Quote:
FrankTrollman said:
It really depends upon what you want your God to do.
But one thing you don't want your god to do is to bother with Nature or Death magic, you've got that sown up pretty well with your Pans. So while the Carrion Dragon is totally hardcore (and it has recuperation, so it's actually a very reasonable SC chasis from the beginning), the fact remains that it invests heavily in magic you don't care about.
I suggest a god who does absolutely anything else, such as a Phoenix. Fire and Air magic, both at least 4. It can wander around searching for those sites and eventually surprise your opponents by popping out an air queen or something. Or a Cyclops. Or really anything at all, because the Carrion Woods pyramid scheme doesn't actually need a god for anything.
As to your scales, yeah Sloth and Turmoil are your friends. You get better Manikin troops with Growth, Luck, and Magic, so max those out. You have no need for supplies, resources, or gold, so consider taking a pile of Heat. It will make your Fire Spells better and give you extra points to spread around.
-Frank
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Luck does not help carrion growth, AFAK. While taking added growth does indeed add slightly to your carrion growth rate, it also kills pop faster and you pay points for it, so I would not recommend it. One thing that I forgot to mention that does help a a lot: high dominion. There is a massive difference in carrion growth rate between a dom 3 province and a dom 10 one.
And CW pan does, in fact, have a great need for a particular type of pretender. Since you do not want to waste gold on troops, and the undead take a good while to get rolling, a pretender that can expand for you is vital. The phoenix is ok, but it is not really optimal either for expanding your provinces or your magic versatility.
Here is an example of the kind of build I'm talking about
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Carrion Dragon: 2fire 3air 2water 3earth 2death 2nature
Turmoil 3, sloth 3, heat 3, growth 1, misfortune 3, magic 3 dom 10, watch tower
His dominion generates carrion at a rapid rate, he is a good combatant from turn 2 all the way to the end game, and greatly enhances your paths of magic.