Welcome to the game everyone! I have to admit I was getting a little worried that my niche game was a little too niche...
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Originally Posted by NooBliss
Interesting. I'd try Agartha...
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Quote:
Originally Posted by Squirrelloid
I have decided - Bandar Log please!
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Agartha is the main nation I was thinking of when I mentioned weak nations possibly doing well under these settings. Though Bandar is also promising - nice summons and strong astral.
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Originally Posted by LoloMo
Very interesting! Caelum please!
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On such a compact map Caelum's ability to fly should be even more useful than normal. Also note that with the level 6 magic cutoff I don't believe there are any summonable A mages available.
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Originally Posted by NooBliss
does 'no indies' include indie mages from random sites? That might be an overkill, really.
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It does. I really wanted to emphasize national units. In a normal game I'm thrilled to find Adepts or Crystal Mages when playing Eriu but at the same time they become second to only my capitol mage recruitment in importance, changing the flavor of my nation.
So I think your pretender becomes even more important than normal in covering for the weaknesses in your national mages. Offhand I'd say an SC pretender with enough magic diversity to open up areas your mages lack would be a decent choice.
One more thing about astral. Some starting areas have areas have wasteland so you may want to also consider Hidden in Sand as a way to get S magic if you start in one of those territories.
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Originally Posted by Squirrelloid
Are there any limits on pretender design?
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No limits and with almost no research to be done I guess the main question will be whether people go with Drain 2 or Drain 3.
