Re: Newbish question
Pretender design points can be spent for several purposes:
1) They can buy high dominion to recruit more sacred troops, spread dominion from temple checks faster, and with 9 or 10 have awe +0 or +2 on the pretender.
2) They can buy a SC in the early game that can grab independents and deter early rushes.
3) They can buy a mid/late SC which uses full equipment and spell buffs to destroy destroy armies. Sure, most SCs get killed eventually and each time you Call God his magic weakens but think of the destruction you can wreak first!
4) They can buy high magic to define a useful bless effect that priests can buff sacred units with.
5) They can buy high magic to cast powerful spells.
6) They can buy many paths of magic to add diversity to the national mages, research, and site search.
7) They can buy scales to produce more gold to buy mages, castles to recruit mages, troops, and temples.
8) They can buy scales that increase production to recruit more or better troops in the early game.
9) They can buy scales that improve random events.
10) They can buy scales that increase the research productivity of your mages.
These thing vary in importance with different nations and starting conditions so you are trying to find a balance that works for the game you are about to play. Try LA Ermor -- an awake pretender with at least D3 is a no-brainer and scales are mostly worthless.
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