Helmet for the extra attack with Boots of the Messenger for reinvigoration and a Ring of Regeneration in addition to other possibilities. The Robe of Missile Protection and Ethereal Robe are good choices for casters if you can spare the gems. Winged Shoes are good for turning mages into raiders, and a Flying Carpet is better if you want bodyguards to come along, and again Boots of the Messenger to help overcome the Drain scale. There are also Thistle Maces, Earth Boots, and Bags of Wind for boosting paths. Very Powerful: The only ones to note here are the Water Bracelet for increasing paths, the Bottle of Living Water for popping in a spare Misc slot, the Barrel of Air and Sea King’s Goblet if you can get them to enter underwater provinces, and if you’re going for a dominion kill the Stone Idol is excellent to give to a skeptic, but you may have to empower a mage to get access to it. Unique Artifacts speak for themselves as most of them are very powerful. Closing With the versatility of Arcoscephale comes a lot of decisions that need to be made. Outlined above are two viable strategies out of many as well as some general tips for the new players choosing this nation. With time you can develop your own strategies as this is only meant to give you a kick start and begin to experiment and understand the strengths and weakness of Arco. |
Re: Beginner\'s Guide to EA Arcoscephale
Fixed the title, forgot the EA :p
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Re: Beginner\'s Guide to EA Arcoscephale
What about the Stone Idol? Construction Six, E2S2 constant priest 3 prech that only work against dominion? It's very helpfull for dominion victory, although it's a tad pricy.
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Re: Beginner\'s Guide to EA Arcoscephale
It's there under the "Very powerful items". It's especially pricey for Arco because you'd have to either empower a mage or forge another item to increase their paths depending on the picks you get, but it is among the best means available for a dominion kill.
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Re: Beginner\'s Guide to EA Arcoscephale
I like the fact that you wrote the dominion-kill strategy there. There might be some people who never considered that. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Beginner\'s Guide to EA Arcoscephale
These are very cool guides. Anyone care to do what he did for Kailasa?
(ahem) http://strategywiki.org/wiki/Dominio...%2C_Golden_Era |
Re: Beginner\'s Guide to EA Arcoscephale
I care.
Again a very good guide, fascinating to read. I really love this deep nation discussions. guide copyed to http://strategywiki.org/wiki/Dominio...%2C_Golden_Era |
Re: Beginner\'s Guide to EA Arcoscephale
Thanks for the great guide! I'm still playing the demo while waiting for my order to arrive. This is a really cool game.
I'm using the above strategy, but I substituted an awake Forge Lord for the Cyclops. He's already got 1 fire to start, and he spent a few early turns making armour. A priestess healed the Forge Lord's limp. Since I'm playing the turn-limited demo, I cranked luck up (to 3) instead of growth, and set random events common. |
Re: Beginner\'s Guide to EA Arcoscephale
Ooooh, one glaring omission (IMHO) is the use of mystic communions for battlemages. The mystics are some of the absolute best mages in the game at forming a communion to dish out damage because they all have astral (for communion master/slave) and they have a variety of the best paths for evocation spells. They're not capital only, reasonably cost efficient researchers, and the ones who get bad/low random picks make great communion slaves while the lucky ones are pretty darned good for their price even before becoming a communion master. Plus, because of the variety you can change the focus of your army every turn by anticipating what you needing to cast in the next battle- you can switch an army from having heavy fire mages to sending out a load of blade winds by just changing who is the slave and who is the master. Or go with an astral focus (make sure to bring a banner of the northern star) and go recruiting with enslave mind when the enemy army is weaker than you. Or switch to water and send a ridiculous amount of cleansing water towards all those undead. I find the mystic is VERY versatile, and one of the best parts of Arco.
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Re: Beginner\'s Guide to EA Arcoscephale
Not a bad guide, although I strongly disagree on a few points.
