|
|
|
 |

November 18th, 2003, 09:35 PM
|
|
Re: So far what nations look strong... and weak?
 I'm sorry Johan. I was being sarcastic. Ah, so much is lost on the internet.
I meant the requirement for the Carrion to have at least Growth 1 for the theme, so you don't get too many points  .
Part of the reason that the Carrion Woods theme is strong is because it is like Ermor; you can just pillage and tax to death everyone in your lands and let the Carrion Lords mop up  while you make scads of Minos, Harpies and Pans.
|

November 18th, 2003, 09:57 PM
|
Corporal
|
|
Join Date: Nov 2003
Posts: 195
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: So far what nations look strong... and weak?
Poger,
Also what is the case for Pythium being so strong? They don't even have powerful blessable units (unless you go Serpent)!
|

November 18th, 2003, 10:18 PM
|
|
Re: So far what nations look strong... and weak?
Pythium are the standard.
Low cost Communion slaves, good research, good massive troop armies. Hydra's can be devistating, Theurgs and Arch Theurgs can become tremendously powerful.
Anything with a base mage in the race with Astral 3 can use gateway; which is incredibly strong for quick reinforcement between labs.
|

November 19th, 2003, 02:48 AM
|
 |
Second Lieutenant
|
|
Join Date: Oct 2003
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: So far what nations look strong... and weak?
>Also what is the case for Pythium being so strong? They don't even have powerful blessable units (unless you go Serpent)!
* Outstanding Infantry
* Gladiators (in multiplayer these guys are very potent defensively)
* Communicants!
* Quickness, Communion, Aim, *Orb Lightning*
* Soul Slay works when Orb Lightning fails
* Hydra are great even when not sacred.
* Arch Theurgs using Communion can lay down almost any battefield spell during the late game
* Arch Theurgs have great mobility from teleport and cloud trapeze [don't underestimate the power of surprise]
* Air and Astral magics simply have a wide scope of usefull spells
You have asked about both Arco and Pythium. I suspect that as a player that is new to the game, you have yet to grasp the awesome potency of Communion. Both Arco And Pythium have great infantry and the potential for outrageous battle magics from abusing Communion. It takes a while with the game before the whole communion thing becomes apparent.
|

November 19th, 2003, 03:05 AM
|
Captain
|
|
Join Date: Aug 2003
Posts: 883
Thanks: 0
Thanked 13 Times in 5 Posts
|
|
Re: So far what nations look strong... and weak?
My feeling is that Carrion wood is not particularily strong, if anything I would say it is a weak theme. While it has a strenghts it also have weaknesses. To mention a few:
You do not get as much free summons as Ashen empire, nor do you get the boosted gem income.
Your home province will eventually loose all its pop which will hit your resources severely and keep you from utilising the normal resource heavy troops recruitable in the capital, amongst them the sacred black centaurs. IIRC you cannot build harpies, you just start with one, and can recieve a Arcopythera. Your Panic Apostates are only 30 cheaper than ordinary Pani and have one random less, and do not recieve Meanads.
The effects of the dominion will eventually significantly reduce your income. As long as you manage to keep expanding the theme should do ok, but if you slow down the free summons you get will not offset the income loss.
You will also in multiplayer recieve the same reaction as Ermor, making you a likely target for alliances.
|

November 19th, 2003, 03:24 AM
|
Corporal
|
|
Join Date: Nov 2003
Posts: 195
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: So far what nations look strong... and weak?
Couls someone briefly explain what communion is & how it works? What makes it so powerful?
|

November 19th, 2003, 03:40 AM
|
 |
Second Lieutenant
|
|
Join Date: Oct 2003
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: So far what nations look strong... and weak?
>Couls someone briefly explain what communion is & how it works? What makes it so powerful?
In Brief:
Some mages cast Communion Slave while others cast Communion Master.
The Slaves take the fatigue when the Masters cast spells. This allows a great deal of casting by the Masters.
The Masters also get magic skill bonuses from the Slaves. All skills +1 for 2 Slaves, +2 for 4, +3 for 8, +4 for 16.
For example:
An Arch Theurg (air-2 astral-3, lets say the ? comes in as nature-1) goes into battle.
There are 8 Communicants with him.
The Arch Theurg casts Communion Master.
The Communicants are slaves automatically.
The Arch Theurg is now air-5 astral-6 nature-4.
When he casts spells, he does not fatigue, the slaves soak up the efforts of spellcasting, allowing the Arch Thuerg to use his pumped up ranks over and over again.
More Slaves will absorb more fatigue.
More Masters will gain the full benefits of the Slaves. The Slaves are shared.
The only danger is driving the Slaves fatigue beyond 200, at which point they take damage and die. Burning out the slaves is common in long battles, however it gets you a stunning supply of mage power before they drop.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|