Re: EA Agartha - The Not Exactly a Guide [CBM]
...or, you could take an awake wyrm with dom10 o3/s3/h3/g1/l3/m1 (or adjust the order/growth/luck sliders to fit personal preference/game length - mf1 g3 m3 would be another option), be taking 3 provinces/turn by turn 4, and actually have the dominion to spread those great scales of yours... without giving up much in the way of magic diversity over your e9/n4 druid.
5x ancient ones and 5x 1 resource hurlers = 100 resources, which is remarkably easy to get at your capital even under sloth 3... and also more than capable of clearing weak indies after only 1 turn of recruitment. double it up, and even barbs/heavy cav go down pretty easily. (you'll eventually want to swap to hurlers with armor for the synergy with legions of steel, but really, even those are only 11 res... this isn't ulm.) Add in the fact that you need a lot of castles to be competitive on research, and... I just don't see it, ESPECIALLY if you're taking death to pay for production. there's just no way for agartha to keep up the rate of expansion needed to make that economically viable once the indies are gone, and no benefit to the gain in resources*.
*ok, if you have some crazy seal guard rush strat, go ahead and take production. I mean, who doesn't love 55g/37r giants with middling prot, no shield, no attack skill, no defense skill, and map move 1?
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