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February 23rd, 2004, 02:36 AM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
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Re: Early game slingshot w/ alchemy
Playing Ulm I never had too many Fire and Earth Gems, forging and Construction "summons" eat up your gems steadily !
However Pocus described me a "financial" Alchemist strategy : with Nature & Fire a RB can forge a boatload of Fever Fetish (give' em to Scouts) producing many Fire gems, that you can sell for cash. Only problem is that this requires your RB himself to forgeing items, so you lose on research/site searching (that's what the guy should do else...)
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February 23rd, 2004, 02:43 AM
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First Lieutenant
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Join Date: Sep 2003
Location: Bordeaux, France
Posts: 794
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Re: Early game slingshot w/ alchemy
Quote:
Originally posted by PDF:
Playing Ulm I never had too many Fire and Earth Gems, forging and Construction "summons" eat up your gems steadily !
However Pocus described me a "financial" Alchemist strategy : with Nature & Fire a RB can forge a boatload of Fever Fetish (give' em to Scouts) producing many Fire gems, that you can sell for cash. Only problem is that this requires your RB himself to forgeing items, so you lose on research/site searching (that's what the guy should do else...)
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What are you using to make sure you have the Nature gems? A Master Druid?
(Also, if you add Death you can give the Fever Fetishes to undead summons so you don't even have to lose upkeep and recruiting costs on scouts)
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February 22nd, 2004, 03:50 PM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
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Re: Early game slingshot w/ alchemy
no you need the master alchemist, to get 30 gp for each fire gem. Essentially, its a nature/fire/whatever please you rainbow mage. You have to find at least 3 nature gems a turn though, which is rather feasible by searching sites, or with diplomatical contacts. Once it is done, you income increase by 30 gp/turn. You can then stockpile for the Eternal Pyre (that you cast with your pretender) to get a nice +20 gems (600 gp). Thats basically that, an 'underground' gold strategy which cant be spotted and/or hampered by the others players.
An alternate path would be the blood stone one.
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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February 22nd, 2004, 04:28 PM
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First Lieutenant
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Join Date: Sep 2003
Location: Bordeaux, France
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Re: Early game slingshot w/ alchemy
Quote:
Originally posted by Pocus:
no you need the master alchemist, to get 30 gp for each fire gem.
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I had never realised that Fire gems were worth more in alchemy than Earth.
I just started a SP game with a Master Alchemist (to see a few things), on the World map; unfortunately, my starting province was Iceland, and the closest neighbour (Northern America) is Ermor... 
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February 22nd, 2004, 05:36 PM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
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Re: Early game slingshot w/ alchemy
its goes like that:
15 gp for fire, 10 gp for earth
x2 for master alchemist
x1.5 (of base worth) for alchemy stone, or indep alchemist.
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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February 22nd, 2004, 06:19 PM
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Sergeant
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Join Date: Oct 2003
Posts: 286
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Thanked 2 Times in 2 Posts
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Re: Early game slingshot w/ alchemy
Quote:
Originally posted by PDF:
Playing Ulm I never had too many Fire and Earth Gems, forging and Construction "summons" eat up your gems steadily !
However Pocus described me a "financial" Alchemist strategy : with Nature & Fire a RB can forge a boatload of Fever Fetish (give' em to Scouts) producing many Fire gems, that you can sell for cash. Only problem is that this requires your RB himself to forgeing items, so you lose on research/site searching (that's what the guy should do else...)
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Too much micro management for me, you have to keep juggling the Fever Fetishes between scouts before they die from disease.
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February 22nd, 2004, 06:31 PM
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Corporal
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Join Date: Jan 2004
Location: Canada
Posts: 68
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Re: Early game slingshot w/ alchemy
With Master Alchemist + Alchemist Stone, its 30 gp per Earth Gem and 45 per fire gem.
Last Ulm game I had Earth Blood Deep Well and Eternal Pyre both running, along with Fata Morgana and Riches from Beneath for huge income/resources. In my best castle, I could pop out a Knight Lord and 24 Knights a turn, not to mention at least 10 knights(the mounted ones) at every other castle, every turn, with 1000's of gold left over. Obviously thats SP, in MP no one will let you have every enchantment, so you'd need the fever fetish strategies which arent as visible.
Build Blood Stones and Fever Fetishes instead of clams, and you'll be swimming in cash.
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