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Originally Posted by Burnsaber
Quote:
Originally Posted by alansmithee
I would recommend waiting to remove prospectors now until there's some multi-player action with the dwarves. As it is, you'll have almost no battlefield magic presence until you hit the anvils (outside of some buffs). I kinda saw prospectors as a way to help deal with that. Against AI scripting they're good, but I don't think it would be as gamebreaking against a human player (I could be wrong though).
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The thing is that you can't script pd, allowing prospectors to raid even 15+ pd provinces without losses. Combine this with stealth. Also "no battlefield magic" is a pretty heavy statement. Everyone seems to overlook Journeyman Runesmiths. Sure, E2 is not much, but it is everything you need, especially if you give them Earth Boots.
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There's many things that are able to raid provinces, I don't think prospectors are unusual in that regard. I just think it might be a bit hasty, considering most (if not all) of the testing has been coming against AI opponents.
And E2 isn't much at all, especially since you can't really afford to span the journeymen (with castles costing so much, you need someone to research) and they can't lead troops. Also, most of the big earth combat magic is really exhausting, and you're wasting at least one turn to summon earthpower them.
Going after anvils really also has the benefits of giving you all the runes right there.