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Something different...
So as the king of sandbox strategy gamers (an acquaintance once described my play style, very aptly, as "enacting a story"), I'm fond of playing default theme Pythium with a Virtue, and using neither 'evil' magic (death/blood rituals/spells/items, spells that target 'civilians' -- ie. population, etc.), nor things that are really game-y and wouldn't be too fun to read about in a fantasy novel (i.e. wishing for endless Doom Horrors, clamshelling, extreme micromanagement). In other words, I'm playing the Forces of Good (with a capital G). ^_^
Does anyone have any suggestions? Because Vestals are such a joke, I'm thinking there's no point in going for Air 9. Instead, I might go for Air 7, then invest the points saved in Growth and Fortune (1 each, for flavour), putting one each in Order and Productivity, and then probably putting the remaining 2 into Fortune. That, or putting one into each of Fortune and Productivity -- I tend to be swimming in gold by the lategame, but resources are still a problem when churning out Emeralds. What do you think? |
Re: Something different...
Put all in magic scale and research master enslave. Then set up a communion squad and you can be the ultimate force of good: You dont kill them, just persuade them to join on your side!
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Re: Something different...
No, master enslave is an evil spell which has no persuasion involved.
If you want forceful persuasion, you get charm. But whoever said roleplaying "good" was a smart idea? |
Re: Something different...
For a "good" game you could also try Marignon, make lots of crossbows and protect your Knights of the Chalice (+flagellants) with Air blessing... But if it is Pythium you want, then you should use communion a lot. That is one of the main strengths of Pythium, but cooperation is what good guys are known in most heroic adventures.
If you have troubles using up all your money you don't have enough castles. Especially as Pythium can recruit both Theurgs and Theurg Communicants from all their castles. If you think Wrath of God is good enough, then have strong magic scale and go for it! When you reach Evocation 6 you hopefully have Arch Theurg with 3 Air and another with 4 Astral. Research construction for Starshine Skullcap and Bag of Winds, give both to your 4S2A Arch-theurg and watch the fun. Also, remember to choose evil enemies. Ermor, C'tis, Mictlan, Jotunheim, Abysia, maybe Vanheim and Pangaea too. If you choose their themes here are (most) evil ones: Abysia (both), Vanheim (Helheim), Jotunheim (Niefelheim), Ulm (Black Forest), C'tis (Desert Tombs), Marignon (Diabolical Faith), two Ermor themes or Pangaea (Carrion Woods) if you want a challenge. R'lyeh could also be seen as evil. |
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I believe Communion would be just called 'vampirism' in mainstream litterature - or maybe even 'psychic vampirism', which sounds even worse. I find the blood slave status much more enviable: these are granted a quick death, and are so heavily drugged they don't even notice. On the other hand a communion slave's death is always a long and painful experience. |
Re: Something different...
Maybe there should be a chance for communion slave rebellion..."when you find your servant is your master..."
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[/quote] Haha, that'd make for a wacky Pythium theme. Communicants and Gladiators running the show... [/quote] Do we have any volunteers? http://forum.shrapnelgames.com/images/smilies/laugh.gif I can just imagine Spartacus as a national hero. I can deal with the hydras problem easily (and the gladiator one, too; after all, having people fight to the death in the arenas for your pleasure isn't exactly Good) -- by not recruiting them. http://forum.shrapnelgames.com/images/smilies/smile.gif I like the Wrath of God and the enslave mind suggestions! Re: communicants -- well, they are volunteers, they are paid better than Emerald Guards, and one fine day, after their Pretender has achieved godhood, they might become theurgs themselves... http://forum.shrapnelgames.com/images/smilies/happy.gif I will also definitely be playing against the 'evil' AI opponents, although taking on R'lyeh might be problematic before the late-game, when I had magic/items that'd allow me to go into the sea and show them who's boss. I might also throw in the others, too, for more of a challenge -- what do you think? Re: castles, do you mean that I should build them so as to hurt each individual fortress' resource production, in the interests of being able to churn out national mages/troops from a greater number of less productive provinces? |
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