|
|
|
|
 |

July 23rd, 2004, 04:21 AM
|
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
Re: Tuatha endgame
Quote:
Originally posted by Frosted Flake:
I recently had a fortified city created by a arndom event ( not even my nation type) so I imagine a random event can destroy em also
|
No, there is not an event (nor spell) that destroys a fort. Imagine it happening on turn two; and everyone thinks the current lab/temple event is mean .
[ July 23, 2004, 03:22: Message edited by: quantum_mechani ]
|

July 23rd, 2004, 04:46 PM
|
|
Sergeant
|
|
Join Date: Feb 2004
Posts: 320
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tuatha endgame
Could almost make me think about taking negative luck every game...
Nah...
- Kel
|

July 23rd, 2004, 10:45 PM
|
|
Major
|
|
Join Date: Sep 2003
Location: Oregon
Posts: 1,139
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tuatha endgame
Arg, double post.
[ July 23, 2004, 21:47: Message edited by: Jasper ]
|

July 23rd, 2004, 10:46 PM
|
|
Major
|
|
Join Date: Sep 2003
Location: Oregon
Posts: 1,139
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tuatha endgame
I'm playing Tuatha right now; some thoughts.
-Cloud Trapezing Sidhe Lords and Tuatha are a powerfull tool.
-Lightning kicks ***.
-Soothing Song kicks ***, especiall with gemless battlefield summons.
-Nature has strong mass battlefield magic.
-Nature can branch out into any sorcery via Lamia Queens.
-Air Queens are good.
-Vine Ogres, Kith. Lions, Lamias, and Tarrasques area ll good summons. Hama Dryads are ok in the right circumstances.
-If you find some death mage independents, go to town with Soothing Song + Animate Skeleton.
Storm is your friend, forget about Longbows except possibly for early expansion.
-Take the minimum luck you can, Luck 1. Accept this as the major handicap it is.
-Blessing strategies in general aren't worth it, but Water 9 Tuatha is one of the few decent ones. You lose a ton of income, but you make a fair amount of it back via sacred reducing maintenance costs. And your Sidhe really kicks ***, especially with 50% quickness, which when combined with soothing song lets you get 50% out of each Sidhe mage.
I am playing Water Dragon, W9, Dom 6, Production -1, Magic +1, Luck +1, 80pt castle.
[ July 23, 2004, 21:51: Message edited by: Jasper ]
|

July 23rd, 2004, 10:50 PM
|
|
Major
|
|
Join Date: Sep 2003
Location: Oregon
Posts: 1,139
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tuatha endgame
Quote:
Originally posted by Kel:
Could almost make me think about taking negative luck every game...
|
Order +3 Unlock -2/-3 IMHO is clearly more powerfull than other combinations. The bad effects of unluck are almost completely mitigated by Order 3. The only reason to pick something else is for roleplaying reasons, or because your theme can't.
|

July 23rd, 2004, 11:00 PM
|
|
Sergeant
|
|
Join Date: Feb 2004
Posts: 320
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tuatha endgame
Quote:
Originally posted by Jasper:
quote: Originally posted by Kel:
Could almost make me think about taking negative luck every game...
|
Order +3 Unlock -2/-3 IMHO is clearly more powerfull than other combinations. The bad effects of unluck are almost completely mitigated by Order 3. The only reason to pick something else is for roleplaying reasons, or because your theme can't. Hehe, yes, that was kind of the point
If my castle could burn down on turn 2, it would *almost* make me think about the wisdom in taking it
- Kel
|

July 23rd, 2004, 11:40 PM
|
|
Sergeant
|
|
Join Date: Feb 2004
Posts: 365
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Tuatha endgame
Quote:
Originally posted by Jasper:
quote: Originally posted by Kel:
Could almost make me think about taking negative luck every game...
|
Order +3 Unlock -2/-3 IMHO is clearly more powerfull than other combinations. The bad effects of unluck are almost completely mitigated by Order 3. The only reason to pick something else is for roleplaying reasons, or because your theme can't. No way. I just lost a game because I took that. Definitely not "completely mitigated". By turn 20 or so I had 3 barbarian invasions in key provinces, the lab in my capital burn down, a quarter of the population in my capital die. and various other disasters occur. Every time I started making progress, some sort of random event would knock me back down. There's no way I'm ever taking misfortune 3 again, but ymmv.
|
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
|
|
|
|
|