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  #1  
Old February 27th, 2004, 03:40 PM
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st.patrik st.patrik is offline
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Default Re: Great minds think alike?

Quote:
Originally posted by Gandalf Parker:
Personally I think the power of Pangaea is in stealth armies. If you arent into using stealth tricks (which I know quite a few of) then Pangaea doesnt tend to hold up well. Just as Ulm is good for the power-army player, Arcos is good for the magic reasearcher, Marignon is good for anti-undead, Joutn for defense. (all my own opinions of course)

I think the many races each have pros and cons, and each player has their own style pros and cons. Finding a good nation to match your style is the absolute best thing I can recommend to being a great player.
I should have mentioned that I mainly play New Era when I play Pangaea. That changes things a great deal.

Although I think the race for stealth armies is hands down Man - the wardens in vanilla and the Daoine Sidhe in LoT are much more reliable that weak-morale satyrs, expecially since if you rout while attacking a province unconnected to another province you own you lose everyone.


I should say that I agree with Zen 100% about having goals - knowing something about what you want to do rather than aimlessly building various units and researching various paths.

[ February 27, 2004, 13:42: Message edited by: st.patrik ]
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  #2  
Old February 27th, 2004, 03:41 PM

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Default Re: Great minds think alike?

Personnally I like RBs but give'em 2 levels in each path, with 3 in Fire and Astral if possible (Fire for the Fire Helmet, Astral cause high Astral is good ).
If you want super-duper scales try an Oracle or Blood Foutain, there're quite good dirt cheap Pretenders
But I don't like Pangea that much, I prefer solid nations like Pythium, Arco or Abysia (oh yes, not that original, these are the strongest nations around )
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  #3  
Old February 27th, 2004, 04:22 PM
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Default Re: Great minds think alike?

All in all Zen paraphrased my opinion, too. Right now(past week), I'm in my "use obscure tactics to win" phase. I select a nation that supports what I want to do in the game, make a pretender accordingly and then go at it.
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  #4  
Old February 27th, 2004, 05:36 PM
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Default Re: Great minds think alike?

Quote:
Originally posted by PDF:
Personnally I like RBs but give'em 2 levels in each path, with 3 in Fire and Astral if possible (Fire for the Fire Helmet, Astral cause high Astral is good ).
You can go with only 2 in Fire if you also pick some Death (Fire Skull). I prefer to pick 3 in Air since the common +air items and the SoS require that.

Astral I pick either zero or 5+.

Earth 4 for human-sized mages unless I have astral-2+ national mages. Otherwise 2, or 3 for mounted mages.

Blood, zero or 3+.

Other paths at 2, or 0-1 if my national mages already cover them.
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  #5  
Old February 27th, 2004, 06:34 PM

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Default Re: Great minds think alike?

Thanks for these tips guys,

I modified my Rainbow pretender and rethought my nation.


Keep them coming.....
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  #6  
Old February 27th, 2004, 06:54 PM

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Default Re: Great minds think alike?

Everything has it's advantages and disadvantages.

I like my Rainbow mages with 1 in every path, plus 4 in one or two key paths (Nature and Earth for Pangea for example). Someone posted a breakdown of magic sites, and most magic sites can be found with 1 magic skill. You can go higher, but it ends up costing a lot of setup points. Combat pretenders are great as well. So are research pretenders. That's the beauty of the game - there is no one best strategy.

Pangea is a great nation. A couple hundred beserk Maneads (free and little or no upkeep), mass protected, with 15 HP due to Gift-of-Health can beat down most armies. And if they die? So what, you got another 200 in the next province.

The bottom line is that you can find a winning strategy for nearly any nation. The fun part is exploring what works and what doesn't!
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  #7  
Old February 27th, 2004, 11:08 PM

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Default Re: Great minds think alike?

Quote:
Originally posted by The_Duke:

For my pretender, I usually go for a rainbow. I usually go with Arch Mage or Great Enchantress pretender. They have cheap magic paths. I give them one of each magic paths, and then concentrate on my scales, boosting almost everything. Hoping that a good empire foundation should give me the needed resources to have large armies. I them search every new province, usually keeping my pretender out of major conflicts, till well in the game once I have empowered him a little more.

I have no idea how to do a melee pretender, very risky.
Try a phoenix with 3/4 Air, 3/4 Fire. It is a good combat mage to help with early expansion and later in the game you can upset your opponents with Wind Ride and Flames from the Sky.
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