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July 23rd, 2004, 11:40 PM
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Sergeant
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Join Date: Feb 2004
Posts: 365
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Re: Tuatha endgame
Quote:
Originally posted by Jasper:
quote: Originally posted by Kel:
Could almost make me think about taking negative luck every game...
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Order +3 Unlock -2/-3 IMHO is clearly more powerfull than other combinations. The bad effects of unluck are almost completely mitigated by Order 3. The only reason to pick something else is for roleplaying reasons, or because your theme can't. No way. I just lost a game because I took that. Definitely not "completely mitigated". By turn 20 or so I had 3 barbarian invasions in key provinces, the lab in my capital burn down, a quarter of the population in my capital die. and various other disasters occur. Every time I started making progress, some sort of random event would knock me back down. There's no way I'm ever taking misfortune 3 again, but ymmv.
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July 24th, 2004, 12:22 AM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
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Re: Tuatha endgame
i think order 3 , luck 3 , sloth 3 , cold 3 , death 3 and magic 3 are nice for man Last of tuatha . castle watchtower .
this way you have 500 points for pretender + dominion . if you need more you can go down to luck 1 and/or magic 1 .
this way you can e.g. take a vq and give her some paths to make her quite powerful . she is a nice sitesearcher too then , covers most of your non national paths and gives you access to death magic later in the game . cold 3 doesn't hurt you too much but enchances your vq's breath of winter .
together with the awesome tuathas you have very nice flexibility .
and with a vq or if you want better scales e.g. a pod you have access to death magic for endgame too . 30 gold stealthy priests are neat  .
running early into caelum could be problematic but not much else . i guess caelum is early game problematic for almost every nation .
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July 24th, 2004, 01:32 AM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
Posts: 771
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Re: Tuatha endgame
Minrhael,
your doing great in the game! Ulm is gone and you control the entire east part of the map.
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then they ended up cramming 17 players onto Karan, yikes
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Dude the game has been awesome. I was in conflict with bordering nations by turn 10 or so. Non-stop action. It has been great.
And you can turn around your research in a heart beat. I went from basically 0 research ( 200 a turn ) to decent research ( as the graph shows ) in like 5 turns by just making casters, lightless lanterns and skull mentors.
Hell I would be willing to sell you some, message me in game!
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July 24th, 2004, 02:47 AM
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Corporal
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Join Date: Jul 2004
Location: Toronto
Posts: 180
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Re: Tuatha endgame
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running early into caelum could be problematic but not much else . i guess caelum is early game problematic for almost every nation . [/QB]
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caelum is problematic? why?
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July 24th, 2004, 03:52 AM
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Captain
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Join Date: Mar 2004
Location: Italy
Posts: 839
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Re: Tuatha endgame
Really in that game is Caelum that runned into me ...
When I'll be finished of Minhrael have to go on Caelum or underwater I believe.
Good Luck ^^
However the thing I hate a lot of Man is almost all mages (except bards) capitol only.
__________________
- Cohen
- The Paladin of the Lost Causes
- The Prophet of the National Armyes
- The Enemy of the SC and all the overpowered and unbalanced things.
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July 25th, 2004, 05:26 PM
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First Lieutenant
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Join Date: Jul 2004
Location: California
Posts: 631
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Re: Tuatha endgame
Quote:
Originally posted by Boron:
i think order 3 , luck 3 , sloth 3 , cold 3 , death 3 and magic 3 are nice for man Last of tuatha . castle watchtower .
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I don't understand combining order 3/luck 3 - that seems inefficient to me. In my (albeit limited) SP experience playing Tsien Chi, Luck 3 combined very nicely with order -1. You do need a bunch of provinces in your dominion before you really see the benefits kicking in, but once you get 10+ (or ideally 30+) provinces the good luck events just start rolling in.
Conversely, as Jasper points out, with order 3, it would seem like you could afford negative luck.
[ July 25, 2004, 16:32: Message edited by: Thufir ]
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July 25th, 2004, 05:53 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Tuatha endgame
Quote:
Originally posted by Thufir:
quote: Originally posted by Boron:
i think order 3 , luck 3 , sloth 3 , cold 3 , death 3 and magic 3 are nice for man Last of tuatha . castle watchtower .
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I don't understand combining order 3/luck 3 - that seems inefficient to me. In my (albeit limited) SP experience playing Tsien Chi, Luck 3 combined very nicely with order -1. You do need a bunch of provinces in your dominion before you really see the benefits kicking in, but once you get 10+ (or ideally 30+) provinces the good luck events just start rolling in.
Conversely, as Jasper points out, with order 3, it would seem like you could afford negative luck. Well, Tuatha requires one luck, but I still don't see the need for three. Also, cold 3 really cripples your income.
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