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				November 5th, 2006, 06:19 PM
			
			
			
		  
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				Second Lieutenant 
				
				
				
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				Re: Nations that seem strong/weak
			 
             
			
		
		
		
		Lifeless too. It doesn't do jack to Oracles. 
 
-Frank 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 5th, 2006, 06:21 PM
			
			
			
		  
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				Lieutenant General 
				
				
				
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				Re: Nations that seem strong/weak
			 
             
			
		
		
		
		I thought that being Cold Blooded was the main way of stopping it?    
		
	
		
		
		
		
		
		
			
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				November 5th, 2006, 07:54 PM
			
			
			
		  
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				 Major General 
				
				
				
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				Re: Nations that seem strong/weak
			 
             
			
		
		
		
		I believe Nerfix is right. According to the manual, cold blooded units do not suffer from the domain. More than likely, the "Swamp Survival" units are probably "Cold Blooded" as well. 
 
It makes sense for demons, undead and lifeless units to not suffer from this as well. BTW, CTis Miasma is very fun to play =) 
		
	
		
		
		
		
		
		
			
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				November 5th, 2006, 09:58 PM
			
			
			
		  
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				Second Lieutenant 
				
				
				
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				Re: Nations that seem strong/weak
			 
             
			
		
		
		
		Creatures with Swamp Survival or Cold Blooded traits do not get diseases in Miasma dominion. 
 
Lifeless, Demonic, and Undead creatures don't really care if they get diseases. 
 
Regenerating creatures are highly resistant to diseases and will likely never die from one. Recuperating creatures are very likely to remove disease conditions before they become a serrious social problem. 
 
Nonetheless, Miasma has access to pretender gods which are not cold blooded, don't have swamp survival, are living, aren't demons, and have no special healing capabilities. 
 
Why?! 
 
-Frank 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 6th, 2006, 01:36 AM
			
			
			
		  
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				Lieutenant General 
				
				
				
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				Re: Nations that seem strong/weak
			 
             
			
		
		
		
		Stupidity? 
		
	
		
		
		
		
		
		
			
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				November 6th, 2006, 02:06 PM
			
			
			
		  
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				Lieutenant Colonel 
				
				
				
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				Re: Nations that seem strong/weak
			 
             
			
		
		
		
		You could always just take death 2 on your god and beeline to twiceborn. 
		
	
		
		
		
		
		
		
			
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				November 6th, 2006, 02:55 PM
			
			
			
		  
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				Brigadier General 
				
				
				
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				Re: Nations that seem strong/weak
			 
             
			
		
		
		
		Or take an imprisoned god for some strange reason (amazing scales and dominion maybe?) 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 8th, 2006, 12:21 AM
			
			
			
		  
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				General 
				
				
				
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				Re: Nations that seem strong/weak
			 
             
			
		
		
		
		I like Abyssia, in Early Age. Sacred troops are very nice, and province defense is quite tough. Salamanders destroy indeps. Fire resistance is easy to counter, admittedly, so it's good to wean your Abyssians off of fire and into blood magic by mid-game. I like to use a jailed enchantress or cyclops with totally trashed scales and 9 death and either 9 fire, astral, or earth. I try to get a good stable of flying demon assasin commanders and then equip them very well. The assasins can be equipped with two blood thorns or a hellsword and shroud of sacredness, which will make them very survivable flying behind the lines. A ring of regeneration is nice if you can afford the nature magic, and an elixer of life is a good insurance policy, especially in late game. With Abyssia, you want to hit the independents hard, and get as many as possible working for you, since Abyssia is pretty much a 1 trick fire pony until you can get the higher up blood summons. The lack of archers for Abyssia is really minimal if you get a good ratio of salamanders and demonic commanders. I don't think the demon soldiers are worth investing in though, except as a good screen for your flying commanders. Even then, they're a waste, in my opinion, atleast after the first few years. All told, Abyssia isn't that great in multi-player if you play it straight, nation against nation, but you have an excellent capacity for getting around that by knocking out independents and holding onto them. Much better, in my opinion, than Niefelheim, with less weaknesses. 
		
	
		
		
		
		
		
		
			
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				November 8th, 2006, 04:45 PM
			
			
			
		  
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				Re: Nations that seem strong/weak
			 
             
			
		
		
		
		I would avoid giving bloodthorns or hellswords to the assasins, the lifedrain nerf means you should have better things to spend slaves on. For your slayers try: 
boots of giant strength 
bearclaw talisman 
amulet of luck/antimagic/ring of the warrior/burning pearl depending on situation and avaliable mages/gems. 
 
You will end up with a slayer who has 2, strongly poisoned daggers and a strength of 25(+ the daggers damage) and either luck/great mr/very high attack 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 8th, 2006, 05:00 PM
			
			
			
		  
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				Major 
				
				
				
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				Re: Nations that seem strong/weak
			 
             
			
		
		
		
		All that seems a little excessive, there are better uses for gems IMO. Lifelong Protection is enough to kill human commanders and the assassin will have a hard time killing titans or monsters even with items.  
 
Giving non-mage humans (or Abysians) lots of magic items always seemed like a bad idea to me since they are so frail physically. 
		
	
		
		
		
		
		
		
			
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