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				 Re: LA R'lyeh or How I Learned to Stop Worrying and Love the Dreamlands 
 Ok... So here's my results using a not so very carefully constructed Lurker:  File attached so you can see for yourself.
 W4N4D4S8 Dom 9. Sleeping
 -3-3-3+2+3+3
 
 I forgot the death 5 was for the fear effect.  I dropped points into growth as I really had more points than I needed.   You could make him awake if you chose, add magic paths.
 
 First a word about settings:
 
 Map:Milkshake.
 Indies all set to default.
 AI's set to difficult.
 Except for first couple of turns in capital, taxation was capped at 100.  Yes, I would usually set it higher with dreamlands.  However we need a consistent benchmark, and 100 provides about the only one you can, due to the vagaries of unrest.
 
 
 Late Winter Year 1:  7175 gold.  118 gems 10 water provinces.  (would have had more if I could have reached them).   And I really should have purchased cmders to build forts yr 1.
 
 Researched:  Conj 4, Thau 1
 
 
 At the end of year 2:  2000 odd gold.  4 Forts, 4 Labs, 4 Fortresses.  15 water, 6 land.  Research 220 or so per turn.
 
 Researched:
 Conj5
 Alt1
 Evo2
 Con4
 Thau6.
 
 6 Magic items.
 
 I've started conquest of the second water. 30-ish starspawn mages.
 
 Now a few interesting conundrums on this:  During 2 years, I found not *one* death site, nor received any death gems.  So I had to alchemize to do some searching.  Still no hits.
 
 Which, wouldn't be so bad except I *also* didnt find any water sites.  Site distribution is site distribution, but clearly those are pretty bad luck.
 
 I also didn't *find* any forts.  Go figure.  And only got one hit on void summoning.
 
 Still the position is pretty strong, and would have been stronger with more usual luck with site searching.  I have no problem replicating these results.
 
 Again comparing the archmage vs the lurker:
 
 lurker path cost :15.  Immobile.  Dom 2.  130 hp.  Regens 37 hp/turn after you bring him home to recharge hp.
 
 Archmage path cost 10.
 
 The Lurker needs Dom 2 saves you 80 points for dom10?  You get 13x the hitpoints.  The lurker requires you to research conj and thaum (for voice of Tiamat and teleport) - two schools you are going to need anyway.  And you have s7 (or 8)
 
 Id also look at a w3E4S5D5N4, -3-3-3+1+3+3 Dom 9 Lurker.  Earth + astral gives you immediate dwarven hammer at con2, astral coin, crystal shields.
 
                 Last edited by chrispedersen; June 24th, 2009 at 03:48 AM..
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