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April 14th, 2007, 04:45 AM
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Major General
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Join Date: Mar 2007
Location: Seattle
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Re: Magic scale
Yeah, I can see situations where Drain-2 isn't a big disadvantage. Low MR troops, for instance. The penalty to research might or might not be a problem; I'm playing C'tis with Magic-3 at the moment and those shaman researchers are really nice (6 rp/turn for 100 gold, sacred = 1/2 upkeep). If I'd taken Drain-2 my best researcher would be Sauromancers (6 rp/turn for 200 gold, normal upkeep) with Skull Mentors. Either double the cost in gold (4x the cost in upkeep) or a lot of death gems. Since I plan to use Cloud of Death quite frequently I think Magic-3 ended up being a nice investment, which maybe answers my own question about investing in Magic. Still, I was hoping that my troops wouldn't take the MR hit from my own dominion.
-Max
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Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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April 14th, 2007, 05:18 AM
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Major General
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Join Date: Mar 2007
Location: Seattle
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Re: Magic scale
Except that barbarian hordes are so incredibly weak that they won't slow any invasion worth worrying about (well, except against the AI). 10 medium infantry and 30 archers will destroy a barbarian horde with the right scripting.
Bogus is a nice chance to get unique items, though. Or even hard-to-forge non-uniques like Rune Smasher.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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April 14th, 2007, 12:35 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Magic scale
Well,
the barbarian hordes etc cannot beat your army, but they can beat pd, cutting off your army and slowing it down.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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April 14th, 2007, 02:56 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
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Re: Magic scale
Yes, they can inconvenience the defending nation, but the attacking nation can only move one province per turn anyway. If a barbarian horde replaces a very weak PD (say 6 or so) I can see how you'd view it as a small advantage, but it also means you can't reinforce that province easily with more PD or regular troops, and as you point out yourself it can disrupt the flow of reinforcements. Overall net negative for the defender except in the quite early game where 120+ barbarians still look threatening.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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April 14th, 2007, 10:39 AM
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Major General
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Join Date: Sep 2006
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Re: Magic scale
Quote:
MaxWilson said:
Yeah, I can see situations where Drain-2 isn't a big disadvantage. Low MR troops, for instance. The penalty to research might or might not be a problem; I'm playing C'tis with Magic-3
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I have never played C'tis personally, but those that have mostly say its not suited by a bless strategy. This usually but not always means its a magic nation, so I would not have drain but probably magic 1 or 3.
Marverni for example, having drain with this nation would be madness as you need magic and plenty of it to survive. So magic-3 is a must for the extra research.
However, Neifelheim drain-2 suits very well, as the sacred giants only weakness is magic, so anything that counters that is a plus. Also you personally need very little magic yourself, construction being the only really crucial path needing research. Antimagic spell is highly useful as well.
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