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Best Turmoil Luck Nations
Just curious what people think about that combo. Obviously it's more effective for some nations than others, but I'm curious to see if anyone unexpected shows up on the list...
So far some good comments in general on those scales, here's the listed nations: Kailasa EA/MA Pangaea Mictlan Ermor (all ages?) LA Ermor and R'lyeh and... Blood nations generically. |
Re: Best Turmoil Luck Nations
I won't play Turmoil/Luck anymore. I know others will defend it but I have never been able to deal with the lost income from Turmoil over the long run. I do like Luck, and every now and then will play some Order / Luck despite the lack of synergies, usually in a graphs on game where I want some hidden gem/gold income, but even that I do less of these days.
A recent MP game I am in with Order 3 / Misf 2 - first turn got a +750gp event. Thats what I am talking about. Misf when things go bad, you say hey at least I got some design points out of it, when things go right, you feel like you worked the system. Luck is kind of the opposite feeling and when you get a string of bad events you are like wtf, I paid for these scales! |
Re: Best Turmoil Luck Nations
I'd say, a viable idea for everybody with a so pityful PD which won't stand barbarians/knights attacks without being doomed to lose the province. And nations which benefit on the long run way more from gems than from gold.
Given this, Kailasa truly comes to mind, to begin. I'll think about others :cool: |
Re: Best Turmoil Luck Nations
EA/MA Pangaea are a classic reference here, so I'll get them out of the way early on.
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Mictlan is a classic turmoil/luck nation.
Low resource troops. 0 gold cost summons for mid/late game. Order is useless when blood hunting with tax 0, as you should be with Mictlan. You after be careful managing upkeep with Mictlan, for example with a, 'normal' nation you may end up with upkeep 1000 - 3000+, with Mictlan your upkeep should never really be much over 500 - 1000 gps. I am talking about 40 - 100 provinces here. Always be on the look out for gold mines with Mictlan or any other turmoil nation. Tax / patrol / pillage to 0 population, then leave permanently at 200 tax to maximise income. Nice side effect of inflicting some nasty starvation effects on any invading armies.:) |
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Definetly EA/MA Pangaea.
You can also take low production. Using the extra points to push Magic, or Growth can be a useful build. There are others where you can play without much reliance on armored troops. Nations which have a high capablity for stealth, or assassins, or seducers, or mages. Anywhere that the protections are more likely to come from gems than the equipment that comes on purchased units. -- per peer-pressure preoccupation My maps, mods, and mullings can be found at http://www.Dom3Minions.com |
Re: Best Turmoil Luck Nations
The worst misconception, in my eyes, is that if you are taking 3Luck, you MUST take 3Turmoil in order to "maximize" your events.
You may be maximizing your events, but you are killing your baseline income to do so, and this is why the Luck vs Order debates always seem to point in favor of Order. I find that you can optimize the benefits of 3Luck by (depending on if you are going to go Blood later, or other factors) taking between 1Turmoil, and 1Order. Your base income hit is much lower, and you don't have to get huge to get all of your events, like with 3Order/3Luck. Compare 0Order/3Luck against 3Order/0Luck, and point cost is the same - so if you don't absolutely need a constant income, it's often better because of items/gems/heroes that you get for free, and can't really put a pricetag on. That said, the nations that can get by best with a Luck build, are often the heavy Blood, or heavy Bless nations. Honestly I think it would be easier to compile a list of all the nations that it's almost suicide to not take 3Order, such as Vanheim and Tir n'a n'Og, whose glamoured troops are so horribly gold expensive. |
Re: Best Turmoil Luck Nations
A small maps can potentially make turmoil/luck good for any nation, since one of the main arguments against luck is the cap on the number of events per turn.
Ermor might be another candidate since you'll lose the taxable population soon anyway. |
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LA Ermor and R'lyeh are classic examples of a Turmoil/Luck nation.
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I liked playing EA T'ien Ch'i with turm3/luck3, the extra gem income was great, and with the not-so-good human-infantry it's more or less worth it. Just spam clams and work up your national summons, which are quite good with a little blessing and buffs (At least in CBM).
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Heh, the only thing LA R'lyeh is a classic example of these days is the devastating power of the Nerfbat.
