Re: LA R'lyeh or How I Learned to Stop Worrying and Love the Dreamlands
No, no no no no!
Take a void lurker with W2+N4+S7+D3+. Only positive scale to consider: Luck +3. Magic +3.
You will get tons o free spawn mages. Useful in communion or researchers with +2 magic.
Research priorities: Conjuration, (voice of tiamat). Thaumaturgy (teleport, gateway, telistic animation, ritual of returning).
Construction: Whip of command, Sceptre of authority, crown of command. CLAMS. Starshine skullcaps.
Evocation: Astral projection to scout. If you're the cautious type.
Make your start build all mindblasters. Last troops you will ever buy.
Forget sea serpents. You need your water gems for water boosters (to let your slaves make clams), clams, shark attack.
Voice + tiamat + your pretender search will let you find any mage sites.
After you have shark attack, teleport, and gateway: Teleport into a possibly hostile water. Build a lab, PD, troops, and a commander (so have cash). Gate troops in, cast telistic animation to get a temple and spread dominion.
Speaking of gating:
sure you can gate with 15+50 or so troops. Or you can tag on all those equipment I named, and gate with around 200 troops - and have awe. You need to spend the gems on cmd items in order to save astral gems - which you *will* be short of.
your voices of tiamats are going to run you tons of extra earth, fire. I suggest you empower a mage with fire for the scepters of authority.
get one foot on land fairly soon. Cast a couple of black servents. Soon they will go crazy and prophetize themselves. Use them to raise undead - which your dominion is going to be killing off like crazy.
Body guard an S2 void summoner until you get returning.
You will also want nature items to make cauldrons etc to prevent starvation. Huge double bonus- makes your underwater provinces even more difficult for your opponents to storm.
Regarding mages: you fairly quickly have to make some choices.
Go with the priests that are 150ish with 6 rp, or the go with the pure mages that are around 280 for 8 rp.
With the +2 rp from magic scale, your $/rp upkeep is WAY lower on your sacreds. They are your go to guys for research.
But your mages recruitable everywhere are your goto guys for D2. Plus your S4, S5 etc.
Sooner or later you will get a visitor. Save your air gems to empower him for arrowfend.
Another reason for land: Your slave mages have feet. Soooo you can give em earth boots for a dwarf hammer.
***Pay attention**** to your first prophet. Its your last chance to actually know who is spreading dominion. Only your real prophet will. However, the battalions of fake prophets are worthwhile for preaching, smiting, and communions.
Many nations have astral mages. None of them are as good as you. Magic duel is your friend.
Lastly: Cold 3 is preferable to Heat 3. However, if the temperature scales strongly favor your competitors reverse the field.
So, abysia, mictlan, machaka in the game: go cold:
Caelum, Niefle, vanheim: go heat.
I *never* search with an intial prophet unless he *truly* has nothing to do. (hard to imagine). You have crazy guys that will holy search, without your input. let em.
Star children: Some of the *best* assassins in the game. What are you going to do: Mind hunt them?
Lastly: Be slightly aware that sea nations need to have a slightly elevated dominion compared to land nations due to the ratio of land to water. Usually I play 7-10 dominion with LA-R, but I would consider 5 the minimum. I would dare 4 with some land nations.
Last edited by chrispedersen; June 23rd, 2009 at 12:36 AM..
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