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				August 1st, 2007, 10:01 AM
			
			
			
		  
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				Re: Sauromatian units
	
			 
             
			
		
		
		
		I'm not sure the misfortune prevention units are as good as they seem.  
 
The worst consequence of high misfortune (especially with death) is a catastrophic event in the first few turns. You won't have enough Enaries/Soothsayers at that point to have a good chance of stopping it.  
 
Later on, you can protect a few key provinces, but for a lot of events it doesn't really matter where they happen (gold loss/gem loss/etc). And you'll still be losing provinces to indy attacks. Not the important ones, but you'll still have to retake them, and the important ones are fortified/garrisoned anyway. 
Since there's a 3 even/turn limit, so events stopped by misfortune preventers count against that limit, or does it just let another event happen elsewhere? 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				August 1st, 2007, 01:30 PM
			
			
			
		  
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				Re: Sauromatian units
			 
             
			
		
		
		
		Sure, its a gamble.  But misfortune always is.  If you lose in the first couple of turns - well, thats that.  But as your empire grows the relative effect of Misfortune will lessen anyway.  Misfortune-effecting units simply allow you to manipulate the chances more favorably to yourself.  Or perhaps more importantly: more favorably than the other competing players can. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				August 1st, 2007, 02:20 PM
			
			
			
		  
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				Re: Sauromatian units
			 
             
			
		
		
		
		I've been trying turmoil 1 and luck 1 with great effect. Besides nice events luck also gives you better creatures when crossbreeding, something Witch Kings can do.  
Some turmoil seems thematically suited for this nation as it is composed of two (or more?) different tribes: the "Man Flayers" and the "Amazons". Also, the description for turmoil states that a land of turmoil is a "dangerous but interesting place to visit". This seems to fit Sauromatia when you think about the swamps, warrior women and cannibalizing Man Flayers. 
 
Lots of magic in the air also seems right so I go with magic 3; a nice boost to the cheap researchers.
 
Sauromatia is a fertile land blessed with rivers, dense swamps and lush valleys. So I take growth 3.
 
My current pretender:
 
------ 
Imprisoned Oracle
 
Dominion 8  
For all those blessables!
 
Magic: S9  
For twist fate, crazy with Oiorpatas and Androphags.
 
Scales:  
Turmoil 1
 
Production 3  
The Sauromatians are a crafty warlike folk who like hard work.
 
Growth 3  
Inspired by the Dawn of Dominions map; also needed to get past the negative gold with turmoil.
 
Luck 1  
Crossbreeding and nice heroes.
 
Magic 3  
Very nice boost to the Enaries research and skelly spam (mostly for defense, goes well with their map move of 1). 
------
 
And there you have it.   
I will soon see if it is any good in the long run.  
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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				August 1st, 2007, 04:47 PM
			
			
			
		  
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				Re: Sauromatian units
			 
             
			
		
		
		
		I apologize for going off the Sauromatia subject (Which I haven't played it...), but in regards to Crossbreading, does personal luck improve it? If you equip the mage with, say, a Pendant of Luck, will that result in better creatures too? 
		
	
		
		
		
		
		
		
			
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				August 1st, 2007, 05:26 PM
			
			
			
		  
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				Re: Sauromatian units
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Wahnsinniger said: 
I apologize for going off the Sauromatia subject (Which I haven't played it...), but in regards to Crossbreading, does personal luck improve it? If you equip the mage with, say, a Pendant of Luck, will that result in better creatures too?  
			
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 Nope, only the luck of the province will improve results.  
		
	
		
		
		
		
		
		
			
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				August 1st, 2007, 05:36 PM
			
			
			
		  
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				Re: Sauromatian units
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Wahnsinniger said: 
I apologize for going off the Sauromatia subject (Which I haven't played it...), but in regards to Crossbreading, does personal luck improve it? If you equip the mage with, say, a Pendant of Luck, will that result in better creatures too?  
			
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 Only a very sharp knife will improve crossbreading. Remember to brush the tops with egg white to get that crispy brown crust.
    
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				August 1st, 2007, 05:48 PM
			
			
			
		  
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				Re: Sauromatian units
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Dedas said: 
a land of turmoil is a "dangerous but interesting place to visit". This seems to fit Sauromatia when you think about [...]cannibalizing Man Flayers.  
			
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 Strange ideas you have about what's intresting... Remind me never to come live next door to you.     
		
	
		
		
		
		
		
		
			
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				August 1st, 2007, 06:08 PM
			
			
			
		  
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				Re: Sauromatian units
			 
             
			
		
		
		
		Remember the unnerving clatter you hear from under your bed at night? Yes, that is me typing on my wlan connected laptop posting on this forum!    
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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