|
|
|
 |

May 23rd, 2007, 01:07 AM
|
Major General
|
|
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
|
|
Re: Guide to EA C\'tis
Good point about the resources; I was thinking in terms of gold as the major limiting factor. I like Ramshead's point about using heavier forces as a decoy; these could be either Heavy Infantry or City Guards (for mapmove 2).
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
|

May 23rd, 2007, 04:57 AM
|
Lieutenant Colonel
|
|
Join Date: May 2007
Posts: 1,355
Thanks: 0
Thanked 5 Times in 4 Posts
|
|
Re: Guide to EA C\'tis
Oh... Good point, SelfishGene. Heh. Show no quarter. I'm not used to thinking mercilessly enough, but the enemy troops are loyal enough its now or later.
So, do you do anything in particular to keep them from rushing into battle too soon, or do you give them no special treatment, just flanking or whatnot?
That's an interesting read, MaxWilson. It'll probably be quite enlightening when its not a work break or 3:30 in the morning. I'll definetly read that 8 turn report again. Oh, and yep. It was a lizardmen independent that cursed me right away.
Do you have any particular strategy for getting astral gems (If I'm completely opposed to an astral/rainbow pretender?) It seems almost entirely useless to send shamans around searching. It's gone much easier on my attention span to convert five to ten nature/death gems into astral, than cast the ritual monthly. But if its best simply to reallocate all my shamans and have em search a good portion all at once, I'll give that a try too.
Oh... this might go without saying for more advanced players (but I'm a n00b), but despite being strictly land-dwellers, the C'tis nation does surprisingly well at expanding into the sea. Certainly, many nations can do better, and not just the sea-dwelling ones... But you have ready access to swarms of undead. And while zombies make poor fishies, they don't need to breathe, either. The enchantment path will let you ritually summon skeletons and undead mages pretty soon.
So don't discount sea expansion just because you don't have amphibious troops, water magic, and haven't found a province that offers them. You can get fifty undead in the water by turn ten (does that add up properly? I can get the gems, but the research?), and you'll probably be able to find some entry point that doesn't need fifty undead. However, you can get a lab underwater, and just imagine swarms of undead and shamblers attacking the enemy from their rear flanks. Probably won't be that glorious, but the AI can overlook a small group of water provinces, and when the enemy's pretendder and capital are right at a convenient checkpoint blocking off a section of the map... go around? Or at least, just don't stall for time when your borders meet, expand to new frontiers. So... is this a good tactic?
I've only gone as far as using undead to attck an underwater province- successfully. But I haven't gone on to capitilizing it yet. I'll do that tomorrow. And report on whether I'm full of it, onto something, or stating something completely obvious to anyone but a n00b like me.
|

May 23rd, 2007, 11:54 AM
|
Major General
|
|
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
|
|
Re: Guide to EA C\'tis
You usually get astral gems from astral and nature sites, both of which can be found by shamans. Not all, true, but it's worth sending them out. Still, it depends on luck, and you may end up getting most of your astral gems in some games by finding a good supply of water gems (with your Sauromancers or mercenaries or indy mages) and banging out clams of pearls.
You know, I've never been all that good at expanding into the sea, in spite of the fact that sea provinces tend to be fairly rich. I'll do water as LA Agartha because umbrals rock, but as C'tis I would miss my Cloud of Death underwater. In the past I've typically waited to expand into the sea until I find a province of ickies or kappas. Report on whether your zombie strategy works well; I suppose C'tis is also well-suited to skelly spamming underwater. My problem with underwater zombies is that they've got an attack of 3 and a defense of 1 or something.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
|

May 23rd, 2007, 12:00 PM
|
General
|
|
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
|
|
Re: Guide to EA C\'tis
Shamans can cast Arcane probing and it only takes 4 non-astral gems to cast. I'd do that until I found some astral income and then it's self-sustaining.
|

May 23rd, 2007, 02:52 PM
|
Major General
|
|
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
|
|
Re: Guide to EA C\'tis
True, but shamans are also cheap, so manual searching doesn't hurt much. As always, manual searching vs. spells depends on tradeoffs between gold (mage-time) and gems.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
|
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
|
|
|
|
|