Myrmidons are decent heavy infantry, but they fatigue very quickly with an encumberance of 10. While I use them, it's often as bodyguards or as flanker defense around the mages. I don't recruit them en masse, as I take sloth scales. Taking drain seems counter-productive with Arco. You have your choice of 4 different mages and 6 national paths at 2 or higher. You have the best recruitable researcher in the game, and early access to feathers. Taking drain effectively trades these advantages for 80 cretion points, and I cannot reccomend that strategy. Recruiting a Wind Lord on your first turn and making him into a prophet is almost a no-brainer. While boots of flying on a priestess (or Conceptual Balance Mod) will allow you to bless fliers, the prophetized Wind Lord is hands-down the best choice for EA Arco. Also worth mentioning is the indy Pegasus Rider, a blessable flying archer. At 50 gold, they aren't cheap, but for adding missile support to an air assault, they are about your only option. My reccomended pretender/scales? Lady Of Fortune, Dormant W9 N4 Dominion 5 Order 3, Sloth 3, Magic 1 W9 bless is still imo the best bless in the game, and even with your healing priestesses, the regeneration from N4 is very helpful. Additionally, you get an Awe-4 mid-game SC chassis with high defense. Wind riders are resource-cheap when compared to the 125 cost, and the sloth is easily managable. I start recruiting wind riders exclusively on turn 3-4, with the odd myrmidon to use up extra resources. You can quickly amass groups of 20, which is more than enough to take any indy. While you will not hit 2-province expansion until at least turn 10, when your pretender awakes you should have a set of black plate and the usual construction 4 toys to kit her out. Oriads are outstanding with boots of flying, as are priestesses for secondary wind rider armies. The slower provincial expansion is somewhat medited by your rapid research speed. Early mystics while assembling your forging team can be followed by later philosophers. A single mage-engineer for forging quills until later in the game. With research kick-started, you should be in a dominant forging and casting potion before your neighbors can besiege you. The very strong wind rider bless protects you early, and your magical versitility, mobile flying sacreds, and unmatched research give you a good position in the mid and late games. |
Re: Beginner\'s Guide to EA Arcoscephale
Blitz is right, W9 Bless is too powerful not to consider here.
But these are both great guides. Thanks guys. Nice posts dirtywick. GJ http://forum.shrapnelgames.com/image...es/biggrin.gif |
Re: Beginner\'s Guide to EA Arcoscephale
Nice guide!
couple points Baalz is 111% right (and i've seen him prove it)- Arco is a major communion power. Philosophers are cool, but since they are capitol only they should only be built when you are broke since building one means that you are not building an Oreliad. Starting with a dormant pretender and a 5 dominion as Blitz suggests is risky. You'll probably get away with it, but if some smart alec is going dominion push and starts close you could be in for a short game. |
Re: Beginner\'s Guide to EA Arcoscephale
Wind Riders are very hard hitting with a F9 Bless too.
Theres not a great deal that they can't take care of (when used in appropriate numbers). |
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Re: Beginner\'s Guide to EA Arcoscephale
EA Arco is one of my favorite themes, but i really think minimizing Philosophers is the wrong way to go. Philosophers are one of the most potent human units in the game; there is no other way to get 10 research points so cheap, so quickly early on. Making 8 or 10 philosophers early in the game w/ 3 sloth 3 magic will give you a very large leg up on research that will be hard to match.
I guess the idea is, while having lots of Mystics is good, what's the point of having them if you can't cast anything? Drain-2 is wrong for a lot of reasons, mainly because it goes counter to the magic heavy nature of Arco, and because it makes Mystics just that much worse at research, forcing you to depend even more heavily on your Philosophers, that at the same time, will be less than optimal. Arco's early troops are versatile but specialized. I like Icarids as raiders but they aren't front line troops, and like Myrmiddons, they are hard to mass. |
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Myrmidons are nice, but if you've taken Sloth, just forget it. You'll never have enough of them to make much difference. |
Re: Beginner\'s Guide to EA Arcoscephale
The difference between W9 bless and F9 bless on your Windriders is really a tough choice. With quickness you are getting 3 attacks every two turns. So that is a big bonus to your offense. The W9 defense bonus is really significant, too, because those Windriders are not so tough and they do like to die.
With F9 you are getting +4 attack and your lance, which already gets a huge boost to its first strike, become a flaming lance which does +6 extra damage. Not bad! That's going to do major damage on a first strike, possibly light them on fire, and continue to do +6 flaming magical weapon damage with a +4 Attack each round thereafter. I like the W9 bless better, by a hair. Those Windriders are hella expensive at 125 gold, and they are not so tough really. They die. They die purty fast in a toe to toe fight with another toughie regular troop. And that troop probably wasn't 125 gold each. W9 bless gives them a lot more staying power, and the extra attack every other round gives a decent offensive boost, too. They are so expensive, and I hate to see them die. On the other hand, sometimes the best defense is a good offense. And if you have enough of them swooping in with first-striking magical flaming lances, maybe that wins it. But if it's a long battle, your expensive Windriders are gonna get chopped up. |
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Ahh, but another advantage to a F9 bless is that (unless I'm mistaken) that the windriders count as magical, always a good thing IMHO.
But yeah I'd never thought of a W9 bless before and the quickness bonus associated with it. But then which is the nation as a whole going to benefit from more? F9 or W9? I think having a F9 pretender when it comes to rituals and spells is going to be more a benefit on dryland then a W9 pretender. |
Re: Beginner\'s Guide to EA Arcoscephale
Let's face it, W9 bless is almost always worth it. It's that damn good.
