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  #1  
Old March 31st, 2005, 08:58 PM

Huzurdaddi Huzurdaddi is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

Quote:
quantum_mechani said:
Quote:
Huzurdaddi said:
So I have a question for you guys? Is Man dominating? In my test games his AP longbowmen put him at the top of easy expanders. He was very difficult to stop. I was wondering if this trend would continue in this mod.
Actually, Man is around the middle of the pack. Ulm, Jotunhiem and Pangaea seem to be leading in most areas.
Interesting. Perhaps man is not using the 100% longbow armies or perhaps something horrible happened to him early on ( not a stretch there is a lot of random stuff in this game ).

Jotunhiem also worked very well in my test games I can easily see them doing very well.

Ulm ... well I never play Ulm but they were beefed up quite a bit.

As for Pangaea I've never played them and I don't understand them at *all*. It would be really cool if someone made an AAR of this game with saved turn files and explain how the heck to do well with Pan. What a bizzare nation ( again: IMO ).
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Old March 31st, 2005, 09:03 PM

quantum_mechani quantum_mechani is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

Quote:
Huzurdaddi said:
Quote:
quantum_mechani said:
Quote:
Huzurdaddi said:
So I have a question for you guys? Is Man dominating? In my test games his AP longbowmen put him at the top of easy expanders. He was very difficult to stop. I was wondering if this trend would continue in this mod.
Actually, Man is around the middle of the pack. Ulm, Jotunhiem and Pangaea seem to be leading in most areas.
Interesting. Perhaps man is not using the 100% longbow armies or perhaps something horrible happened to him early on ( not a stretch there is a lot of random stuff in this game ).

Jotunhiem also worked very well in my test games I can easily see them doing very well.

Ulm ... well I never play Ulm but they were beefed up quite a bit.

As for Pangaea I've never played them and I don't understand them at *all*. It would be really cool if someone made an AAR of this game with saved turn files and explain how the heck to do well with Pan. What a bizzare nation ( again: IMO ).
I could write an AAR for this game, though I played Pan quite a bit different with white centaurs getting such a boost.
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  #3  
Old April 1st, 2005, 02:04 AM
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Graeme Dice Graeme Dice is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

Quote:
Huzurdaddi said:
As for Pangaea I've never played them and I don't understand them at *all*. It would be really cool if someone made an AAR of this game with saved turn files and explain how the heck to do well with Pan.
Pangaea's early game strategy is actually fairly straightforward. For Illwinter's scales, you might take something like:
Order 3, sloth 3, misfortune 2, magic 3. Pick a monster for a pretender in very hard research games, or a giant humanoid in standard research games. Recruit dryad's for researchers and centaur warriors for troops. Only recruit Panii when you need them to cast specific spells. Gold is your major limiting factor. Centaur warriors give Pangaea a huge amount of early game punch, and remain effective for a very long time. They are even capable of taking down full-fledged SCs. (An air queen with wraith sword, jade armour, and luck pendant.) Against normal troops, 20 centaur warrior's will kill kill 20 Hoplites with fewer than 5 losses.

Research alteration up to mother oak, then cast it right away. Then research conjuration to Lamia's. You now have you standard troops for most of the rest of the game ready. Pile these against SCs, and the lifedrain fatigue can take them down. Research construction for blood stones and other items. Trade for a starshine skullcap so you can boost your astral magic. Make sure to research up to charm, which gives you what is probably your most effective anti-SC weapon. Watch out for wrathful skies, as it will hurt you badly. If you can catch air mages without storms, use harpies.
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