My opinion is that depending on the nation and opponents, there is a few spells that are mandatory.
As a rule, I would always get :
Trauma 2 for site searching spells, construction 4 for most basic magic items (enough to build up most thugs in mid game).
Then specific spells. For Pangaea, good early spells would be :
- panic,
- summon earth,
- invulnerability,
- if EA reinvigorisation / communion,
- carrion lady & summon king,
- self regeneration.
So, I research those.
Then I go for main spells, depending on the situation I face and the situation I'm in :
- mass protection,
- charm,
- a life for a life (if EA, maybe also for MA),
- construction 6 (necessary for more thugs).
Then I would go for a main strategy : bigger thug and SC with construction 8, elemental royalty, army of gold & lead, fairy court, unique demons...
If I got lots of fire magic for some reason (useful indies ?) I would start getting some evocation up so they can cast useful spells. If I have loads of ennmies that use archers I would get the storm spell and an air caster.
Basically, the path is :
- low level spells "mandatory" spells,
- anti-SC spells,
- my main strategy(ies) spell or any spell that might be useful with my units against my current enemy,
- I don't know, I always have a spell to ressearch.
Basically, I beyond to the "push your research for a particular spell" category.
Quote:
Should one build a new fort as soon as possible to churn out national mages for research?
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In some situations, indy mages are better than national ones for research. In that case, you don't need the fort !