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December 4th, 2004, 07:24 PM
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Lieutenant General
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Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
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Re: Carrion Woods pretender setup
that's not how it works, necessarily. for instance, in my one game as CW, I had almost no income and 100 frigging militia. 66 upkeep or whatever was about half my net income. rounding them up and slowly marching them to a front, where they proceed to flee so that i need to round them up again...
and that's even when there was a place to have them attack, as opposed to my southern front where i have little desire to start a war for the sole purpose of having them killed off. or i could spend 10 turns marching them to the north.
basically, militia [censored] suck; especially for CW pan. Its laughable that they are considered a positive event.
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December 4th, 2004, 08:15 PM
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First Lieutenant
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Join Date: Jul 2004
Location: Albuquerque, NM
Posts: 605
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Carrion Woods pretender setup
It bothers me to no end that free troops are a bad thing.
I can think of no other game in which this is the case.
Is this a big problem? Probably not. But in my opinion, yes. Down with useless troops!
__________________
Every time you download music, God kills a kitten.
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December 4th, 2004, 09:28 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Carrion Woods pretender setup
Since when is cannon fodder useless? Even as an undead swarm nation, the volunteer militia offer a fodder type that can't be banished.
Why the god of Ermor would ever pay them a salary, though, or need gold to erect temples, I don't know... that seems possibly unthematic...
PvK
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December 4th, 2004, 09:30 PM
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Lieutenant General
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Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
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Re: Carrion Woods pretender setup
no, we're not saying they are useless: we're saying they are worse than useless, as their upkeep can far outweigh their utility, esp. for an undead nation.
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December 4th, 2004, 09:38 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Carrion Woods pretender setup
I agree - it can take five or six battles to kill off the militia since they turn to run so rapidly, even when you setup your troops for the purpose of killing them. Add to this the grief of getting a commander to them to bring them somewhere to get into a battle, and then the grief of rounding them up after each battle they run away from.
It really sucks that it takes Conjuration-9 and 5 death gems to have a good chance of killing them off and stopping the drain on the miniscule gold income that death nations tend to have.
And it _is_ a sizable drain for themes like CW: 10 gold can be 1/10th of the total gold income for the nation as the game goes on and the population dies. If it takes 10 turns to kill them off, that's 100 gold, which is a huge amount to lose as CW or, presumably, Ermor's death themes.
__________________
Wormwood and wine, and the bitter taste of ashes.
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December 5th, 2004, 01:47 AM
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Corporal
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Join Date: Mar 2004
Posts: 102
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Carrion Woods pretender setup
Yea, the militia are a drain on income. But it's still hilarious when you have Haunted Woods (?) up and storm a provine with them.
__________________
My plans are always practical! It's the laws of physics that get in the way of my success!
I found out what zombies are weak against.
Oh?
Point blank annihilation.
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