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July 19th, 2007, 12:10 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Thanked 479 Times in 326 Posts
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Re: Tien Chi and conscription
That would of course depend on how much you can count on your capital. In smaller games that would work better than large ones.
Other than that, yes its a consideration. They were created back before the gold boost of Dom3 which is a big impact in this case. I guess that games with low-gold settings would also make a difference but generally it could stand to be looked at.
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July 19th, 2007, 12:16 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: Tien Chi and conscription
I think the conscription was changed after the gold fix, but I'm not sure. I'm not sure about the mechanics, but IIRC every province has a few percent * order scale to get +1 PD each turn. IIRC this chance gets lower with PD over 20. I think the effect is difficult to notice, but not too bad. MA tien chi has higher conscr value than LA. Don't know if EA has it at all.
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July 19th, 2007, 04:47 PM
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Second Lieutenant
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Join Date: Jun 2007
Posts: 483
Thanks: 0
Thanked 6 Times in 3 Posts
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Re: Tien Chi and conscription
Hmm. No hard numbers on conscription--but MA Tien-Chi is one of my favourite nations, even though it seems to be considered sub-par here on the forums. And I recruit other leaders all the time. Here are some examples as to why you would:
Scout: Never. Ever. Recruit this. Period. Forget they exist. (I have.) If you absolutely have to have scouts, find an indie one or build Spies instead.
General: Limited utility. Good leader, not great. You start with one, and Generals will probably lead most/all of your armies created from non-capital castles. For your capital, the Prince General is almost always better.
Eunuch: Solid niche unit. Great, cheap patroller (+25!!! bonus), and a 40-man leader as well. I often build three of these at game start, set them to Patrol the Capital, and ratchet up the taxes to 200 for massive initial income for, oh, as long as I need it--without having to worry about keeping an army in the home province. Ever. They also make good, cheap ferriers of armies later on--although indie leaders would work just as well for that.
Imperial Consort: Wonderful unit. I use these in groups of 5 to shut down enemy castles (particularly underwater--just give them Rings of Waterbreathing). Or--rarely--use them as spies; you get more information than you do from scouts.
Ceremonial Master: Never, ever build this unit. Minister of Rituals is superior in every way.
Minister of Rituals: Good unit, not great. I sometimes build these in groups of 3-5 to preach if my Dominion is hurting, and I usually have 1-3 running around at any one time building temples and stuff.
Master of the Way: Your default research unit. These units actually have a better ratio of cost/research than Celestial Masters. They also do not suffer from old age. Build these everywhere until you reach the level of research you want.
Celestial Master: Capital-only. I usually build these early game (after getting my Eunuchs patrolling) until I've got a nice mix of paths that don't suffer from old age, and I have enough to join armies later. (Which usually means up through mid-to-late game.) Other than paths and combat, however, the Masters of the Way are better units.
Prince General: Capital-only. My default army-leader, with a 120 unit base. I usually build these whenever I need to lead an army, give them a crafted bow, and send them off. I also often build these instead of Celestial Masters on those turns when I'm hurting for gold.
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July 20th, 2007, 12:31 PM
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Corporal
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Join Date: Mar 2004
Posts: 107
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Re: Tien Chi and conscription
Thanks all for the answers. I've been playing more. My real issue with leaders is in regards to the middle three - master of the way, ceremonial master, and master of rituals. I agree with you about about all the others, especially eunuchs which are an incredible unit. 25 gold for something that can ferry units, spend 5 turns building a fortified city, roam behind the lines to catch stupid stealth tricks and so on. Great unit.
I'm starting to like the Master of the Way. Celestial Masters are weak to astral duals. Frankly, I think they need to be kept behind the lines summoning and forging as needed. Masters of the Way can be given a staff or other booster and provide adequate mage and priest support.
I still haven't found myself "needing" a ceremonial master or a master of rituals, though. But I'm willing to chalk that up to style of play at this point.
-Jeff
P.S. Yes, consorts or wonderful too. I just didn't want to repeat your whole list. :-)
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December 27th, 2008, 12:20 PM
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Second Lieutenant
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Join Date: Dec 2008
Posts: 412
Thanks: 19
Thanked 18 Times in 5 Posts
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Re: Tien Chi and conscription
So, in the recent patch that came out, are there any suggestions for a first time Tien Chi Player.
So far I'm using a Rainbow Enchantress, Dormant with Great Order, decent production, growth and magic and a loss in luck. 0 points left over, which I'm very happy about. I like to start off by building either Ministry Footman or Guards depending on what I'm taking on, but what should be my leader, and how important is bless to the Tien Chi?
Any help would be great, since I haven't played in almost a year (forgot my CD with my parents when I went back to school).
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