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Old May 30th, 2010, 12:14 PM
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Default Re: Luck/Turmoil versus Nothing.

Quote:
Originally Posted by Xietor View Post
To give up the scales of 3 order/2 misfortune that dominated mp when i used to play, I think the heroes should be pretty nifty/exciting when you actually get one. Not be old, and less useful than many commanders other nations can buy in their castles. Which is why i always play with Throne of heroes(Middle age only) or Worthy Heroes.

Aside from the heroes, nations that NEED gold for a good start to survive in mp can rarely rely take turmoil. the loss of income is just too much.

While many here will bash this strategy, I have taken 3 order/3luck in large mp games with good players and won. The theory being that even with 3 order once you get a decent size area you will get 2-3 events a turn anyway. This strategy should not be tried with every race. In those cases i took 3 sloth 2 drain to offset the scales.

If you have trouble surviving the start of mp games, having 3 luck/3 order is also not going to be much use to you. I also sleep(not imprison) a tough pretender for the extra points.
I've heard Order-3 Luck-3 is a good combination, but that costs 160 points all by itself which presumes that you're going to take a less powerful pretender. I'm assuming you go Rainbow or Fountain with that?

With the Sloth-3 Drain-2 that would indicate your going to be looking for a strong research nation with crappy national units and the non-awake pretender also means you have to be able to survive early game... which leaves very few possibilites... I would be looking at Bogarus with an early rush to Spined Devils and a sleeping Fountain of Blood or a similar build with Mictlan.
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