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  #1  
Old October 24th, 2006, 05:45 AM
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KissBlade KissBlade is offline
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Default Re: great work

Quote:
dirtywick said:

Quote:
And Turmoil for this nation is DEATH as this nation is very very very very very gold reliant! Order 3 is a must >_<!
I've actually had very good results most of the time. The tax collections/permantenly increase income are frequent enough most of the time to make up for the 21% as long as you can keep misfortune out of your provinces, and you get a lot of free gems too which is good because summoning onis can get expensive fast. Don't knock it 'til you try it, you might be surprised.

I hope you meant 42% because that's the income disparity. Which ... I won't be holding my breath for in terms of "being surprised".
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  #2  
Old October 24th, 2006, 11:52 AM

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Default Re: great work

Right, right.
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  #3  
Old October 24th, 2006, 03:55 PM

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Default Re: great work

Nice post, however you might want to note that the Bakemono-sho all have 8 morale while the Bandit infantry have 10. Even those Bakemono-sho with the medium armor and a spear seem to rout really easily due to the 8 morale.
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  #4  
Old October 25th, 2006, 02:30 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: great work

Since they both have firing weapons I wonder if they can be mixed in a unit. The villains would offset the rout, and the boko would help defend if the archers were attacked
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  #5  
Old January 22nd, 2007, 02:41 PM

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Default Re: great work

I think fire arrows and darkness really work great with the nation. All those cheap bakemono archers and almost all the units have darkvision.
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  #6  
Old July 7th, 2007, 12:17 PM

Lazy_Perfectionist Lazy_Perfectionist is offline
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Default Re: great work

I don't think I've seen this mentioned yet. The Shaman isn't the only stealthy mage Shinuyama has easy access to. The Uba can change form outside of battle, and that cat is stealthy. So you can bring a bit more firepower to battle by scripting her to change back from the panther..
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  #7  
Old July 8th, 2007, 06:19 PM
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Default Re: great work

drain 2 and old age combat mages makes me cry. those guys get off like 3 skelly casts then they collapse due to fatigue.
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  #8  
Old July 8th, 2007, 06:31 PM

Shovah32 Shovah32 is offline
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Default Re: great work

As a slight twist on that ghost king how about:
3 in all paths other than blood and astral
dominion 9
order 3, sloth 2, heat 1, growth 1, misfortune 3(or 2 with more heat or sloth), magic 1
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  #9  
Old July 8th, 2007, 08:58 PM

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Default Re: great work

Shinuyama doesn't get astral magic, Shovah. Not even random or national summons.

That said, you could probably do quite nicely with two in all paths rather than three. There are a few paths I'd bump a bit higher, such as, perhaps, earth and air for dwarven hammers and watchers, but that depends on the flavor du jour.
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  #10  
Old July 8th, 2007, 09:05 PM

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Default Re: great work

I just didnt feel like changing the original too much. For a ghostking i would(at most) probably give him air 2, fire 2, earth 2, death 3 for combat buffing and, if i was using him to give shinuyama a magic boost i might give him a boost to air 4(can get up to air 6 with 2 air boosters then) and maybe a bit of nature magic if i felt i needed it.

With the combat paths listed he could buff with mistform, soul vortex, phoenix pyre, summon earthpower(more reinvigorration for phoenix pyre) and a protection buff(iron/stoneskin).

Going for awe dominion still seems like a little much on a rainbow SC to me but oh well...
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