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Old December 19th, 2007, 07:05 PM
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Default Winning Strategies: Always a Good Idea

I notice a lot of posts discussing nation specific strategies, a lot of these posts mention some of the same tactics again. So, I thought it'd be nice to have a thread which discusses general tactics that are great for a large variety of civilizations.

Here are my contributions:

Have E2,

Why E2? Because you need E2 to build Earth boots, which then boosts you to E3, where the magic happens. Most importantly, you can build Dwarven hammers, which makes ALL your forging cheaper. Thats a huge advantage by late game when the good items cost 25, 40, and 65 gems to make. Also, E3 lets you summon a Troll King, who has E3 naturally, which can be boostsed to E4 with the boots and E5 in battle with summon Earth Power. Lots of fun magic can be cast at this level, such as army of gold and army of lead.

Also, have W2N2,

If you have W2N1 through your national mages, then you can settle for that. Yet, for the other nations, having a W2N2 Pretender can be a big longterm advantage. Add a Water and Nature Boosters (Water Bracelet and Thistle Mace) and you have W3N3, which allows you to summon Niaids, which are W3N3 naturally. What all this translates into is Clam (3WN1) forgers. Even building as little as 1 clam a turn during the mid game gives you a much larger astral income for the later game. This works best if you have some water mages to site search in the first place.

As with all Dom3 tactics, these have their time and place and opportunity costs, but I like to think their pretty good ideas in general. Anyone else have anything?
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