Re: Netiquette
If you are asking for the pain of playing Mictlan, my first bit of advice would be to play with reasonable VP's or a time limit. The biggest killer of Mictlan is it's own micromanagement, or more appropriately the need to use resources to circumvent some of that micromanagment. Creating Control Groups, making sure you have labs, etc, waste precious resources in order to stomach the icky micro.
Other than that. I have been very, very successful with my Mictlan games as long as I adhere to the rule of Sacreds.
Unless you plan on having some sort of silver-tongued diplomacy with pure and pristine, totally-honest and forthright neighbors, you are going to have to fight in the early game, if not for territory, for Dominion. The easiest way to spread your dominion is to kill other temples, gods and prophets .
Regardless of Scale Choices and Pretender Designs my first 3 armys in the first 10 turns look like this:
First Army: Starting Troops, +2-4 Feathered Warriors, As many Javelin Warriors as you can reasonably afford.
Second Army: Slaves from Initial Tribal King, 10-15 Eagle Warriors
Third Army: 10-15 Fiends of Darkness.
Using these armies either seperately (3 different armies) or combining a pair to take on different types of indies is the key to making the Mictlan Early game work. After the early game, you only need to worry about getting up 4-5 Blood Province Production centers. I almost always capitalize on the Magic 2 + Mictlan Priest spam, rush to Ice Devils and take a Pretender that can summon Ice Devils, worrying about equipping them later. I also tend to put at the very least 3 Air on my Pretender in such circumstances in order to forge what I need, when I need it. If I don't choose to put Air on my pretender I choose Astral, my second line of research is not Construction but Conjuration and I get a Harbinger.
All the time I have for now, but If I have time later I will offer a few more tendancies.
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