Re: Iron Faith Ulm
Ulm:
Has major issues with production.
Has very inflexible and limited magic.
This makes Ulm poor for training (IMHO).
>you have to follow a relatively rigid strategy
And how are new players supposed to know that ridgid strategy? Hence... not good for training.
>* Research/Sage pretender
Rainbow pretenders as a training tool? Only if you want blood to drip from the players ears as their brain overloads.
How about demonstrating basic economics, military, and national magics, before exploding into this sort of complication?
Remember this is all in the context of "Training".
>* Research/Sage pretender to keep research at a good level on early game, then to find sites
>* Try to get indy sages asap
>* Focus research in Construction first
>* Forge Earth Boots and Dw Hammer asap to maximize item production
This sort of strategy in multiplayer will turn you nation into a juicy gem treasure chest which will be savaged by it's neighbors.
It's not my intention to be mean or contentious... but this (again IMHO) isn't a good way for new players to go. Arco and Man are both easily recognized human themes. They both have flexible magics and low resource troops. Ulm "looks" easy but it really isn't. The Last thing that players need is even more frustration when they get into this duanting game. I suggest Arco or Man rather than Ulm for new players.
I understand that you have found some strength in Ulm. That's all well and good. However, just becuase it's potency can be cultivated, does not equate with "good for training".
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