Quote:
WraithLord said:
Your point makes sense. So long is blessing don't become a no brainner for large maps as well.
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Only time will tell.
Drain 2 gives you only -1 rp.
Misfortune 3 is rather harmless too, usually it doesn't hurt you enough to make you lose the game. 1 out of 10-20 of your games you might die because of the misfortune 3 events.
Most sacreds are only useful for the earlygame, but there are clear exeptions, those nations with very useful sacreds, preferably not capitol only.
Mictlan, Vanheim and Helheim fall in this category. To a lesser extent Tien Chi S&A and some of the Ape Nations too.
If they manage to kill 1-2 players in the first 25 turns of a game their additional castles and extra terrain let them recruit enough mages to overcome their research disadvantage from drain 2. Some bless nations can also take magic 1.
And Mictlan blesshordes can get out of control, because they can spend their blood on jaguar fiends which are excellent if you have a high micromanagement pain tolerance (which i obviously lack though

).
Mictlan might very well manage to use their bless troops well till the lategame, Vanheim and Helheim too because they are sacred and thus still perfect raiders.
And finally there is Niefelheim. In earlygame the niefel giants are very useful, in midgame you can then also use niefel Jarls with equipment.
In earlygame good blesstroops dominate, but in midgame they can still dominate if you support them with battlemagic or other tricks and in lategame they can still be useful if you buff them with battlefield wide enchantments or for raiding.