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Legacyspy said:
It seems to me that the whole mid-end game phase is all about massing deviles/demons and such, is this true?
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Not really. All devil armies are only really feasible for Abysia and Mictlan.
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Do national troops lose their power at this time?
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National troops never lose their power. They just start to eventually be overshadowed by national mages.
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If every one gets devils and demons, how does races like arco, or pyth get them?
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They don't need them, and instead rely on battlefield magic and their national troops.
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When does the late game time start?
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Turn 40-70 depending on the map and the number of players and the number of provinces per player.
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On average from turns 1-10 on indie 9 how many provinces you get?
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I have no real idea for indies 9. For indies 6 I want to take a minimum of 10 provinces by that time. Hopefully, I'll have about 15, and if I've done very well, I might be able to make it 20 provinces by turn 12 or so.
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Are Nifeil Giants and Ulm Black templar incredibly powerful in multiplayer as they are against the AI?
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Niefel giants are very good troops, although woodsmen might be better against some kinds of armies. Niefel Jarls are every bit as good in multiplayer if you outfit them properly. Black templars are decent sacred troops, but they are also extremely expensive in both resources and gold. They also share the same weaknesses to all magic that other Ulmish units have. I might stick with the 10/24 morningstar infantry with Ulm, and switch to maul infantry when dealing with bane lords and the like.
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As ulm/jotunhiem, whats the best way to take down Mountain Citidals?
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Sappers and siege engineers as Ulm. Lots of units as Jotunheim. You won't see many, if any mountain citadels in multiplayer.