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Old March 8th, 2007, 02:24 PM
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Default Re: Are heavy bless strategies the best ones ?

Quote:
Graeme Dice said:


Their main strength before turn 20 is blessed warriors of the five elements. Before turn 20, which is when the eventual winner of the game is decided, magic plays virtually no role in Dom 3.


Agree for the most part on most points save this one. I find once it gets past the nitty gritty early game, even dual bless nations use magics to augment their armies. For example, alteration tree for luck/body eth, summons such as jag fiends and river demons, etc. However, if your nation doesn't have strong expansion abilities (of which heavy bless strategies /is one/), it is harder to compete in a normal game without at least a good solid awe or dragon pretender. Effectively enough, good players who stumbles upon you early will recognize you have no real credible threat to them by choosing a "late game" path, and just attack you. Often it only takes 4-6 turns to meet your first neighbor, 8-10 roughly for borders to solidify. Once borders solidify, there are almost NO more expansion into indies. Which generally means at this stage, people start looking for "soft targets" to hit. You don't want to be one of them by having no bless, a human pretender and only average national troops. All the scales in the world won't help you then.
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