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early game expansion tactics
based on my limited PBEM experience to date I don't seem to be expanding fast enough to be competitive.
I'm using pretender to lead my main army but after taking each province this means they're sitting idle for a turn while I search for hidden magic sites http://forum.shrapnelgames.com/images/icons/icon9.gif is this how most people play? I suppose I could hire a commander for my army and use my pretender purely for sniffing out magic sites, but this seems to be a waste of a powerful combat advantage. any suggestions will be appreciated. |
Re: early game expansion tactics
That is a loaded question Andy http://forum.shrapnelgames.com/images/icons/icon12.gif .
I can only say a few things that will help you with the advise you may soon be recieving. Post your Pretender and Paths. Post your Nation/Theme. Post your Scales. Post your Dominion/Castle. Post your Research goals. All of these impact greatly your early expansion with the choices you make for it both in magic and production. You Go GoneGoldGirl! |
Re: early game expansion tactics
really?
I'd have thought basic expansion techniques were universal. my first mistake I guess. Pretender and Paths: Great Mother, 4xNature 4xEarth Nation/Theme : Pangaea (no theme) Scales: +1 Fortune Dominion/Castle: Castle Research goals: none specific, obviously I need Nature & Earth-friendly schools though. |
Re: early game expansion tactics
Generically speaking, the leader of your first army shouldn't be stopping to search until you've at least expanded your borders a bit. This is really a decision you want to make when you're creating the pretender - what is their role? If it's combat, plan on searching other ways (or not at all) at least for a while.
~Aldin |
Re: early game expansion tactics
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Re: early game expansion tactics
Well depending on how comfortable you are with sending your Great Mother into combat and how quickly you intend to research Conjuration/Construction, you are more than likely in a rough spot.
Your scales don't produce an exceptional amount of gold, so you are going to be limited on some of your choices. I have a personal distaste for the satyr hoplites, as they are slow and in your current production state, hard to produce. I much prefer Centaur Warriors, as they have a high survivability as well as mobility. Plus they have stealth to break enemy lines, cause unrest and wreak havok on economies. What initial Indep strength are you fighting in? Edit: With your nation and Pretender, I would use a Heirophant to lead your armies (if he's your prophet) or a Dryad (who is your prophet). Until your Earth Mother is equipped or has the spell capability to make her less prone to danger, she can search your land, while your armies take independants. [ February 12, 2004, 01:08: Message edited by: Zen ] |
Re: early game expansion tactics
I've been using my Great Mother as a combat leader - generally she casts a couple of spells then charges into the fray
currently playing with this setup in four PBEM games and all my solo endeavours - independants ranging from strength 3 to 6 |
Re: early game expansion tactics
To my mind your starting strategy really depends on how you're going to play the game - specifically whether you're going to be a physically or magically powerful nation. If you are going to need lots of gems sometimes it's ok to expand more slowly (like you are doing, searching each province as you conquer it). On the other hand if your main strength is going to be your recruited armies you probably want to give gem searching a back seat.
Early expansion does seem to be pretty important, so unless you have some definite goal for what you want to do with your gems, I would say focus on expansion. |
Re: early game expansion tactics
Set the independents higher. The AI does better against weak AIs, a smart player picking his battles can be better against strong ones.
Also try leaving out Ermor, Atlantis, Rlyeh, Abyssia, Caelum |
Re: early game expansion tactics
I find that the use of excessive force is very useful in early expansion. Yes, you could probably take a province with, say, the army you have now....but that would involve a higher loss ratio. Squashing them with excessive force will minimize your losses from attrition, and will allow your army to keep on rolling longer. After all, anything worth doing is worth doing with excessive force.
As a rule of thumb, if there is any doubt in your mind over whether or not you can squash the puny rebels, you need more force. [ February 12, 2004, 02:31: Message edited by: Norfleet ] |
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