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March 27th, 2004, 07:20 AM
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First Lieutenant
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Join Date: Dec 2003
Location: Calgary, Canada
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Re: Surviving on an Island
I can see several directions:
- wait for amphibious or undead mercenaries
- call of the wild, which has already been mentioned. You have plenty of nature gems and if you have several mages cast call of the wild on the same province you have good chances to conquer it and then expand from there.
- faerie queen, it's quite far on research tree, but you'll get access to air and the items to let troops enter the sea. This method can be used in combination with call of wild.
- Horde from Hell, you have access to blood and imps are able to conquer indies quite well. But for Pangaea, this method is slower than call of the wild
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March 27th, 2004, 07:46 AM
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Sergeant
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Join Date: Feb 2004
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Re: Surviving on an Island
So in conclusion it's theoretically possible, but unless you're looking for a new challenge you should start over.
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March 27th, 2004, 08:28 AM
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Corporal
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Join Date: Nov 2003
Location: Atlanta
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Re: Surviving on an Island
Quote:
Originally posted by Yossar:
So in conclusion it's theoretically possible, but unless you're looking for a new challenge you should start over.
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Yeah, I think I'm gonna start over, although I did play the first 11 or so turns. The first 8 turns were the most boring turns in a game ever though! Recruit Pan, research. Can't do anything this round, research. Not enough for another pan yet, research. Another Pan, research. A hero showed up! Great! Oh great hero, warrior of battles fought near and far, whose very name causes dragons to tremble, let me show you to the study...
I actually did get Call of the Wild and got a coastal province! I built my fortress (more hurry up and wait) and thought "Now I wait for a mercenary mage and mercenary priest to have any access to magic Users" and decided to forget it. This is my first time trying Pangaea, and I think it's already getting an unfair assessment in my mind. I like magic, and it could be a while before any mages can get near a battle. Plus I already got a national hero who's basically a world renowned researcher until mid game.
I know, I'm a wimp.
Darryl
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March 27th, 2004, 09:45 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Thanked 33 Times in 31 Posts
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Re: Surviving on an Island
Sounds tough, but like an unusual and interesting challenge to me. Turns where almost nothing happens do not take long to play, so I don't see getting "bored" by having to pass some turns. It gives the AI more time to develop challenging empires to try to beat.
PvK
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March 27th, 2004, 04:02 PM
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Second Lieutenant
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Join Date: Jan 2004
Posts: 510
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Thanked 31 Times in 12 Posts
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Re: Surviving on an Island
Quote:
Originally posted by alexti:
- call of the wild, which has already been mentioned. You have plenty of nature gems and if you have several mages cast call of the wild on the same province you have good chances to conquer it and then expand from there.
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Except for one slight detail... The only recruitable mages able to cast call of the wild without empowering or equipping are the nice Pans. And they generate maenads each turn. That increase your upkeep. That you cannot get rid of as you cannot disband troops and have nowhere to expand.
It is going to take a long, long time to research enough and then hire a few Pans and then cast call of the wilds - without going bankrupt 
__________________
When I said Death before Dishonour, I meant alphabetically.
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March 27th, 2004, 04:20 PM
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First Lieutenant
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Join Date: Dec 2003
Location: Calgary, Canada
Posts: 762
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Re: Surviving on an Island
Quote:
Originally posted by Peter Ebbesen:
quote: Originally posted by alexti:
- call of the wild, which has already been mentioned. You have plenty of nature gems and if you have several mages cast call of the wild on the same province you have good chances to conquer it and then expand from there.
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Except for one slight detail... The only recruitable mages able to cast call of the wild without empowering or equipping are the nice Pans. And they generate maenads each turn. That increase your upkeep. That you cannot get rid of as you cannot disband troops and have nowhere to expand.
It is going to take a long, long time to research enough and then hire a few Pans and then cast call of the wilds - without going bankrupt Yeah, maenads may be a problem. But not in the order scale. In order+3 they never attract maenads, I'm not sure what happens in order+1/order+2, but I don't remember getting maeands either. So, this may not be a problem after all. And for research I'd rather buy Dryads (assuming positive magic scale). They are cheaper as researchers. Buying Pans is probably too expensive and can be postponed until the time you're about to cast CoW.
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March 27th, 2004, 04:25 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Re: Surviving on an Island
Quote:
Originally posted by Peter Ebbesen:
quote: Originally posted by alexti:
- call of the wild, which has already been mentioned. You have plenty of nature gems and if you have several mages cast call of the wild on the same province you have good chances to conquer it and then expand from there.
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Except for one slight detail... The only recruitable mages able to cast call of the wild without empowering or equipping are the nice Pans. And they generate maenads each turn. That increase your upkeep. That you cannot get rid of as you cannot disband troops and have nowhere to expand.
It is going to take a long, long time to research enough and then hire a few Pans and then cast call of the wilds - without going bankrupt Hmmm good point. Probably too late I would have realized to hire only the other mages until I have spells like Call of the Wild researched.
Of course if a Pan gets water as the random he can always walk him to the mainland. Handy to have there when he gets CotW researched. Plus, they are kindof fun to walk around in other nations territory. Every move the drop maenads that attack while the Pan stays hidden. If you find a nation that is slow on putting in defence points you can actually collect provinces that way or at least be very harrassing. Also gives you EXACT info on what is there before deciding to drop a CotW on it.
It would be a very long and boring start, but a safe one. I never said it would be worth trying to play it, just that everything has pros and cons if you look. I LOVE this game.
[ March 27, 2004, 14:27: Message edited by: Gandalf Parker ]
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-- 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!)
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