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October 18th, 2006, 12:48 AM
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Sergeant
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Join Date: Jun 2006
Location: Edinburgh, Bonnie Scotland
Posts: 226
Thanks: 0
Thanked 6 Times in 4 Posts
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Re: What\'s a good starting nation for newbies?
EA Ulm is a good choice. Solid troops, magic isn't great spell wise, but you don't really need to rely on it. You just want enough to forge some decent magic items for your heroes, and a couple of mages for blade wind and your ready to rock. You only really need to concentrate on Earth magic (with perhaps a little fire or nature for a bit of diversity).
EA Sauromantia is another powerful nation. Magic is a lot more diverse, and the troops are also excellent. The massed archers trick works here too, especially with Androphag archers and their poisoned arrows.
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October 18th, 2006, 01:08 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: What\'s a good starting nation for newbies?
I tend to recommend early age Ulm. They dont rely much on magic or summoned creatures. They are mostly heavy armored human troops. People tend to understand how to play an armored army. That way you can learn the game before getting into the stranger strategy stuff.
And if you are basically a "tank commander" type of player, it might even be the race you settle into. 
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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October 18th, 2006, 01:37 AM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
Thanks: 0
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Re: What\'s a good starting nation for newbies?
Middle Ulm is even simpler. 
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"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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October 18th, 2006, 02:08 AM
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Second Lieutenant
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Join Date: Dec 2003
Posts: 404
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Re: What\'s a good starting nation for newbies?
1) Build centaurs with early era pangea.
2) ...
3) profit!
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October 18th, 2006, 03:53 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
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Re: What\'s a good starting nation for newbies?
EA Ermor - build Lizard Auxiliarii until they come out of your ears, then build some more... they might be even more cost-effective then Pangean Centaurs. Just make sure not to get into cold provinces, they're cold-blooded and suffer heavily then... .
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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October 18th, 2006, 06:46 AM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: What\'s a good starting nation for newbies?
Yes EA Ermor is very good for learning I think. You can start with pure military power (some of the best armored troops for the early era + a cheap sacred unit), then learn more magic oriented strategies during the game.
Take an imprisoned pretender with good order and production scales and 1 in growth (to avoid too bad effects from aging), and give him some magic paths at 4 to make blessed cavalry a little better (F4/W4 ie). You have very good soldiers and priests, so you don't need a battle pretender nor to use a lot of magic support for early expansion (but you will have a very good one with level 3 alteration and evocation spells).
Then search as many death sites as you can and learn enchantment/conjuration to add undeads minions to your arsenal, or continue to developp evocation to use the very powerful death/astral and death/fire combos.
Another good option is to take the forge lord as pretender and give priority to construction once you have some schools at 3, the sole weakness of Ermor EA being the forging area as your national mages can't have earth magic. Give him earth 4 or 6, if this earth bless is not very useful for your cavalry it's a big boost for your flamen and pontifex, as well as your other mages if you give them a shroud of the battle saint (easy and cheap to forge).
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October 18th, 2006, 10:20 AM
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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: What\'s a good starting nation for newbies?
Quote:
Arralen said:
EA Ermor - build Lizard Auxiliarii until they come out of your ears, then build some more... they might be even more cost-effective then Pangean Centaurs.
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Really? They're statistically quite inferior to principes, especially in the all important morale and protection categories. The roman based nations all survive based on their ability to create a meatshield for the mages to do their work, so I'd still build principes.
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October 18th, 2006, 12:42 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: What\'s a good starting nation for newbies?
I dont agree with Ermor as a learning nation. They are easier for a newbie to win with, but I dont think they teach the game. Their method of play is so differnt thant the other nations.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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