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  #1  
Old June 1st, 2008, 07:40 PM

PyroStock PyroStock is offline
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Default Re: The New Hinnom Nation

Somewhat off the thread's topic, but I could never see the reasoning behind a chariot(size4) being able to trample a horse(size3)... but I don't have a chariot to try it.
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  #2  
Old June 1st, 2008, 11:33 PM
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Lingchih Lingchih is offline
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Default Re: The New Hinnom Nation

I posted about this in another thread, but I had a bunch of the pop eating units sieging an enemy castle. They were eating about 500 people a turn, so when I finally took the castle, I only had a few old, skinny unappetizing peasants left.
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  #3  
Old June 2nd, 2008, 01:48 AM
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Default Re: The New Hinnom Nation

Hinnom needs a lot more positive scales to work than many of the others. Production is practically required if you intend to use many of the troops at all. Growth is required or you will starve (and you likely will anyway). Order is required or you can't afford anything. Magic is good for research or you'll be recruiting indie mages right left and center to stay in the research game. Drain will kill you for lack of research.

Just try and put a bless strat on top of that...
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Old June 2nd, 2008, 06:18 AM
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Default Re: The New Hinnom Nation

You don't need a double 9 bless or a combat god with this nation, non sacred troops are good enough for initial expansion (then thugs are the main force).

A double 6 bless, or a single 9 or a triple 4, allow very good scales, considering you'll also take heat 3. And you have also fortune tellers recruitable everywhere to help support high misfortune if you want a better bless. Finally as you'll never have ressources or money to recruit 5+ sacreds a turn you can take a low dominion too (but an high one can be interesting to spread your good scales, and protect your nation only having bad preachers).

You can even use the national pretender chassis for flavour (who has pathcost 60) and still have an interesting triple bless for your thugs.

(I'm currently playing with : imprisoned Son of the Fallen, Order 3, Prod 2, Heat 3, Growth 3, Misf 2, Magic 1, dom 4, earth 4, nature 6, blood 4)
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  #5  
Old June 2nd, 2008, 10:14 AM

MaxWilson MaxWilson is offline
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Default Re: The New Hinnom Nation

Are fortune-tellers actually cost-effective? Don't they need to be in every province to reduce bad events there?

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Old June 2nd, 2008, 10:49 AM

Aezeal Aezeal is offline
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Default Re: The New Hinnom Nation

they do but you usually only really care about bad events in good provinces.
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  #7  
Old June 2nd, 2008, 03:41 PM

LDiCesare LDiCesare is offline
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Default Re: The New Hinnom Nation

Although they are capitol only, the sacreds have strat move of 3, and access to astral magic means Gateway is possible for them in the late game.
As for blood magic being inexistant in battle magic, that's not entirely true: Hellfire, Hellbind heart, the various Call Horror spells are all usable. Hellfire in particular is nice with a Blood 3+ mage.
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