|
|
|
 |
|

April 4th, 2007, 05:43 PM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Indep. Mages
Tribals & other poptype independent mages, magic and survival skills - Druid - N1H1, Forest
- Lizard - S1N1, Swamp
- Bear Tribe Shaman - N1H1, 10% E, Forest, Mountain, Waste
- Wolf Tribe Shaman - N1, 10% D, Forest, Mountain, Waste
- Deer Tribe Shaman - N1, 10% A, Forest, Mountain, Waste
- Lion Tribe Witch Doctor - N1, 10% FEDN, Forest
- Jaguar Tribe Priest - N1H1, 10% FWSB, Forest
- Toad Tribe Shaman - W1, 10% N1, Swamp, Amphibian
- Jade Priestess - N1H1, 20% W, Forest
- Onyx Priestess - H2, 50% D, 10% E, Mountain
- Garnet Priestess - H1, 50% B, 10% F, Waste
- Crystal Priestess - H1, 50% S, 10% A
- Jade Sorceress - W1N1, 25% WEDN, Forest
- Onyx Sorceress - E1D1, 10% D, Mountain
- Garnet Sorceress - F1B1, 10% B, Waste
- Crystal Sorceress - A1S1, 10% S
- Horticulturist - N1, 20% WE
- Hoburg Priest - H1, 10% N
Judge for yourselves.
|

April 4th, 2007, 05:47 PM
|
Brigadier General
|
|
Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
|
|
Re: Indep. Mages
Out of all those the only ones i MIGHT consider would be amazon sorceresses
|

April 4th, 2007, 05:57 PM
|
General
|
|
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
|
|
Re: Indep. Mages
Onyx, Garnet and Crystal Priestesses don't require labs, just temples, but have a good chance of having magic.
I've lucked out and gotten 2N Lion Tribe Witch Doctors, which is worth it if you don't have nature on your nationals.
For blood hunting, Garnet priestess or Sorceress?
|

April 4th, 2007, 08:01 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Indep. Mages
Is this for considering them as researchers?
You mention terrain but not stealth.
And leadership.
And the priests who can be gotten for the price of a temple which I want to build alot of anyway so a priest with a chance of magic (especially if stealthy) makes it a real consideration for me. More than a province that will give me just cheap priests.
__________________
-- 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!)
|

April 5th, 2007, 02:44 AM
|
 |
National Security Advisor
|
|
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
|
|
Re: Indep. Mages
Quote:
Nix said:
Whoa - never heard of the Toad Tribe.
|
Independent Atlanteans reminiscent of the Rain Warriors of LA Mictlan. I don't know if that poptype is active (as in, can be randomly found in a game), but it exists.
Quote:
Gandalf Parker said:
Is this for considering them as researchers?
You mention terrain but not stealth.
And leadership.
And the priests who can be gotten for the price of a temple which I want to build alot of anyway so a priest with a chance of magic (especially if stealthy) makes it a real consideration for me. More than a province that will give me just cheap priests.
|
For considering them as researchers and other things they can potentially do. But I wasn't about to start listing all of their stats here, that's what the DB is for if someone wants to do an indepth analysis. As far as the priestesses go, depends on price if they are worth it and what magic they have vs nationals. Of that lot, only the hoburg priest and druid are stealthy and have both holy and potential other magics, iirc.
For research purposes, all of the shamans are sacred (the wictor is not), so they only cost half upkeep, if that is a consideration.
|

April 4th, 2007, 08:12 PM
|
Corporal
|
|
Join Date: Jan 2007
Posts: 66
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Indep. Mages
Whoa - never heard of the Toad Tribe.
|

April 4th, 2007, 09:39 PM
|
 |
General
|
|
Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
|
|
Re: Indep. Mages
If you can craft Skull Mentors, even the lowly Lion Tribe Witch Doctor turns into a good researcher. And they only need a Lab to be built.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
|

April 5th, 2007, 03:27 AM
|
Major General
|
|
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
|
|
Re: Indep. Mages
Quote:
vfb said:
If you can craft Skull Mentors, even the lowly Lion Tribe Witch Doctor turns into a good researcher. And they only need a Lab to be built.
|
Assuming you're so rich in death gems that finding someone to hold your Skull Mentors is your research bottle neck. : )
Don't get me wrong, I love Skull Mentors, but determining cost-efficiency is not simple when it involves gems as well as gold.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
|

April 5th, 2007, 10:49 AM
|
Private
|
|
Join Date: Dec 2006
Posts: 17
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Indep. Mages
I am surprised that noone has done the math on the start up cost for national mages vs. the start up cost for indie mages.
Sure, if you are short on gold, you are going to build a mage in your capital first, usually. For many nations, their best mages will be cap only.
After that, however, you have to choose between building a fortress, lab and maybe temple to produce your national mages or just a lab for most indie mages. Obviously, it's a bit more complicated than that since, on one hand, fortresses have other good uses but on the other hand, they also take time to build and have a large enough start up cost that you often can't always afford them as early as you would like.
|

April 5th, 2007, 04:02 PM
|
 |
Major General
|
|
Join Date: Sep 2006
Posts: 2,198
Thanks: 90
Thanked 32 Times in 22 Posts
|
|
Re: Indep. Mages
Quote:
MaxWilson said:
Quote:
vfb said:
If you can craft Skull Mentors, even the lowly Lion Tribe Witch Doctor turns into a good researcher. And they only need a Lab to be built.
|
Assuming you're so rich in death gems that finding someone to hold your Skull Mentors is your research bottle neck. : )
Don't get me wrong, I love Skull Mentors, but determining cost-efficiency is not simple when it involves gems as well as gold.
-Max
|
This is a real killer if your forced to use lightless lanterns, as after a couple of months your mages become horror marked. If you transfer the lantern on another mage to avoid losing it when the horror strikes, you can quickly run out of expendable mages.
I personally think lightless lantern should be reduced to construction 4 and the skull mentors put upto construction 6. This would be more balanced.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|