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Re: Beginner\'s Guide to EA Arcoscephale
Thanks so much for this guide.. brilliant.. been looking for something like this since there are so many factors to think about and I'm relatively new to the game..
Great work and thanks for all the comments afterwards, they add to the big picture! http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Beginner\'s Guide to EA Arcoscephale
An icarid leader with icarid troops can be handy to attack the backline. Set on the flank with guard commander, then have the commander hold, hold, attack archers or attack rearmost. If you have chariots on the other flank and have them rush-attack then you can draw most of the foot troops away and make the flank attack to rearmost more effective.
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Re: Beginner\'s Guide to EA Arcoscephale
Lady of Fortune is not available to EA Arco -- only to MA and LA.
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Re: Beginner\'s Guide to EA Arcoscephale
If you're really having trouble making EA Arco viable:
Take an awake Prince of Death, domstr 9, with D4, 3 Order, 3 Sloth, 3 Fortune, 1 Death, 1 Magic. You can go 2 Growth with neither fortune nor death, if you wish instead - the death *will* kill off some of your philosophers. This works for practically any nation, but is particularly well suited to Arco. Set your tax rate to 200% on the first turn and patrol, while sending your PoD blind into an adjacent territory, with your scout sneaking in behind. Recruit a philosopher and some peltasts. You're going to be recruiting nothing but peltasts for a while; peltasts have javelins and shields and therefore they can expand in the early era. In this first province you grab, build a fortress starting on turn 2. Have your philosophers start heading up construction - as soon as you have Const 2, make a pendant of luck and some armor and things for your PoD. You'll be recruiting philosophers and building fortresses all over the place until you can't afford any more. Build temples and labs as well, recruit prietesses and things. Advanced considerations: * A wyrm or a dragon might be better than a PoD (it's a pity you don't get a Deva), b/c they're alive which means that your priestesses can heal them. - Example 1 - Awake Blue Dragon, Water 9, Domstr 9, Order 3, Sloth 3, Misfortune 3, Drain 2. It takes you a few turns to start recruiting pegasi, but the combination of a strong bless, a SC god *and* an edge in research (net bonus of +2 on the phillies) can be devastating. If your capital doesn't have high resource neighbors, though, you're screwed. Compromise builds like this are harder to use but I generally favor them myself. - Example 2- Awake Wyrm, no magic, Domstr 10, Order 3, Sloth 3, Fortune 1, Magic 1. This probably isn't as good as the PoD, but is less of a risk b/c the Wyrm is a little more powerful pre-equipment, and because you can heal him with your priestesses. * A dormant pretender saves you a *lot* of points, but as EA Arco with sloth you have trouble expanding early; almost certainly isn't worth it. |
Re: Beginner\'s Guide to EA Arcoscephale
I've only played the demo with Arcoscephale but one thing that does works well are your assassins, or in other words your Oreliads, gear them up with good spells and equipment for an assassin and they will succeed most of the time.
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The Best Bless for Arcosephale
.... is no (major) bless at all.
It took me quite a *long* time to get *the* strategy for Arcosephale. And, that being said, I don't believe it to be competitive in MP - but I do believe its what the designers intended. Lets look at the clues: Arco has one of the best stealthy mages in the game, with the Oreliad. It has an AWESOME unit in the Wind Rider - highly mobile, great defense, lances - but ridiculously expensive, and capitol only. It has icarid - a moderate flying unit. It has excellent commanders - sceptics and philosophers(cap only) and one of the best mages in the game (especially if you are playing unpatched) - the mystic. And finally, engineers and mage engineers. And finally, we have the canonical history of where the inspiration for arco was drawn - the greek city states. And all the rest of its units, if you'll pardon the expression - are crap. What do all of these point to? Arco is not supposed to win large scale pitched battles. Point of fact - arco can not mass comabat effective troops, should be trying to *avoid* pitched battles - and should be trying to force its enemies to do the same. How? Again - the units give clues to the tactics. In point of fact, arco should be one of the *raiding* nations. Icarids and Wind Riders. The icarids can be built at any fort, and have a smaller map move - and are far more of a harrying force. The wind riders - pound for pound are a great unit - and can pack a huge punch with just 7-10 riders. And if raiding is the left jab - dominion kill is the right hook. Arcosephale raids in order to prevent PD or patrolling from discovering its