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June 26th, 2007, 07:53 PM
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Lieutenant Colonel
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Re: What counts as Golem Cult?
Agree or disagree-
Agartha in general requires much less income than many nations, and is restricted by slow troops. Therefore, consider, in MP, going for the generally less desirable wastelands and other rough terrains to boost your gem income with the usually more frequent sites. It'll give you some diplomatic flexibility, and help fuel your summoned army.
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June 27th, 2007, 02:06 AM
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Captain
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Join Date: Oct 2003
Location: Finland
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Re: What counts as Golem Cult?
Disagree.
Agartha requires mages to do its heavy lifting, whether it be summoning using all those national "summon only one unit per casting" summons or battlefield blammage dutes. This in addition that if you want to get most out of your mages you need to research about six circles. So, lots of forts and mages required.
The other side of the coin is that due to summons, Agartha can't exclusively concentrate on high-income provinces. A good mix of income and gems would be best.
But yes, given your early-game weakness, being really diplomatically flexible might be necessary in order to survive.
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June 27th, 2007, 02:55 AM
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Second Lieutenant
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Re: What counts as Golem Cult?
Half Agree for DIffeent Reasons.
Nationl summons are all need not eat, hence they need fewer supplies.
Gems are important to maintain summoning rate.
Else, as above poster.
__________________
Unus vocis. Unus manus. Unus Universitas. Unus Deus. Is est meus fatum praeeo pro totus populus.
Ut est meus fortuna.
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June 27th, 2007, 01:13 PM
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Lieutenant Colonel
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Re: What counts as Golem Cult?
Atul, perhaps I'm unduly influenced by unusually high magic scales, but you don't need so many forts, thanks to indie researchers. Quite a few are just as good as ER at research, though deploying my Oracles brings much pain.
On the other hand, barring a few troops, all your infantry costs 10 gold, and is rather low on upkeep given the resource limitations. Your commanders/mages tend to be sacred, hence your income doesn't decline as fast, and you needn't buy priests.
And while wastelands aren't as good at anything, really, and you need some farmlands, they still bring in income. So far, it seems manageable in my game, with +5% total income, though I am pinching pennies. With a few more negative scales, though...
Hmmm... I suppose it depends in part on the map. I'm almost forced to go for the wastelands in "Jaguar". That may be unduly influencing my perspective.
Atul, Valandil:
What kind of scales do you find yourself using, a month and a half after this thread was born? Especially with regards to total financial bonus?
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June 28th, 2007, 01:58 AM
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Captain
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Re: What counts as Golem Cult?
I might be a bit paranoid, but long-term, you should have _no_ unfortified laboratories in your lands, especially deep in your territory. Why? Attacking armies, that's why. An unfortified lab for them means easy gem replenishment, item changing and, this is the worst, instant Gateway. In that sense, if you build a lab, build a fort. And if you have a fort, you'll want a temple there anyway.
Any bless rush nation can get +5% total income (1.21 * (.94^2) * 0.98 = 1.048) or near it and indy researchers, Agartha doesn't have good troops therefore it needs to get an edge somewhere else. And unless you get really lucky, only surefire way to get it is research. And that means mages. As you said, Agartha has good research mages that are sacred, which is a considerable bonus on the long run, but of course recruiting indies makes that bonus go away. Only for magic diversity, only for diversity.
Of course everyone's views are biased by the track they first took. Mine is by my initial nation design I took in Perpetuality and by the fact I ended up fighting giants (statues are no good against those guys), yours by your initial setup that's high magic and poor scales.
I haven't done any redesign after Perpetuality was started (never look back!), but I'm quite satisfied by my +20% income (or so) and magic+1. Even misfortune hasn't bitten me back. Currently within best 15 in almost every category (it's 62 player all eras game, after all).
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June 29th, 2007, 07:37 PM
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Lieutenant Colonel
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Exploit?
Take any pretender, 10 dominion. Take any unit, prophetize it.
They benefit from Golem Cult and regular bonus, leading to triple hitpoints.
A Wyrm with 450 hitpoints, and regeneration? Doable. 120 hitpoint Ancient Lord or Oracle of the Ancients? Also ready to go. Just don't raid hostile dominions.
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July 26th, 2007, 03:54 PM
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Lieutenant Colonel
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Agartha Versus R\'lyeh
I was wondering what advice people had for a war against R'lyeh (much of which will relate to other astral nations), since I won a couple significant battles recently, but then made a series of bad choices and lost some also, esp. thanks to Mind Hunt remote assassinations.
Lead shields are an unfortunate necessity, given the low, low cost of Mind Hunt, but function nicely in keeping your Oracles alive. That encumbrance of 3 (6 for spellcasting) is problematic, but less so than dead mages.
Blade Wind has proven rather effective against the swarms of troops, and in quantity has affected their unarmored commanders as well, but naturally targets their troops first, commanders are sort of an afterthought or result of poor accuracy. Four Oracles casting Blade Wind reach a sort of critical mass. I've lost my opportunity to cast Earthquake, but I suspect it would do well against an army backed up by sixty unarmored star children assassins. I'll be using it during my last stand, you can be certain. It may even enable some level of victory for me, but I'm certain R'lyeh isn't doing nothing right now.
Next time I go against R'lyeh, I'm going to focus on additional forts, labs, and lots of Earth Readers, indie priests to reduce important casulties from Mind Hunts.
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