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				November 23rd, 2011, 05:18 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Opening Gambit 
 
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					Originally Posted by Zorfwaddle  Hire the best mage possible on the first turn then prophetize. |  Same as I was saying above!  Though if you read, it turns out not to be the best idea    
But in what you are saying above, why are you hiring so many scouts so early?  Can't see you need many |  
	
		
	
	
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				November 23rd, 2011, 05:21 PM
			
			
			
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 Private |  | 
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				 Re: Opening Gambit 
 
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					Originally Posted by JonBrave  
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					Originally Posted by Zorfwaddle  Hire the best mage possible on the first turn then prophetize. |  Same as I was saying above!  Though if you read, it turns out not to be the best idea    
But in what you are saying above, why are you hiring so many scouts do early?  Can't see you need many |  I guess it's the ex-spook in me... I prefer to get a bunch out in every direction, for a little intel, recce and surveillance :-)
 
As for the mage thing, I like to be able to bring down as much variety of artillery as possible, holy or otherwise.  If I get a chance, the prophet gets as many path enhancers or empowerment as possible. |  
	
		
	
	
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				November 23rd, 2011, 05:37 PM
			
			
			
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 Second Lieutenant |  | 
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				 Re: Opening Gambit 
 IMHO (SP), you don't need more than one scout at the start.  It's not like you're gonna be going far, or doing anything about distant lands.  On the turns you're making more scouts, why not make, say, more researchers? |  
	
		
	
	
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				November 23rd, 2011, 09:34 PM
			
			
			
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 Private |  | 
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				 Re: Opening Gambit 
 
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					Originally Posted by JonBrave  IMHO (SP), you don't need more than one scout at the start.  It's not like you're gonna be going far, or doing anything about distant lands.  On the turns you're making more scouts, why not make, say, more researchers? |  There aren't very many nations for which the nation-specific scouts you can hire at forts are really better than the indy scouts. If you want lots of scouts (and that can be a useful thing), hire them in indy provinces without forts. I like to use indy scouts to build forts, too. Hire tough commanders and mages in your forts, maybe spies, rarely assassins, never scouts. |  
	
		
	
	
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				November 24th, 2011, 01:17 PM
			
			
			
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 Captain |  | 
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				 Re: Opening Gambit 
 
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					Originally Posted by Zorfwaddle  As for the mage thing, I like to be able to bring down as much variety of artillery as possible, holy or otherwise.  If I get a chance, the prophet gets as many path enhancers or empowerment as possible. |  aka putting all your eggs in the same basket. 
Not only will you suffer much more should your mage die (even in SP - like really bad luck with a ninja attack or coming across Bogus's gang), but you also prevent yourself from having one more smiter on the battlefield. Instead of having one smite-mage + 1 other-artillery, you get only a single mage that casts a single of these spells. |  
	
		
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