Re: Agartha, from my under-the-works demo guide
Some quick thoughts from my experiences with EA Agartha:
Trogs are really expensive. Yes, they cut through independents. But you've got one of the best nations for a bless strategy in the game. Giants with a good bless (nature, should have earth, think about fire to up the Att values?) will cut through independents also. They also have good MR (14), so they'll be spell-resistant and useful later on as well. As they tend not to die, they can quickly get 2-3XP, which will make their Att respectable. Most critically, as they're sacred they cost half upkeep. The money saved can go towards oracles and castles.
Summoning strategies are important. Umbrals, magma children and earth elementals are all great for the cost, and can be summoned by earth readers, so won't distract your Oracles.
Earth readers need to do your research and national summoning. They might be fairly cheap, but they're pretty average researchers. Drain might hurt, although with lightless lanterns you can make up the deficit later. Get +Magic and you'll be well in the game.
Heat is important for Agartha. The cold blooded fatigue penalty is astronomical, even a max E bless will barely dent it in cold 2-3. I wouldn't even recommend neutral temperature, take +1heat minimum. Death is also advisable (maybe 1-2!) as you don't need supplies, and the points are better spent elsehwere.
Being amphibious and having Water mages (albeit only E3-4, W1-2, very rarely W3 or E5), Agartha can compete underwater. Don't expect to outclass a water nation, but Agartha can put up a very respectable performance. There are also obvious strategic advantages - pop underwater and come out on land on the other side. What I would stress about Agartha is that although you CAN build fortresses underwater, DON'T unless the province supports indy mages. You cannot build ancient ones, troglodytes or earth readers underwater: without indy mages, you've just build a useless castle.
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