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Old April 27th, 2004, 11:18 PM
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Default Re: Advis again F9W9 for ctis

Re: Heat.

Unless they changed the way heat penalty works from Dom 1. Heat penalty is based on your nations preferred Heat scale. Giants in heat 1 would have the same fatigue penalty as Ulm in Heat 3. Plus they'll have a 30% penalty to supplies, and giants need a lot of food.
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Old April 28th, 2004, 03:44 PM
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Default Re: Advis again F9W9 for ctis

Quote:
Giants in heat 1 would have the same fatigue penalty as Ulm in Heat 3
That was my understanding of how it worked.

Quote:
Each sauromancer can cast raise dead or raise skeletons 5 times before reaching 100 fatigue, so it's quite possible to overwhelm many opponents.
Yep, and the other thing to keep in mind, as C'tis, you should have an order of magnitude more (fodder)troops than the Jots. Even if you start out with no dead bodies, your own fallen LI can be popped back up again by the Sauromancers. Try sending out a pair of Sauromancers with 40 or so LI. Not a huge army, but do the math. Script the Sauromancers to Raise Skele X2 then Raise Dead X3.

If in a hot domain, the giants (I think) get +3 encum. Don't remember what thier base is, but lets say this brings it up to 7. That means they attack 15 times. Assume that every attack hits, and kills one of your units (worst case). Lets say 30 of your LI dies and the rest routs (you do have a lizard king, right?). There are 20 skeles, and the 30 dead LI pop back up. Lets say you get another 10 soulless/skelles before your mages pass out. So, in this worst case scenario, where none of your guys hits at all, and every one of thier attacks kills a unit, you'll take out 6 Jots just from fatigue. Once you take into account oe die rolls you're actually going to do better than that. Scale up your army if you're facing Groups bigger than 6, if you can just hold them back for awhile, research will give you a big upper hand. You should be able to recruit close to 40 LI for each 6 Jots (depending on your scales) and supplement with some summoned fodder using your death gems. I've found the trick with C'tis early game is just to overwhelm them with cheapies...
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Old April 28th, 2004, 04:09 PM

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Default Re: Advis again F9W9 for ctis

Quote:
Originally posted by josh_f:
Unless they changed the way heat penalty works from Dom 1. Heat penalty is based on your nations preferred Heat scale. Giants in heat 1 would have the same fatigue penalty as Ulm in Heat 3.
The heat penalty affects supplies, but doesn't appear to affect fatigue in the same way: For instance, Raptor Caelumians are cold-3 preferred, yet suffer the Severe Cold encumberance penalty, because they're not cold resistant. I'm inclined to suspect that most units, unless specifically keyed to exhibit cold/heat related behaviors such as protection changes in heat/cold, function normally based on temperature-0. Exceptions include Coldblooded units, such as C'tissians, which suffer the "cold blooded in cold" penalty, which is seperate and not negated by cold resistance.
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Old April 28th, 2004, 10:19 PM
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Default Re: Advis again F9W9 for ctis

You are correct. Heat penalties are no longer relative. I wonder if this is intended by the developers.
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