
January 16th, 2009, 09:42 PM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
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Re: LA Man - Castle Warfare
Just don't drop the gems on a mercenary by accident and submit the turn.
:whistles innocently:
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Originally Posted by chrispedersen
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Originally Posted by JimMorrison
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Originally Posted by Sombre
I don't know, maybe because I play a lot of LA, but I reliably get to build special indy mages in about 50% of the games I play.
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The other 50% it's unreliable?
I find that depending on path availability, if Magic Sites are at least 40, most of the time I find a -good- indie mage site of some kind if I search 20 provinces or so. Now, that's not discounting the ones that don't implicitly add magic diversity and such, as long as they are good mages, worth buying. Adepts of the Silver Order et al will still get 9-10 RP in Drain2, though even at Drain 3 that quality of mage is comparable to many nations' top recruitable anywhere mage. Add in the fact that LA Man should have money coming out of their ears, and I'd think the primary consideration on the Drain choice, is avoiding losing all of your stockpiled gems.
To put this in perspective, I lost well over 100 gems over 2 turns of consecutive Magic Fading events once, it wiped out all of my non-national gems that I was saving up for Empowering searchers/forgers, and thus, it made me cry cry cry. I honestly think I'd rather take Death3, or Misf3 before I'd ever take Drain3 again.
(Maybe, just MAYBE Drain3 on Man if my build used Luck3, but.....)
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You actually leave gems in your treasury with drain?
Thats just silly Jim. You're building a mage a turn... and one scout per turn in your neighboring provinces... That really handles the problem until you get up to 150 gems per turn income or so.
By the way.. do the same thing with your blood slaves... if you're at risk of getting that gaderite rebel.
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