Re: Eriu guide
As I've been looking at Eriu for a bit, I'm bumping this thread from who knows how many pages back.
Aside from the necessary blessing Baalz talked about, I was wondering if there were any suggested pretender designs to work with, particularly in the area of scales.
I'm mostly working with CBM, so my observations will be biased in that direction, but here's what I've gathered as far as scales are concerned. Note these are really just my uneducated observations with only a little play time to really back up anything here:
Order/Turmoil: What you take here obviously influences your choice of Luck scale. With what Eriu seems to need, signs seem to point towards Order for more reliable income in order to put up forts to recruit Shide Lords from as well as giving us more money to bring more Fir Bolg troops to the table.
However, since we also want Gems, we have room to think about Turmoil/Luck. Turmoil/Luck also gives us a good number of extra Gold events which might make up for the lower steady income, but depending on your own luck, it might not. Since Misfortune is likely a bad idea anyway, Turmoil/Luck will also save you some Design Points that you can put to use elsewhere. Personally, I tend to favor Order over Turmoil/Luck.
Production/Sloth: Fir Bolg don't need many resources, so Sloth is probably a good idea here.
Heat/Cold: You want to keep your income high, keep this as close to neutral as you can. Since the temperature tends to fluctuate anyway though, giving this a slight nudge one way or the other shouldn't kill you if you need the points.
Growth/Death: Baalz mentioned that since we lack access to some paths that would help us win in the late game, we need to be strong and aggressive in the early game. Should it come to the late game and we haven't already pretty much won, then we'd be in some trouble. Combine that with the fact that our troops and commanders pretty much never grow old anyway, this nudges us more in the direction of a Death scale. Don't overdo it though, as Death 3 is a pretty bad idea for anyone aside from LA Ermor. Death 1 or 2 should likely be tolerable for you and will get you some extra points.
Luck/Misfortune: I don't like Misfortune at all, especially if you're considering Death. Try to keep this neutral unless you're going for Turmoil/Luck. You really shouldn't be going further than Misfortune 1 if you're taking Order.
Magic/Drain: If you want that solid early game, you need to get your buffs and gear for your Shide Lords quicker. Magic 1 is likely all you need here.
Well that's all I have so far. I'd love it if someone might expand a bit more on that. Maybe suggest a few pretender designs, or explain if you think it can work a different way.
|