Quote:
Originally Posted by Rytek
hmm, must resist joining another game. This looks really good. I would love to see some wind guided flaming longbows.
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Thanks! Hope you change your mind.

FWIW, I think this will play quickly - I'll be kind of surprised if there's more than two nations in contention by turn 40 (and I wouldn't be surprised if it were over by then).
Quote:
Originally Posted by Rytek
I think mindhunt will be really nasty for non astral nations. with no chance of getting at least lizard shamans or crystal amazons the only protection would be summoning wraiths, having high astral on your pretender or just lots of decoys.
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The astral definitely concerns me. And Arco with its ability to heal its mind hunters will, I think, be real tough. If you're not a nation with S mages I think you either need it on your pretender or maybe summon spectres quickly. I hadn't really considered that getting decoys will be tough without indies to recruit. But it also occurs to me that unlike a normal game it could be worth empowering scouts or other stealthy troops to S1 and giving them a starshine skullcap. Expensive, but with the lower province count you'll only need a few to safeguard your armies as they travel and you may luck out with a strong S income so you can afford it.
BTW, in my test games I found my gem income was around 25-30 gems/turn (10 from the cap province).