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				August 29th, 2007, 12:54 AM
			
			
			
		  
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				Re: MA Man
			 
             
			
		
		
		
		Much less often.  But yes, they do.  Mostly in late winter.  I think it is a  
feature making that one winter month twice as bad as any other.  Sometimes they  
will even lose a hit point that month, despite regeneration.  Use a battle to heal  
them.  Sometimes I cast a special monster attack spell on my own damn province just 
to get a heal for my poor, decrepit patients... I mean my allmighty wizards. 
		
	
		
		
		
		
		
		
			
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				August 29th, 2007, 01:26 AM
			
			
			
		  
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				Major General 
				
				
				
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				Re: MA Man
			 
             
			
		
		
		
		Tuidjy, nurse maid of MA Man. 
 
Jazzepi 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				August 29th, 2007, 02:39 AM
			
			
			
		  
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				Re: MA Man
			 
             
			
		
		
		
		My leaders with old age have always gotten their afflictions in midwinter, and (excluding other causes, like already-diseased, battle-wounds, venom-charmed, etc) never have gained afflictions any other month. 
 
There have been times I have (stupidly) recruited an old-age commander early winter, and have him get diseased one turn later. 
 
I'm reasonably certain it's not that it's double-probability, but that Midwinter is the *only* time old age is the direct cause of afflictions. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				August 29th, 2007, 12:29 PM
			
			
			
		  
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				Re: MA Man
			 
             
			
		
		
		
		> Tuidjy, nurse maid of MA Man 
  
Actually, head geriatrician of Pythium, thank you very much.  MA Man's is the  
capital these octagenerians are besieging. 
 
> I'm reasonably certain it's not that it's double-probability, but that Midwinter 
> is the *only* time old age is the direct cause of afflictions.  
 
Yes, that is correct.  What I meant is that Midwinter is the time where already 
diseased, old people seem to take an take an extra point of damage.  One that  
regeneration sometimes fails to negate.  And more critically, when that extra 
point kills, immortality and twice born seems to fail. 
		
	
		
		
		
		
		
		
			
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				August 29th, 2007, 12:32 PM
			
			
			
		  
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				Re: MA Man
			 
             
			
		
		
		
		Yep, it's correct that people lose 2hp in a single month in winter, I read that somewhere before. Also IIRC if an immortal dies from disease in this month it dies permanently, which is a bug obviously. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				August 29th, 2007, 02:36 PM
			
			
			
		  
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				Re: MA Man
			 
             
			
		
		
		
		I'm actually impressed by the depth of analysis and so forth that went into that. I should note, though, that boosting the nature magic of a crone de-oldifies (not a word) them. Als, they can self-heal in battles via regen spell anyway. Finally, late game you are definately going to have a faerie queen, which has Heal Troops. 
		
	
		
		
		
		
		
		
			
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				August 29th, 2007, 04:06 PM
			
			
			
		  
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				Re: MA Man
			 
             
			
		
		
		
		In two weeks reading this board I have learnt more that from last six months playing the game.  Even from the same people I play with.  Now I know why all of Petar's Gods look same. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				August 30th, 2007, 04:02 PM
			
			
			
		  
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				Re: MA Man
			 
             
			
		
		
		
		Tuidjy, I love unrest-causing units myself.  However, why do you think that Bards are so much better than, say, spies?  Bards may have a better stealth, but they're so much more expensive to recruit that I think spies are better for this purpose. 
 
Not that I'm saying you're wrong.  I was just wondering what your reasoning was.  Are Bards better at causing unrest, or does that extra stealth mean that they are never caught, maybe? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				August 31st, 2007, 03:01 AM
			
			
			
		  
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				Re: MA Man
			 
             
			
		
		
		
		Bards are better than spies in a few small, but significant ways.   
 
The extra stealth is very useful.  How useful?  In a game I am currently in, four  
bards had shut down my capital.  I had province defense of 25, a Call of the Wild,  
a Call of the Wind, and a Watcher (50 men worth) patrolling, and it took me at  
least three turns to catch them all.  Before I summoned the Watcher, I did not  
manage to catch even one.  High stealth becomes silly.  In that game, I was  
brought from a surplus of 1500 gold to less than 200 in two turns.   
 
The Bard is also a researcher, thus you can, and will mass them for other purposes. 
 
The Bard is not helpless in combat.  He has a number of songs that can be  
useful, and the old favorite of "Eagle Eyes, Vine Arrow x 4, cast spells" is 
there too.  The combat AI is also smart enough to start using the Soothing  
song when fatigue start running high. 
 
And finally the bard can lead men.  A bard, a monk, 15 stealth archers and  
only a few wardens with protection are a hell of a raiding group.  The archers 
have to be found as indies, but even if you are not lucky in that respect,  
wardens with Protection from the bard and the standard E4, N4 blessing will 
do just fine. 
		
	
		
		
		
		
		
		
			
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				August 31st, 2007, 10:50 AM
			
			
			
		  
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				Major General 
				
				
				
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				Re: MA Man
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Tuidjy said: 
Bards are better than spies in a few small, but significant ways.   
 
The extra stealth is very useful.  How useful?  In a game I am currently in, four  
bards had shut down my capital.  I had province defense of 25, a Call of the Wild,  
a Call of the Wind, and a Watcher (50 men worth) patrolling, and it took me at  
least three turns to catch them all.  Before I summoned the Watcher, I did not  
manage to catch even one.  High stealth becomes silly.  In that game, I was  
brought from a surplus of 1500 gold to less than 200 in two turns.   
 
The Bard is also a researcher, thus you can, and will mass them for other purposes. 
 
The Bard is not helpless in combat.  He has a number of songs that can be  
useful, and the old favorite of "Eagle Eyes, Vine Arrow x 4, cast spells" is 
there too.  The combat AI is also smart enough to start using the Soothing  
song when fatigue start running high. 
 
And finally the bard can lead men.  A bard, a monk, 15 stealth archers and  
only a few wardens with protection are a hell of a raiding group.  The archers 
have to be found as indies, but even if you are not lucky in that respect,  
wardens with Protection from the bard and the standard E4, N4 blessing will 
do just fine.  
			
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 It seems like you could mass about 20 bards in the same square or so on the map, and just have them spam soothing song + vine arrows.
 
Jazzepi  
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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