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  #1  
Old May 30th, 2008, 03:21 PM
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Default Re: Lords of Civilization

Hinnom's bows are interesting. Range 45, damage 15 (strength not added). Expensive buggers because they're both large and armored.

National summons in both Conj and Blood schools. Summons sometimes demonic, which raises the usual problem for a non-death nation -- getting high undead leadership, 'specially for the weaker demons. Summons include a unit similar to a Succubus, but that requires N4/25 and Conj, not Blood.
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  #2  
Old May 30th, 2008, 05:44 PM
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Default Re: Lords of Civilization

Quote:
Taqwus said:
Hinnom's bows are interesting. Range 45, damage 15 (strength not added). Expensive buggers because they're both large and armored.
Especially interesting as they can cast flaming arrows and wind guide very easily as a nation.

Just another part of the HUGE Hinnom offensive arsenal.

Heh, we now have enough giant races over the 3 ages to have a giant only MP game!
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Old May 30th, 2008, 06:29 PM

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Default Re: Lords of Civilization

Agartha, Niefelheim/Jotunheim, Hinnom/Ashdod/Gath. Am I missing any?

-Max
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Old May 30th, 2008, 07:28 PM

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Default Re: Lords of Civilization

I'm not too worried about the bows. I'd rather have a hundred flaming shortbows than the 20 or so of those you could get as easily. High gold and resource cost <> useful archers.

The chariots and giant sacreds and sacred thugs, on the other hand....


Fomoria is one other giant race
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Old May 30th, 2008, 07:31 PM

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Default Re: Lords of Civilization

Ashdod has slingers (7 gold, 2 res) which make a dandy chassis for Flaming Arrows, IIRC.

-Max
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  #6  
Old May 30th, 2008, 07:37 PM
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Default Re: Lords of Civilization

Quote:
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Agartha, Niefelheim/Jotunheim, Hinnom/Ashdod/Gath. Am I missing any?

-Max
Don't forget Formoria.

Also, I've never thought of Argatha as a giant race. I guess their EA units are somewhat giant-ish.
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Old May 30th, 2008, 07:40 PM

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Default Re: Lords of Civilization

I think of EA Agartha as a giant race because they have sacred, recruitable-anywhere giant Ancient Ones and commanders (and troglodyte thugs) such that I have trouble imaging why you'd recruit normal Pale Ones except as chaff to screen for your battlemages.

-Max
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  #8  
Old May 30th, 2008, 08:34 PM
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Default Re: Lords of Civilization

The chariots are fairly slow -- they can trample fairly big units and do considerable damage, but against hordes of individually modest units one might be better off with 'normal' chariots with more AP.

Thugs are nasty, expensive, and pop-eating. The sacred units are much the same way, which means massing them is going to be ugly if you're playing a slow, huge-map game where pop might matter more, or if you simply like playing the vaguely benevolent ruler. OTOH, you do get astral, so you can Shroud your non-sacred random-2 mages if you took a relevant bless. You can get E2, so boots and hammers are accessible. N2 will help with the supply issues, but not the pop-eating.

Keep these units in top shape with a recruit-anywhere Healer(50) N2. Handy.

Heroes are fairly nasty -- children of the Lords of Civilization.

Haven't played around much with the proto-cavemen yet. Decent environmental resistances and constitution, darkvision 50, unremarkable skills and equipment.

Weak access to most paths (water and death excluded), usually 2s, strong in blood.

...oh, and if you do get death and start reanimating, the longdead you get include longdead Nephilim and so forth.
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Old May 30th, 2008, 09:57 PM

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Default Re: Lords of Civilization

I really think that healer is a bit to much.
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