Thread: C'tis strategy
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Old December 7th, 2004, 11:14 PM
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Default Re: C\'tis strategy

Yes, Miasma is extremely powerful. I do not understand why C'tis isn't more
popular in multiplayer. I have won every single MP game I have played with
C'tis (and intend to win the one I'm currently in) even if I made a lot of
mistakes the first time.

A couple of things that I want to add to the advice above:

The shaman is an awesome researcher, and great for casting 'Astral Probing'.
In battle, you can have them use communion for 'Relief', 'Charm', or even an
old fashioned Astral barrage ('Mind burn', 'Soul Slay', 'Enslave', etc). Left
on their own after their scripts run out, they will cast 'Curse' and 'Healing
Light' which are very useful in prolonged battles.

The empoisoners are great at taking indies out with 'Animate Skeleton'. They
are also dangerous to anyone if they start with 'Swarm' and eventually attack.

Deathmasters' random picks make them specialists:
Fire: Use them to forge fire skulls, fever fetishes and rune smashers, to summon
Bane Archers, and (with a fire skull) cast Augury.
Air: With a cheap thistle mace, they can cast 'Healing mists' or 'Summon
Sprites' in combat.
Water: Clams and Boots of Quickness alone make them valuable
Earth: Jade armour is very nice for mounted commanders and non-flying thugs.
Astral: Use shamans as communion slaves, and enjoy higher Nature/Death levels.
Death: Give them a staff, and you have the deadly 'Drain Life'/'Raise skeletons'
uber-combo. Or use them to cast 'Ghost Riders'.
Nature: In battle you cannot go wrong with 'Relief' and 'Charm'. With a cheap
thistle mace, you can cast rituals like 'Kelp Fortress' and 'Gift of Reason'.
Blood: Blood hunters. If there are no blood nations in the game, you have a
good chance to snatch a few Ice Devils.

And do not forget that with some triton bait, marshmasters can take underwater
provinces without too much trouble. Once the skeletons start flowing...

On top of everything, the troops do not suck. Hell, they are actually very
nice - you have defenders and you have heavy infantry as damage shields. Who
needs more? The nice priests are just icing on the cake.

One thing about a high domain level - it will piss your neighbors a bit too
early. I prefer a lower domain level - six, as a matter of fact - so that I can
get a decent supercombatant. Later, when you can afford to push people around,
building temples will take care of your domain.

But still, C'tis is not one of the top nations, because it has no mobility to
speak of. I was given a few turn files in which Vanheim demoralized an
arguably stronger C'tis empire not by defeating him on the battlefield, but by
airdropping, sneaking, and basically jumping in his rear until he resigned.

In my games I avoided that by fortifying heavily, but with a top nation, you
have cheaper ways to defend.
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