|
|
|
 |

December 29th, 2003, 04:19 PM
|
 |
Second Lieutenant
|
|
Join Date: Oct 2003
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Wisdom on Pyrithum killing?
Learn Paralyze. Have the Grand Masters use this to lock up the Hydra.
Either learn Light of the Northern Star or construct Banners of the Northern Star. This gets your astral mages +1. Now your Witch Hunters can Paralyze, Grand Masters can cast Soul Slay and Astral Fires.
Mass crossbow.
Learn Flaming Arrows, and make the massed crossbow even more fierce.
Phoenix Power/Incinerate is a simple and effective battlefield spell combo for Witch Hunters.
|

December 29th, 2003, 07:47 PM
|
 |
General
|
|
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
|
|
Re: Wisdom on Pyrithum killing?
Quote:
With the flying units, it is cheap to get a small group of effective patrollers and then max the taxes.
|
Maxing taxes for more than a couple of turns is almost a universally bad idea for any nation that relies on gold production. Maximum taxes kill very large amounts of population every turn, no matter how many patrollers you have.
|

December 30th, 2003, 06:32 AM
|
Captain
|
|
Join Date: May 2001
Location: Nairobi, Kenya
Posts: 901
Thanks: 4
Thanked 1 Time in 1 Post
|
|
Re: Wisdom on Pyrithum killing?
All sound advice, which I will use in my new game. Fought for three hours Last night, holding him with some success, but then another nation fell off the graph. The next thing I knew I had three armies coming at me, all bigger than my total forces. Then he outbid me on my mercenaries, so part of what little I had left disappeared. Then he ate my Last big force. Then I watched Buffy the Vampire Slayer on DVD.
I am trying again with the same map and same pretender. I now know that I should have designed him differently, but I want to win with him, as he is. My tip for the day is not to mix a rainbow with a bless effects and researcher pretender, you spread him too thin.
|

December 30th, 2003, 06:53 AM
|
Captain
|
|
Join Date: May 2001
Location: Nairobi, Kenya
Posts: 901
Thanks: 4
Thanked 1 Time in 1 Post
|
|
Re: Wisdom on Pyrithum killing?
Graeme,
In your experience, what is the best figure for high taxes which will not gut a province? I like to take the sea provinces mid game and tax farm them, if no aquatic races are about.
Thanks!
|

December 30th, 2003, 12:07 PM
|
Major
|
|
Join Date: Sep 2003
Location: Oregon
Posts: 1,139
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Wisdom on Pyrithum killing?
That would be 100% taxes, in my experience. I toyed with higher taxes during, but the combination of population destruction and needing to patrol made it seem not worthwhile to me.
I'd only over tax populations if I was desperate, or knew I couldn't keep the province.
|

December 31st, 2003, 02:42 AM
|
Captain
|
|
Join Date: May 2001
Location: Nairobi, Kenya
Posts: 901
Thanks: 4
Thanked 1 Time in 1 Post
|
|
Re: Wisdom on Pyrithum killing?
I agree, 100% is safe, but I want to push it higher. Patrolling is not so expensive, particularly in sea provinces where the units are often flying. You do not need many of those to be effective and if you can boost taxes 20 or 30 pieces a turn, you rapidly cover your costs. Throw in you have a ready to go reaction force and it is a pretty good deal. I saw in another thread that one person uses wounded units to patrol. That is a bit more micromanaging than I do, but it is a good idea. The wounded unit is a liability in combat, but can give you good value patrolling.
So, any suggestions on a nice percentage where you do not reduce your population too much?
|

December 30th, 2003, 05:00 PM
|
 |
Second Lieutenant
|
|
Join Date: Oct 2003
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Wisdom on Pyrithum killing?
>So, any suggestions on a nice percentage where you do not reduce your population too much?
There is none.
Your choice is just to savage the province fast or slow, but it will get savaged. It's only worthwhile to raise taxes if you are totally willing to sacrifice the population for a slight boost *now*.
There are a few nations where it's worthwhile to open the game with a bit of high taxing at the capital. This is clearly a trade of gold now versus heavy loss later, however getting a boost on the first few turns is sometimes worth the trouble. Other than that... taxes might as well be set in stone at 100%. The only other time I change taxes is too purposely damage a province that I don't intend to hold.
IMHO it's sad that you don't have much option to cultivate the gold economy in Dom2, but that's the situation. I suggest practicing blood hunting with scouts, as that's the only economy that can be controlled/cultivated.
[ December 30, 2003, 15:00: Message edited by: apoger ]
|
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
|
|
|
|
|