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Re: Best Turmoil Luck Nations
EA Pangaea, I'd frankly say it depends imho. If you're going for maenad factory and foul spawns (one requiring turmoil, one luck, both lotsa Pans - so good synergy), feel free - but if you're going the Gorgon-blessed White Centaurs-Minotaurs-Satyrs way, I'd not suggest T/L at all.
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Re: Best Turmoil Luck Nations
Id say EA Pangaea has 3 options that would work with these scales.
The maenad factory, the vine monster factory built around their national spells, or the stealth armies. But of course it should be obvious that none of the suggested nations are going to work for anyone who isnt looking to slide off the standard warfare "purchased-army meeting purchased-army" |
Re: Best Turmoil Luck Nations
Kailasa has rather expensive troops and mages. How are you going to mass them with turmoil? ^^
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Re: Best Turmoil Luck Nations
Try, you'll be surprised :D
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Re: Best Turmoil Luck Nations
I think EA Arcoscephale is actually quite a good luck nation. Prophets - with sloth and magic scales - are almost ridiculously cheap and effective researchers, meaning that you have the option of using very little gold in the beginning of the game, where the sparseness of gold is most felt.
And Arcoscephale can make very good use of the extra gems. |
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I'll agree that Arco can generally make good use of the extra gems, but if you are cranking out Mystics and an Oreiad or two and have researched Thaum-2, then you should be able to site search for steady, rather than sporadic, incomes in earth, fire, nature, and air - and water if you have the Voices and astral with Evo-2. |
Re: Best Turmoil Luck Nations
Nations with troops where resources constrain recruitment before gold does might manage turmoil. However, I suspect most would find it's more effective to turn the extra gold into more castles and hence more recruitment rather than get by with fewer troops and castles.
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It is not a good idea to combine it with death or drain, but something like Turmoil 3, Sloth 3, Growth 3, Luck 3 and Magic 3 works quite well. Quote:
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But, hey, it's all about trade-offs and different playing styles. If the scales you mention work for you, then great. |
Re: Best Turmoil Luck Nations
I suppose if it was limited to MP then it might change some of the answers.
I tried Kailasa and didnt do too bad. Their cheap units can take some indept provinces to give you a start. EA Yomi has many low-priced units, and many low-research summons which can allow gem-cost units to fill in for lack of national units. Bogarus might do surprisingly well also. It has some fair 8 gold units, and many low-research summons. Also keep in mind that along with this scales setting you can do fast expansion with low domain to stay ahead of the scales while you build indept armies |
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That said, an awake SC is certainly an option, but I went with an awake S9 sacred statue. Thing is, expansion into independent provinces can be done very cheaply with peltasts, slingers and a minor contingent of chariots. Peltasts are cheap and carry javelins, so they are very good at routing independents - especially with the help of slingers. Chariots help with the heavy cavalry provinces, where peltasts have trouble doing enough damage. I do not get stellar expansion rates with this, but nevertheless it tends to land somewhere around 15 provinces late winter the first year. And feel free to criticize my choice of scales as much as you think warranted. As I see it, it is a good way for me to learn. Quote:
Of course, once you have two or three castles in addition to your capital (should be late year one or early year 2), mystic upkeep cost start becoming a problem, but here the high magic scales help. Priestesses provide 5rp/turn with this so they are quite cost effective - not very fast, but not excessively slow either. Mystics cast rituals, craft and fight. Other than possibly those with 5 magic picks, they do not research. This allows you to buy a reasonable number of mystics and an Oreiad each turn. And this is without considering what you can get from luck-scales beside gems - heroes, magic items, gold, population, troops, extra mages and so on. |
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I myself play Luck with order often and it works well if you can afford the design points. Lump of rock astral pretender usually works well if you are going for the income heavy nation but you must have a good "plan" for trying to up your magic elsewhere as you might be limiting yourself. |
Re: Best Turmoil Luck Nations
What about MA C'tis ?? what does people think and why? would really appreciate some thoughts on this since I'm having a hard time deciding myself...
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The bad thing is people seem to get a bit itchy when the Miasma dominion start spreading over the borders. Or rather, they seem to get a bit itchy *before* that happens :( |
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