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December 3rd, 2004, 12:29 PM
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Sergeant
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Join Date: Apr 2004
Location: Forlì, Italy
Posts: 322
Thanks: 15
Thanked 0 Times in 0 Posts
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Re: Carrion Woods pretender setup
I've just won my first MP game as pangea CW with
Turmoil-3, Sloth-3, Growth-2, Luck-3, Magic-3
Growth and magic are necessary to raise good troops.
In the end the luck events have resolved the economy, because the extra gold una tantum incomes by luck are very useful. In contrast I've managed to cannon fodder to the front the 4 events of fanatics I've had (no militia event).
Order gives too low benefit cause the pop loss: my economy was funded my luck events, fire gems (sites founds by fire maguses resulting from luck events) and by buying almost only holy troops (ie black centaurs, very good units)
In the medium-late game I swarmed the map with hundreds of green boys.
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December 3rd, 2004, 01:04 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
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Re: Carrion Woods pretender setup
With a CW CD, the early expansion (pre-turn ... 10 to 15, depending on independents) is fueled by the carrion dragon. Since gold is always an issue for CW, I never buy any living troops that aren't mages.
So, my scales (I tried others in about 15 MP games as CW) tend to be Turmoil-3, Sloth-3, Heat/Cold-3, Growth-1, Magic-3. Luck varies but I never take misfortune, because CW's national heroes are too good. I don't go past Growth-1 because the higher growth increases how fast the population dies, without having significant enough an effect on the rise of carrion critter freespawns - better to take magic or a higher base dominion, imo.
To build up an army capable of expansion without the CD, I often prophetize the starting centaur commander - this helps spread dominion from the get-go, and also lets him summon 3 carrion cuddlies each turn. (The alternative is to prophetize a Panic Apostate to reduce upkeep on it, but then you don't raise carrion because you need the research more.)
__________________
Wormwood and wine, and the bitter taste of ashes.
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December 3rd, 2004, 04:44 PM
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Corporal
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Join Date: Apr 2004
Location: Norcal
Posts: 102
Thanks: 0
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Re: Carrion Woods pretender setup
I just finished a MP game with a luck 1 scale. In four straight turns I was "awarded" militia and I'd guess that I probably recieved that award about 8 times in the 79 turns the game Lasted. It was a significant part of my gold troubles.
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December 3rd, 2004, 10:50 PM
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General
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Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
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Re: Carrion Woods pretender setup
I fail to see how 20 militia had a significant impact on you gold supply, when they only cost you 10 gold per turn at the most. If you don't want them, then just round them up and send them off to die as you pass your undead through that province.
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December 4th, 2004, 07:24 PM
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Lieutenant General
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Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
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Re: Carrion Woods pretender setup
that's not how it works, necessarily. for instance, in my one game as CW, I had almost no income and 100 frigging militia. 66 upkeep or whatever was about half my net income. rounding them up and slowly marching them to a front, where they proceed to flee so that i need to round them up again...
and that's even when there was a place to have them attack, as opposed to my southern front where i have little desire to start a war for the sole purpose of having them killed off. or i could spend 10 turns marching them to the north.
basically, militia [censored] suck; especially for CW pan. Its laughable that they are considered a positive event.
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December 4th, 2004, 08:15 PM
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First Lieutenant
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Join Date: Jul 2004
Location: Albuquerque, NM
Posts: 605
Thanks: 0
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Re: Carrion Woods pretender setup
It bothers me to no end that free troops are a bad thing. 
I can think of no other game in which this is the case.
Is this a big problem? Probably not. But in my opinion, yes. Down with useless troops!
__________________
Every time you download music, God kills a kitten.
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