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Old July 8th, 2009, 05:02 PM
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Burnsaber Burnsaber is offline
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Default Re: Holy War 0.8 - Minor update

Quote:
Originally Posted by Trumanator View Post
Just want to say that this mod makes playing Ctis MUCH more entertaining. Being able to expand with your prophet and Lizard Kings casting chastise means that your armies are essentially self-sustaning, and you even pick up indy commanders to ferry reinforcments! I would imagine though that it could be a little weird when combined with a nation that has a lot of holy national spells, like LA Ctis or MA/LA Ermor...
Chastice self-sustaining? Nice, I never really managed to achieve that. I'm always losing more guys to archers than I get with chastice (which is usually about 0-2 guys at most). Unless you manage to only fight barbarians all the time (It's pretty funny how easily the barbarian chiefs fall to chastise, but it's kind of thematic now that I think about it).

Well, I'm not too worried about Ermors or LA C'tis. No matter what I do, priests cannot research, forge items or cast globals. Eventually they will have to give way to the mages. Since every national priest you recruit is one mage less, there is a major opportunity cost involved.

Quote:
Originally Posted by Gregstrom View Post
I have to say that in my (probably more limited than it should be) pre-game testing I've seen quite a lot of holy sites turn up - maybe 1 per 3 provinces. That may not be representative, of course.

Given the lack of recruitable indy priests, this probably isn't too bad. It probably reduces overall gem income a little, but I quite like it anyway. The recruits are interesting and occasionally cool, and the added flavour is great. Some sites are good enough to influence fort placement, I think.
Hmm. 1 site per 3 provinces is a tad too much. I'd prefer 1:4 or 1:5 ratio. Remember that I might of have gotten a stastistically lower results in my 2 test games, so I'm always intrested in hearing about player experiences.

"Lack of recruitable indy priests" -> Well sort of. But don't dismiss priest initiates immediately, they cast blessing at the start of combat, which is only way to get your guys blessed before the defender begins (to get twist fate from S9 bless, for example).

Yeah, some sites definately affect my fort placement. Templar Monastery (Templars! Templars!)/ Distant Holy site (Battle Pilgrims are suprisingly solid infantry)/ Church of Penance (Penitents are solid).

One thing I've been wondering is the Pilgrims (probably the most common recruit in the mod). Are they usable? Currently they're just buffed militia (survivals, ap2, good morale, medicore def), is anyone suing them? If they're too weak, I could probably justify Sticks and Stones on them (if I were to up the cost of course too).
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