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May 19th, 2007, 10:04 PM
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Lieutenant Colonel
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Re: Guide to EA C\'tis
Well, see, Max, I did a test game on the demo map, with my own Pretender and C'tis. No matter how many militia (7 gold, 2 resources) I recruited, my income didn't go down, even if they just stood around doing nothing. It makes a certain amount of sense that the militia would be free (7/15 < 1), but not the taskmaster (30 gp). Maybe it was a little glitch? It seems to reacting more or less as expected now - 50 militia increase my upkeep by 24 gold or so a turn, but they didn't before.
Edit- so farmlands still could be profitably overtaxed with militia support.
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May 19th, 2007, 10:13 PM
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Brigadier General
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Join Date: Oct 2006
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Re: Guide to EA C\'tis
If you have growth then with overtaxing and patrolling you can still keep a stable population at 0 unrest.
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May 19th, 2007, 10:53 PM
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Lieutenant Colonel
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Re: Guide to EA C\'tis
RamsHead, I'm editing some basic information into that wiki page. Do I have your permission to copy your guide in? Or do you think you'll get around to it?
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May 19th, 2007, 11:11 PM
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Sergeant
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Location: The Hidden Grove
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Re: Guide to EA C\'tis
If you are on a smaller or even medium sized map, you can go with a death scale. C'tissian mages don't suffer from old age and with nature magic, you should not have any major problems with supply. Though if you do go with a death scale, you should avoid over taxing and patrolling.
Yes, you should put magic on your pretender that your nation doesn't have access to. If you were playing Arcoscephale or T'ien Ch'i, then it wouldn't be as big of a deal, but EA C'tis is quite magically focused.
As far as your magic strategy goes, I don't see any glaring flaws with it. You might want to consider going for Raise Skeletons first. Black Servants are nice, but you should be able to expand fast enough to come across an indie province that allows you to recruit scouts. Most of the time you shouldn't bother with Shades. They are fairly weak, so it is better to save up for more powerful beings.
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Learn about Lizard Chariots and Serpent Dancers in the Guide to EA C'tis
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May 19th, 2007, 11:11 PM
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Sergeant
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Re: Guide to EA C\'tis
You can copy it in Lazy_Perfectionist.
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Learn about Lizard Chariots and Serpent Dancers in the Guide to EA C'tis
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May 20th, 2007, 12:14 AM
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Lieutenant Colonel
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Re: Guide to EA C\'tis
Say... When my pretender or commanders have natural protection and I give them armor... Does natural protection supplement armor, or is it replaced? If I give a test Cyclops (basic prot. 20, earth +3 prot) black steel plate and helmet, I get a protection of 32. How exactly does it combine?
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May 20th, 2007, 12:22 AM
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Sergeant
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Re: Guide to EA C\'tis
Natural protection and armor protection will combine but will not equal the total. IE you give a Lizard Lord (natural protection 5) a full scale mail (protection 14) and the total will be 17, not 19. The more natural protection a unit has the less he will gain from armor. I don't know what the actual equation is to figure this out though.
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Learn about Lizard Chariots and Serpent Dancers in the Guide to EA C'tis
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May 20th, 2007, 02:31 AM
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Major General
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Join Date: Mar 2007
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Re: Guide to EA C\'tis
IIRC the Dom2 formula for combining natural and armor protection was something like:
(Armor + Natural) - (Armor*Natural/40)
-Max
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Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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May 20th, 2007, 02:14 PM
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Lieutenant Colonel
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Re: Guide to EA C\'tis
Also.. EA C'tis does not have mountain forts. The manual is incorrect. Unless mountains are different from border mountains... Are they? Am I looking at the wrong terrain? I may be able to still provide a screenshot to back this up...
Also, when I took heat scales and fire magic and high dominion in my next game, I ended up starting right next to two volcanoes? Coincidence? Probably. But I'll have another go at my burny pretender.
Edit: and while its interesting fooling around with different godlings, and worth doing just because it's fun, I don't recommend the "Solar Disc" as a learning godling, or at least getting him a helmet ASAP. It's not fun using a fragile high-magic godling, and getting him muted, and his spellcasting cut in half. It's not quite enough to leave him in the back. He hasn't died in my lost battles, but with mute, he might as well have.
I'm still not winning, but I'm good enough now to play around a little. Thanks for the advice.
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