Re: Kailasa
n4/e4 aren't that great for Kailasa. They already have pretty good natural access to these paths. So it doesn't open up a lot of new stuff.
s9 is always nice because wish/master enslave casters are nice to have.
You could go with A4-6S9W9 and really have an excellent early expansion. Kill the first player you find that doesn't have great archers. And stay on the offensive the rest of the game. (low air because you can use arrow decoys)
Sure you get the national quickness spell, but that doesn't help the early game, and you need to research thaum 6. Which I don't think has that much synergy with early game Kailasa. (Which imho is dominated by cheap massed sacreds who either get buffed by water/earth/nature or wreck debuffed (nature) troops. Or get blasted by gifts of heaven, blade winds (high air bless is nice if you go all blade wind on their assess)).
After you get some research going (Which ones mainly depends on the other players, but going for alteration is usually not bad. Body ethereal is nice, for the cheap S mages you get. And the cap only E mages can cast a lot of the anti armor spells.
Personally I would research alt 4 (destruction vs heavily armored troops, earth meld vs sacreds/heavy hitters/sc's etc (w9 helps vs friendly fire)). Conj 3 (summon earthpower), thaum 1 (communions), Alt 6 (petrify. Aka, bye bye nief^MSC's) Conj 5, Ghandaharvas.
**** e4/n4. Your sacreds are glass cannons anyway.
Don't get death. Late game you can get the Rudra for easy entry into death. Sure it is conj 9. But you want to max that path asap anyway.
Ps: Legowarrior you should know that you should tell if your game is MP (which you did) and which mods you are using. I generally assume CBM here. Adjust research targets if otherwise.
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