skeptics. Aka.. after arco raids a place - move the sceptics in. The sceptics don't have to execute an order in order to kill dominion - they just have to exist *in* a province. So raiding should be one continous string of apparrently random movement- followed by a trail of sceptics. Now, you are probably saying, this is easily counterable - and to some extent - you are right. But a lot of nations - Lanka, Niefle etc are built around the idea of fighting a military confrontation. If you do that as arco you will lose... so the idea is to prevent youropponents from credibly developing that strategy. What are other shreads of evidence to support this? Well, first, arco, of all the nations in the game, is the only nation I recall of the top of my head - that has discounted labs. Arco - more than almost any other nation except LA MAN needs forts and labs to crank out - not military - but commanders. Discounted labs helps arco to crank out sceptics. So, if you follow this strategy of no massed armies - and just constant raiding - what do you do about enemy forts? And lo and behold - arco has a ready answer for that. Engineers - with a *huge* siege bonus. On top of that, wind riders - which are flying and hence count double for sieging. The third bit of evidence: Suppose that you have been successful in raidng the bejeesus out of your opponent - and your opponent has responded the way you want - ie., by dispersing troops, and commanders to counter your raiding. So he has a *lot* of units, and a lot of commanders tied down to garrison duty..... where they are *easily* seduced or assassinated by your orelieads. Fourthly. You have the *best* healer in the game - and you heal within your dominion, spontaneously. What does this point to? Death Dominion - with healers. So, I've given you a few of the clues- so this is how I believe Arco sephale is meant to be played: A: Pretender - Awake. You need the dominion spread, caused by your pretender. Magic Paths.. up to you. Personally, I think death is mandatory, and a rainbow is useful. As for Scales... the only thing I feel strongly about is Death 3. Personally, I feel that Turmoil hurts your opponents more than it hurts you, and it benefits your philsophers. Magic +1-+3 is useful as it will benefit your researchers and make easier your job of fort defense via communion. *IF* you take turmoil, you will probably need to max out luck and production, and keep an even temp scale, in order to remain financially viable. B: Fort construction. As fast as you can. Except for capitol, you don't care about unit production, only commanders - so resources are not that important. When possible, build near your enemies (or future enemies). You really don't want skeptics traversing *your* territory. Swamps are fastest to build. C: Taxation: Raise em. National troops are good only for patrolling. D: Province defense: yeah - a point or two to prevent scouts from walking over your teritories is fine. If you took luck +3, you don't need to worry about random events trouncing your territories - and if the ENEMY is raiding your territories rejoice for he is playing *your* game. Save PD for your forts. You don't care about lands - what you want to engage in is a series of small battles where you can attrit your enemy. Any place you *do* care about strongly needs a fort ... ASAP. Think about it - the greek city states were just that - bunches of city states with dry dusty wilderness between. E. So, I've told you how important forts are.. So fort defense is critical. And you have two layers to do so. First, you should confine your raiding so that a bunch of your raiders can collapse back on your forts, to defend. Secondly: Communions. Every single Mystic is communion bait. Plan on building Crystal Matrixes/ Slave Matrixes so your Oreo's can get in on the action. A few last thoughts, not because there isn't more to say, but because I'm tired of typing.... Funnily, played in this fashion, Pan is your natural ally. Both of you have a strong interest in projecting turmoil. Both of you are raiding nations. Arco is not a brute force nation - it is a thinking mans nation. A few things to watch out for: Armageddon. A comment on Formoria: Charm, or communioned charm. CBM: Confusion. Oreos: did you know lightning bolts made great tools for assassination? Add in an aim, an orb of aiming, or natures eyes which they can self buff. And lightning bolts *cant* be blocked by shields. Now, if I had only figured this out *BEFORE* I started this MP game... |
Re: Beginner's Guide to EA Arcoscephale
Sounds like an interesting strategy.
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Re: The Best Bless for Arcosephale
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Umm... Sorry for the correction, but it is sloth benefits your philosophers not turmoil. |
Re: Beginner's Guide to EA Arcoscephale
But what happens if he just methodically advances and besieges your forts, particularly your capital? do you just keep raiding and assasinating? Also, how vulnerable are your mystics if he has a bunch of S mages to magic duel?
