![]() |
Is Pangea - Carrion Woods balanced?
I'd like to play with my friends using this theme. But I have read forum Posts where a lot of people got disappointed with this theme, being difficult and unbalanced.
The Posts were old so I hope the Last patches have corrected and rebalanced this theme. Is this true? Is playable or I will be bashed by Vans, witch hunters and fire lizards? Thank you |
Re: Is Pangea - Carrion Woods balanced?
It's playable. It has a number of weaknesses and deficiencies, but it's not the worst thing in the book, either, as of 2.12. I wouldn't rank it among the top-5 most competitive for the most people, but if it fits your niche, you can easily do well with it. Alas, it still does sort of play kinda like a watered-down Version of Ermor.
|
Re: Is Pangea - Carrion Woods balanced?
does CW eat population at the same rate as AE?
|
Re: Is Pangea - Carrion Woods balanced?
CW has a killer dominion, although its slower.
But then, CW has to take growth scale for nothing (okay, it slightly increases the chance of spawning carrion creatures in your provinces)which gives you less points than a comparable AE Pretender would get |
Re: Is Pangea - Carrion Woods balanced?
Quote:
Quote:
4/5% for sg / ae per level of dominion or 4/5% in general ? cw kills 1% per level of dominion right ? a minor drawback with cw : the castles + the carrion lords / ladies produce supplies . so if you are "unlucky" with events and get free militia every 3 turns you have to suicide them which sometimes isn't so easy ^^ . they are so fearful that they often start running when the first arrows hit ^^. with ermor they fortunately starve quickly http://forum.shrapnelgames.com/images/icons/icon10.gif i like the trampling carrion beasts with almost 100 hp . they're like free behemoths http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Is Pangea - Carrion Woods balanced?
I found the masses of mandragoras rather interesting, myself. Each length-5 Sleep Vine gets up to three attacks per turn, for 33 armor-negating fatigue points each. But you do need to have a large critical mass; even pretty hefty numbers get slaughtered by knights and longbowmen or even HI+crossbows, due to lack of shield, armor, speed, or good back-up battle magic (compared to death). So early expansion might be slower than Ermor.
AE (and especially SG, which gets free unholy priests) wins the leader race -- CW doesn't get free leaders auto-spawning, nor do even its Carrion Lords have death magic, so it can't chain-summon the way Ermorian Dusk Elders can. There may also be a bug with Puppet Mastery; I've watched it be cast over and over, on large hordes, and through random right-clicking have never, ever seen it actually appear to get through unit MR. Perhaps it's not working, or perhaps it does but the bonuses don't show. It's mostly a waste of a leader's turn. |
Re: Is Pangea - Carrion Woods balanced?
Puppet mastery works, but it doesn't show on the stats. It reduces the cost to move by half (IIRC) and doesn't affect the AP's of the beast. Increased AP would give more attacks as well and the spell is only intended to make the critters move quicker. Therefore it might be difficult to notice the effects of the spell.
Place a couple of horse-carrion at the flanks or rear and have them attack rear. They move incredibly fast when enchanted. |
Re: Is Pangea - Carrion Woods balanced?
Think of it as a weaker Version of Ashen Empire
|
Re: Is Pangea - Carrion Woods balanced?
Mandragoras make incredible SC killers. They do have other vulnerabilities and take a while to acchieve sufficient numbers, though.
|
Re: Is Pangea - Carrion Woods balanced?
CW's problem is that their troops, while fairly effective, almost all have very low protection and defense, and no shields. This means that they usually take high casualties, especially against archers and battle mages.
On the other hand - given enough numbers, they do handle things like knights and heavy cavalry fairly well; probably 2 to 4 carrion critters dies for each knight, which compares well to most normal units. They do generate enough carrion dogs and other high movement creatures to serve as effective cavalry, especially with Puppet Mastery. CW does take some ... management of the troops. Given that the first carrion critters to reach the enemy are going to die (especially against cavalry and such), you want to put your lesser carrion in the first wave - normal manikins, carrion chickens, carrion piglets, etc. This way they take the brunt of the initial losses, conserving the more valuable carrion. Another way to spruce up the carrion bunnies is to add some vine men / vine ogres. Forge a Vine Crown and a Treelords staff and one dryad can summon 4 vine ogres for 1 nature gem. (Skip the staff and she can get ... 3 vine men? Or 2?) The nice thing about the vine walkers is that they don't have any upkeep and don't eat, just like your carrion, but they in effect dissipate the effect of banishment. It also takes some management and creativity to gear up the gem income and research needed. Nature gems are best used for generating your carrion lords (who are best used to reanimate), rather than carrion ladies or centaurs. (The carrion chicks are okay for research, given that they have no upkeep, but there are better ways to go.) So - since CW also has death mages and income, you want to ... generate undead mages. If you don't find sages or some other high value researchers to recruit (sparingly because CW has a cash flow problem), then revenants can be very cost effective, especially since a skull staff allows a revenant to summon more revenants. Another thing to do is use some of those death gems to build Skull Mentors - 10 death gems for an extra 9 research is pretty cost effective, even more so if you can get a dwarven hammer or two along the way. Of course, to _get_ the dwarven hammer, and other decent forgings and summonings, I find you need to go with a fairly broad range of magic on the pretender - I like to have Earth 4 as well as Nature and Death at least 3, and preferably 1 or 2 more elements at 3 or higher. (Not the other sorceries - having to use a pretender to blood hunt isn't very effective, and Astral - well, Astral would be okay on an immortal Pretender. http://forum.shrapnelgames.com/images/icons/icon12.gif ) The broad range of magic allows the pretender to find magic sites CW would otherwise miss, many of which give recruitable mages, and allows some of the mid to high level items and rituals to be handled by the pretender. In addition, even without any magic on the pretender, CW can eventually get some decent mages via death and nature, and will need to : spectres and mound kings from death, Lamia Queens from nature, which will eventually be able to summon Couatls for Astral magic. Along the way, CW definately does need a bit of luck in finding magic sites. It's definately not an overpowered theme, but it can be fun and can give some of the other nations a run for their divinity. |
All times are GMT -4. The time now is 03:03 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.