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Old December 13th, 2006, 06:19 PM
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Default Re: The rest depend on nation and strategy.

]Q2.What are the most important things to consider when designing a pretender god? (i.e. Is it which is more important scales,magic or Dominons)

Unless you use blesses a lot, scales is probably what you'll feel the most as you play the game. Dominion strength has limited importance as it doesn't really affect the game, but if you put it too low, I've lost the game with a temple in every province and half the world conquered. Dominion strength can also be important if you plan on using spells like Lure of the Deep.

Q3. From playing the demo it seems like the key to victory is to mass magic users and build a horde of cheap troops (popcorn?) does this hold true for the main game?

Well, it varies. Magic does have a lot of importance, but cheap hordes risk routing, and you would be amazed how well 10 of a powerful recruit do against 50 weaklings.

Q4. Is it better to design a pretender that focuses on one particular field(i.e. air magic)or is a balanced approach better?

That also depends. If your strategy somewhat revolves around of certain spells, blesses, or your physical form has a high Path cost, it can be a good idea. If you want him for researching or site-searching, though, multiple paths are usually better. Depending on your strategy, one might even want to not put any extra magic on your Pretender.

Q5. What should I look for in selecting a prophet?

Either a high-level priest, a supercombatant if you have a really high Dominion Strength, or someone who you really want to be able to build Temples (Like your starting general). Some people prophetize stealthy units, then send them behind enemy lines to spread your Dominion.
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