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May 8th, 2006, 10:10 PM
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General
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Join Date: Nov 2000
Posts: 3,013
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Re: Mictlan Help
Quote:
Vicious Love said:
That's precisely why I'd recommend focusing on fire site searching. Direr need, same bang for one's buck. Order may be more valuable, but it's also less effective.
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Order 3 produces 1.5 times as much gold as turmoil 3, which ends up being far more than a 50% boost in your net income after paying upkeep. You will not be blood hunting in your high income provinces anyways. I fail to see how searching for fire sites can make up for this lost income. The searching itself cannot be done effectively until you research thaumaturgy 2, which will set your expansion and research plan back by at least two turns. The lost income for not taking order will also likely put your expansion back by at least two turns (if not closer to 5). In the unmodded game, you take order 3 unless you are playing a theme that disallows it, or undead ermor. Any other choice produces less effect for more pretender points.
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May 9th, 2006, 11:09 AM
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First Lieutenant
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Re: Mictlan Help
I'd also mention that I would never put my taxes down to 0. Even if you don't patrol, ~50% taxes usually keeps unrest at zero, and you still benefit from the income boost to order.
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May 9th, 2006, 01:18 PM
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Second Lieutenant
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Re: Mictlan Help
Quote:
Oversway said:
I'd also mention that I would never put my taxes down to 0. Even if you don't patrol, ~50% taxes usually keeps unrest at zero, and you still benefit from the income boost to order.
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Huh. I always took that to mean I wasn't blood hunting enough. Have you considered dropping taxes all the way to zero and recruiting another hunter or two per hunting province?
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May 9th, 2006, 11:14 AM
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Second Lieutenant
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Re: Mictlan Help
As I already stated two posts prior, Order is always the optimal choice in the unmodded game. Unless you're one of the dead themes, I suppose. I was simply saying it is less optimal for Mictlan than for most other nations.
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May 9th, 2006, 01:28 PM
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General
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Join Date: Nov 2000
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Re: Mictlan Help
Quote:
Vicious Love said:
As I already stated two posts prior, Order is always the optimal choice in the unmodded game. Unless you're one of the dead themes, I suppose. I was simply saying it is less optimal for Mictlan than for most other nations.
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It's just as optimal for Mictlan as everyone else, as you have just as much use for gold as every other nation. You'll be spending 780 gold for every province (Castle, temple, lab and sacrificing priest), and want to be able to buy one of your capital only mages every single turn, so you could easily use more than 1000 gold a turn.
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May 9th, 2006, 06:26 PM
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First Lieutenant
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Re: Mictlan Help
Quote:
Huh. I always took that to mean I wasn't blood hunting enough. Have you considered dropping taxes all the way to zero and recruiting another hunter or two per hunting province?
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Oh good point, that is only with just one blood hunter. I usually patrol if I have more than one, for some reason.
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May 9th, 2006, 06:30 PM
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Colonel
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Re: Mictlan Help
well generally i use 3 and 0% tax's rarely gets unrest even without patrollers
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May 9th, 2006, 10:29 PM
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Private
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Join Date: May 2006
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Re: Mictlan Help
Shovah, thanks for all the SC info, I'm going to make good use of all of it.
I had a little blood experience because I played as Abysia all of the time in the demo so I was already using three blood hunters per province and such. You guys have done a great job enlightening me on the finer points of blood and such, though.
Ok ok, two more questions and that's it. I promise.
I was only getting about three slaves a turn with the "Capture Slaves" command, is there any way to increase the amount of slaves captured?
Also, would taking a little Misfortune be terrible for any reason? Like, anything potentially crippling?
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May 10th, 2006, 04:38 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: Mictlan Help
Quote:
ToResonanceComesDeath said:
I was only getting about three slaves a turn with the "Capture Slaves" command, is there any way to increase the amount of slaves captured?
Also, would taking a little Misfortune be terrible for any reason? Like, anything potentially crippling?
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Give blood hunting mages sanguine dousing rods, don't let unrest get too high where you are hunting.
Misfortune can give you problems... but not usually much more than 'natural' bad luck would inflict. 
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