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Old August 24th, 2011, 02:00 PM
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brxbrx brxbrx is offline
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Default Re: Transition to the end game.....

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Originally Posted by SsSam View Post
So, I've reached the point where I'm not totally lost in a MP game.

I'm reasonably competitive over the first half - 2/3 of the game, but there are things I just don't do well at all. I can get out to a good (sometimes even great) start. I play competently as thugs and SC's start to dominate the battlefield.

And then the wheels fall off. Somebody has wish, or more than half the elemental royalty and I fall out of the pack to obscurity.
I don't have the national mages to counter the big stuff and my pretender was designed to get me to a bit start.

How do YOU handle the transition from mid game to late game? How do you PLAN for that?
Make anti-SCs, get your own SCs. I guess it depends on what nation you're playing.
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Old August 24th, 2011, 08:34 PM

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Default Re: Transition to the end game.....

One of the first things you need to do when you're planning your pretender for a game, is figure out what you want your end game to look like. What paths does your nation have? Can it forge all the boosters you need to make full use of those paths? What paths don't you have? How badly do you need them? Do you need to take certain paths on your pretender to open up better late game magic, or can you justify trading/empowering/looking for indies to do the job for you? It's basically imperative to be able to acquire at least one RoW or another +1 to all booster at some point in your game to open up better forging/summoning access. Don't be afraid to pass out boosters, extra gems, or whatever else is necessary to give your mages access to the spells that will allow you to win battles. And make sure your logistics chain is up to the challenge of supporting your gem expenses. Communions are also extremely helpful for opening up more powerful magic.
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