|
|
|
 |

August 18th, 2007, 07:15 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Nov 2006
Location: Ghent, Belgium
Posts: 1,333
Thanks: 39
Thanked 59 Times in 43 Posts
|
|
Re: Opinions on Caelum (MA and other)
Quote:
Kristoffer O said:
Wonder if C'tis and Pangaea feels the same. Did they get lucky, or did they get stong by themselves
|
Obviously it was just my amazing tactical and strategic superiority that got me in the position I'm in now.
More seriously, I wouldn't say I've had any amazingly unbelievable luck, but my starting position was strong (corner of the map, but not tucked so far into the corner that other nations could cut me off easily), and I did find an enchantress province, giving me minor access to all paths I lacked (except blood), so I can't complain either.
On a different note, while I don't think MA C'tis is particularly strong (not particularly weak either mind you), I do find them really fun to play. The swampy flavor is nice, and the Miasma adds a unique twist, with some serious advantages and drawbacks to consider.
__________________
Praeterea censeo, contributoribus magnae auctoritatis e Foro Shrapnelsi frequenter in exsilium eiectis, eos qui verum auxilium petunt melius hoc situ adiuvari posse.
|

August 18th, 2007, 07:22 AM
|
 |
General
|
|
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
|
|
Re: Opinions on Caelum (MA and other)
Yes, I'd say starting position is very important. Coupled with some nice early sites and an exploitable enemy and you're set.
There is a definite need for more wraparound maps.
|

August 18th, 2007, 07:42 AM
|
 |
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Opinions on Caelum (MA and other)
I'd love to see "wraparound" as a random map feature. Infact, I'm surprised it wasn't included. Maybe it's a headache to code, or not a priority, I don't know.
Caelum's never impressed me as much as I wish it would when I play it, even Eagle Kings. I guess they just don't fit too well with my style of play, which is fine. It would be nice to see some specifically Caelum undead units, if only for the theme/graphics, but to me, even if they have raw power in the form of spells, they seem a bit lacking in interest.
I mean, to me there's something disturbing about a nation of flying birdmen with all sorts of elemental powers, eldritch origins, and magical armaments, who's sacred unit is just a regular joe trudging across the battlefield so he can whack some other guy with a sword.
Aside from that minor stuff, which is all personal taste anyway, it's really a well-designed group of nations that's fun in part because their are several good and obvious strategies for them at every age, and at the same time, plenty you can do with them outside of what's been well-established.
__________________
You've sailed off the edge of the map--here there be badgers!
|

August 18th, 2007, 12:05 PM
|
 |
Major General
|
|
Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
|
|
Re: Opinions on Caelum (MA and other)
Quote:
Kristoffer O said:
Yes, I'd say starting position is very important. Coupled with some nice early sites and an exploitable enemy and you're set.
There is a definite need for more wraparound maps.
|
Yes, please  More wrap arounds.
Jazzepi
|

August 18th, 2007, 12:28 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Opinions on Caelum (MA and other)
The problem I see with the impression of strength in Caelum is that its a hard nation to find anyone playing it AS Caelum. Many people tend to ignore the basic thematic advantages of the nation and play it was they would a Civ4 nation. Of course, in that mode its pretty weak.
Some boosts to make it better able to make use of flying armies, and cold, might help. But it would be hard to do that without making it too powerful for those who are properly playing it.
__________________
-- 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!)
|

August 18th, 2007, 12:52 PM
|
General
|
|
Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
|
|
Re: Opinions on Caelum (MA and other)
It's widely acknowledged as one of the best raiding nations. That seems a fairly thematic use. But isn't enough to make it too powerful. At some point you actually have to take and hold land.
The problem with relying on the flying armies is that the flying troops are weak. Good archers, but there are cheaper good archers and archers are easy to counter. There are cheap counters to both cold and lightning, at least for thugs, that counter most of what the mages can do.
If there's a proper, thematic way to play it, that will actually work in a regular MP game (not a tiny blitz map, but not one of your huge maps either) then it shouldn't be boosted. Can you suggest one?
|

August 18th, 2007, 01:06 PM
|
Sergeant
|
|
Join Date: Sep 2006
Location: Memphis, TN
Posts: 332
Thanks: 4
Thanked 3 Times in 3 Posts
|
|
Re: Opinions on Caelum (MA and other)
What I would love to do with EA Caelum is take some Eagle Kings, kit them out, put them on orders to attack archers or attack rear, and then spam Shock Wave or something similar. I think that would be cool, but I am too afraid to potentially waste such an expensive unit that way.
|

August 18th, 2007, 01:24 PM
|
Sergeant
|
|
Join Date: Apr 2007
Posts: 236
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Opinions on Caelum (MA and other)
With an E9 bless and a few buffs, Eagle Kings can be very effective when used this way. They don't really need to be kitted out, although reinvigoration items are useful.
|
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
|
|
|
|
|