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Old December 13th, 2006, 06:58 AM
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Default Re: Which nations need bennies?

Quote:
FrankTrollman said:
I think mid-era Agartha blows. No archers, no randoms, no good mages, all your mages are old, and the only unit in your entire army that can bust even medium armor is a capitol-only sacred troop with a protection of 12.

Let's see... they get their asses handed to them by:
  • Archers.
  • Heavy Armor
  • Battle Magic

SNIP

With those two spells under their belt, I could see the Agarthans doing something - rather than just bending over and bracing themselves every time Man showed up. That's the worst part about this. It's not that they are stuck against some weird troop type available to only one faction or another - no. They are a middle era nation with no good answer to Knights or Bowmen. That's lame.
Kite Shields are good against archers. Bucklers aren't. Kite Shield infantry do fine against bows. The problem is that Agartha doesn't have bows of their own, and are forced to use independents.

Agartha can also use Rust Mist to great effect against HI, and it's only Evo 2.
The normal warriors have str 10 and Shortsword, dam 5, so they deal about 15 damage. It goes through most armor (14% chance of dealing 1 point of damage through prot 20; bigger chance of dealing 1 or more), but of course, not through shields. Pale One Soldiers have worse attack, so even less chance of punching through shields, and they have just Buckler, and they deal about the same damage (str 12, 3 dam in spear). They do fine against HI without shields, such as Tien Chi's glaives or half of Ulm guys.

Battle magic, as in what? They Pale Ones have good magic resistance at normal gold/res costs, and lots of hp, so Astral spells will probably target ainly them and fail to have an effect. Even Pale Ones and medium infantry have decent protection. Lightning? Huge AoE spells that decimate all units everywhere, not just MA Agartha's? This isn't any worse than with most other nations, they just don't have any easy way to answer to that, besides perhaps Marble Oracle thugs, but that's just comparable to Golem thugs, perhaps worse.


IMO, they can manage against most targets, but really, their problem is that they don't live where their description would suggest. In caves, with darkness making bows and enemy units less useful, they'd do just fine. Unfortunately, there aren't any cave provinces in current MP maps.
Also, even MA Agartha can go underwater pretty easily. They don't get much from that, though, because the water nations beat them there, and they can't use the water provinces to beat the land nations except perhaps by giving them another way to advance to after land indies are taken, and that only works if there are NO underwater nations in the game.

I'd just make the existing (Enchantment) national spells easier to cast. Attentive Statue to Ench 2 and E1, so that Earth Readers can summon them, Sentinels to Ench 3, Granite Guards to Ench 4 and Marble Oracles to Ench 5. Alternatively, or perhaps in addition to, these could be moved to Construction. It works much better for their mages, and lets them easily use their Ancient One commanders and later Marble Oracles as thugs.
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