Quote:
Karlem said:
A good overall strategy. My preference with Uttgarde is E9N9 with the earth mother
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I find strange to take nature at level 9, meaning your troops berserk but without any bonus.
(edit : hum, not at all, probably a reminiscence of dom 2 where berserk bonus instead of regeneration was scaling with level, in fact N9 give +2 berserk 15% regen, and N10 +2 berserk 20% regen)
If I use nature lower than 10 I'd rather take 8 (same regeneration 15 as level 9 but no berserk effect), then I can give shrouds to all mages (cheap armor and reinvigoration item + regeneration reducing the frequency of old age afflictions) without the risk to see nornas/seithkonas charging.
Earth 9/Nature 8 (and less focus on high dominion) allow interesting builds (weaker in early game but extremely powerful after) with better scales, like Order 3, Sloth 1, Cold 3, Misfortune 2, Death 1, Magic 3, dominion 6 (probably better than my first one for big games ; with magic 3 + 7rp researchers for 90g + easy forge of skull mentors, Utgard can win the race to artefacts, to make the thugs far more deadly (and get the best death items like the sickle and the +3 booster) -and with the earth 9 pretender Utgard has a way to cast Forge of the Ancients-).
edit : or better for this strategy, Order 3, Sloth 3, Cold 1, Misfortune 3, Growth 0, Magic 3, so you have about 10% more income (and no decrease) allowing to build more castles (=more researchers per turn and more recruiting centers to compensate the extreme sloth)