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December 3rd, 2004, 03:11 AM
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Corporal
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Carrion Woods pretender setup
I'm a bit curious as to how someone would setup a Carrion Dragon for CW. Go Order or Turmoil? Your population will eventually disappear, so Turmoil might be good. But it's almost impossible to expand early without the money for troops. Production or Sloth? Again, the population dies so it'll be worthless eventually. But gold and resources let you expand better in the early game, which is when I have the most trouble with CW. Heat and Cold? I don't know about this one. Income hits either way, but yet again, the population dies eventually. Growth is forced, but do you go Growth-3, or just the minimum? Fortune or Misfortune? I usually go with Misfortune, but it depends. Magic is forced, but again, do you go full or minimum?
Personally, mine is:
Turmoil-2, Sloth-2, Growth-3, Misfortune-1, Magic-3
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December 3rd, 2004, 03:22 AM
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Lieutenant General
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Re: Carrion Woods pretender setup
ehh, its a death nation. slam your scales - the only ones to boost are growth (maybe, but i don't think its quite worth it myself), luck (sure. 2 or 3 i'd say) and magic (probably 3).
put the rest of the points into a heavy hitter.
now, you can go misfortune, but i don't really think pan is hurting for pretender pts in CW.
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December 3rd, 2004, 06:20 AM
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Lieutenant Colonel
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Re: Carrion Woods pretender setup
1) IMO, if you take Turmoil you oughtta take Luck, so the now increased probability of events will not cause extreme damage (such as lab-burning events etc.).
2) IIRC, CW doesn't kill population that quickly, a mere 1% per turn (again, IIRC), so taking Growth-3 means only 0.1% per turn, so now you have lots of population so taking Turmoil and Sloth becomes a bad thing.
EDIT: Just wanted to add I saw that 1% in some unrelated post, stating AE kills 5% per turn, SG 4% and CW 1%.
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December 3rd, 2004, 07:10 AM
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Sergeant
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Re: Carrion Woods pretender setup
The only problem with taking luck is when those damn militiamen show up and take all your extremely limited money.
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December 3rd, 2004, 09:56 AM
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Lieutenant Colonel
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Re: Carrion Woods pretender setup
Still...
What is worse, a few Groups of militiamen, or a bunch of -100 gold and burned temples and labs events?
Personaly, I'd rather have a few militiamen pop up and get the 1000 gold events than constantly losing gold to bad events... Though you have to remember that Luck is great only if you are forced into turmoil...
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December 3rd, 2004, 11:35 AM
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Lieutenant General
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Re: Carrion Woods pretender setup
Quote:
What is worse, a few Groups of militiamen, or a bunch of -100 gold and burned temples and labs events?
Personaly, I'd rather have a few militiamen pop up and get the 1000 gold events than constantly losing gold to bad events.
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I'm playing my first MP game w/ CW. I have luck 3, but sure haven't seen any of these "1000 gp" events. Rather, I've gotten huge bunches of militia, which so crippled my economy, that there was an 8 turn period or so where I don't think I even bought one mage. As such, at turn 40, my research is about 1/5 of Caelum's.
the "1% population loss" is per dominion point, so rather unlikely that .6% growth from growth 3 could counteract this ;p
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December 4th, 2004, 09:28 PM
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National Security Advisor
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Re: Carrion Woods pretender setup
Since when is cannon fodder useless? Even as an undead swarm nation, the volunteer militia offer a fodder type that can't be banished.
Why the god of Ermor would ever pay them a salary, though, or need gold to erect temples, I don't know... that seems possibly unthematic...
PvK
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December 4th, 2004, 09:30 PM
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Lieutenant General
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Re: Carrion Woods pretender setup
no, we're not saying they are useless: we're saying they are worse than useless, as their upkeep can far outweigh their utility, esp. for an undead nation.
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December 4th, 2004, 09:38 PM
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Lieutenant General
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Re: Carrion Woods pretender setup
I agree - it can take five or six battles to kill off the militia since they turn to run so rapidly, even when you setup your troops for the purpose of killing them. Add to this the grief of getting a commander to them to bring them somewhere to get into a battle, and then the grief of rounding them up after each battle they run away from.
It really sucks that it takes Conjuration-9 and 5 death gems to have a good chance of killing them off and stopping the drain on the miniscule gold income that death nations tend to have.
And it _is_ a sizable drain for themes like CW: 10 gold can be 1/10th of the total gold income for the nation as the game goes on and the population dies. If it takes 10 turns to kill them off, that's 100 gold, which is a huge amount to lose as CW or, presumably, Ermor's death themes.
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December 5th, 2004, 01:47 AM
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Corporal
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Re: Carrion Woods pretender setup
Yea, the militia are a drain on income. But it's still hilarious when you have Haunted Woods (?) up and storm a provine with them.
__________________
My plans are always practical! It's the laws of physics that get in the way of my success!
I found out what zombies are weak against.
Oh?
Point blank annihilation.
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