Re: Dominion Spread
Well i play mp, sp everything with strenght9 indies and from what i can tell is, a high dominion to start with makes your game much easier.
Lowest dominion i would ever take is 6 and this really can hurt. You can build temples, but for most nations 1 of them cost 400 gold. Can be destroyed through unlucky raze events or the enemy quite easily. If you build fort everywhere a temple is its going to be very expensive. If turteling is your style this one is for you.
I prefere offensive armies and a lot of magic in each game, some cheap national troops to beat up the indies quite easily and support the magic of my god, usually the god has lots of hp too, like mother of lions, or simlar, abyssia has very nice lion titans for example.
At least 1 maxed out magic path to cast globals with heavy gem investment, mother oak and gift of health up can win games or any other nice global spells, releated to your nation and highest gem income.
SC and rainbowmages are rather a waste of time, except you can manage to make a SC with a high magic path and awake/dormant. SC you rather need to beat some indies but will die quickly against more diverse armies leaded by other players pushing their domain, and you waste a lot of resources in them too, that you better spend on magic paths or scales, i am more positive that diverse armies in high numbers win this games than just SC's.
Rainbowmages are not needed, you can recruit national and independent mages to do your site searching move them in several groups to cover a big area quickly.
Pretender is always to slow for that anyways and more useful casting the big rituals, big battle spells or do some research and stay away from beeing feebleminded, cursed, marked or killed.
|