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Re: The Best Bless for Arcosephale
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Re: Beginner's Guide to EA Arcoscephale
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Or you use mystics to defend. Remember that you should have a LOT of intelligence if you have a lot of raiding forces. Ideally you should be able to stop him from massing a big force. A couple of other points: Ideally you want your raiders fighting in HIS dominion. Yours is death remember? Most large armies will have map move 1-2. Position your oreos in the path of advancement. Use their seduction ability to seduce there commander. Ideally this will cause either: A. The fragmentation of their force, if there are multiple commanders or B. A force of leaderless troops. Either way, attack the square he is occupying with your wind lords - cut off his retreat squares if you can. The more troops he uses to guard commanders, the slower his ability to mass useful troops in battle- and it doesn't matter *too* much. Oreos with evo 3+ researched will usually take any 5 guards + random commander. |
Re: Beginner's Guide to EA Arcoscephale
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-Max |
Re: Beginner's Guide to EA Arcoscephale
Remember that Wind Lords, even heavily-blessed Wind Lords, aren't very gold-efficient troops. In every test I've run, blessed Wind Lords lost out to a gold-equivalent force of regular old heavy infantry. That means you *must* take advantage of your superior mobility to produce a favorable correlation of forces--you're paying a heavy gcost price for mobility (flying) so you might as well use it. If he's got two armies besieging your forts and you have two armies of Wind Lords and mystics, hit ONE army with everything you've got and hit the other with anything you have left on the next turn.
-Max |
Re: Beginner's Guide to EA Arcoscephale
Exactly correct Max.
One further note: Use a small to medium map. 50-100 is good 110-120 is probably stretching it. Pi r squared. Dom are linear. |
Re: Beginner's Guide to EA Arcoscephale
Sorry, I didn't quite catch that. "Dom are linear"?
I would think mobility would be even more important on a large map, especially because you can recruit mystics anywhere and Oreiads can Cloud Trapeze to the front lines from anywhere. -Max |
Re: Beginner's Guide to EA Arcoscephale
This strategy for Arco relies heavily on Dominion.
Yes, you are pumping dominion - 10 Dom score, awake pretender, prophet etc. But as the size of the map increases (r2) your dominion is only linear. Strategies which rely on dominion therefor fare best in small to medium maps. |
Re: Beginner's Guide to EA Arcoscephale
But that's ignoring the time factor on the equation. If you are built to pump your Dominion, then a larger map = more time = greater disparity between your Dominion spread, and that of your opponents.
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Re: Beginner's Guide to EA Arcoscephale
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Re: Beginner's Guide to EA Arcoscephale
I believe lch is correct. However dom 10 is much more powerful on a smaller map, because no-one really wants to build lots of temples, which is what would be required on a larger one. You have your prophet, starting temple and god for free and they make a much bigger impact on a small map.
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Re: Beginner's Guide to EA Arcoscephale
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What I am saying is this: Dominion will spread from your dominion soursces - pretender, home province, temples, etc. As the radius of yoru empire expands, the likelihood of a dominion spread into an adjacent territory decrease by r2. The number of dominion increases linearly, f(n) where n is a number of temples (with things like priests etc tossed in for good measure). You also have competing to dominion to consider as well. However, my point is that your ability to project dominion over a significant percentage of the board decreases as the size of the board increases absent military (or other) actions. |
Re: Beginner's Guide to EA Arcoscephale
I think your analysis of dominion spread has some merit, but it seems to be based on a fixed number of sources that do not scale with time (temple checks occurring at each turn) or space (more temples built as number of provinces increases). If you are building new temples, then the n in f(n) is not constant, but rather n(t). Also, irregular tile (province) geometry and variable numbers of neighbors per province make it more of a discrete or statistical problem that might have some difficulty being modeled with a simple polynomial function.
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Re: Beginner's Guide to EA Arcoscephale
Thanks, analytic_kernel. I had never before considered taking the topology of the map into consideration.
-Max |
Re: Beginner's Guide to EA Arcoscephale
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Re: Beginner's Guide to EA Arcoscephale
Chris, I hope I'm not being too anal[ytical] about this, but I think that r is r(t), and that we don't necessarily know the form of n(t) or r(t). Looking at your number of posts, I'm guessing that you are a seasoned player, so I trust your judgement. But, if we wanted to be semi-empirical about it, we could collect data (possibly with the --statfile option, though I haven't tried it) on number of provinces and dominion for each turn, and then fit the data sets as a function of t. This would give the forms for n(t) and r(t).
Of course, this might just tell the experimenter that he needs to improve his n(t) - build more temples. :) |
Re: Beginner's Guide to EA Arcoscephale
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Ah. But you still would have to adjust for *map* size, too, and density of starting positions... |
Re: Beginner's Guide to EA Arcoscephale
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Edit: To be clear I'm not referring to Chris, just generally. |
Re: Beginner's Guide to EA Arcoscephale
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I tend to think the number of "thanks" are a more useful guide--at least you know that the person has had useful information to share in the past. Although there's still no guarantee that the really skilled players will show up on that metric, either. See? I did it again--couldn't resist posting. -Max |
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