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July 23rd, 2004, 10:45 PM
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Major
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Location: Oregon
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Re: Tuatha endgame
Arg, double post.
[ July 23, 2004, 21:47: Message edited by: Jasper ]
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July 23rd, 2004, 10:46 PM
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Major
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Re: Tuatha endgame
I'm playing Tuatha right now; some thoughts.
-Cloud Trapezing Sidhe Lords and Tuatha are a powerfull tool.
-Lightning kicks ***.
-Soothing Song kicks ***, especiall with gemless battlefield summons.
-Nature has strong mass battlefield magic.
-Nature can branch out into any sorcery via Lamia Queens.
-Air Queens are good.
-Vine Ogres, Kith. Lions, Lamias, and Tarrasques area ll good summons. Hama Dryads are ok in the right circumstances.
-If you find some death mage independents, go to town with Soothing Song + Animate Skeleton.
Storm is your friend, forget about Longbows except possibly for early expansion.
-Take the minimum luck you can, Luck 1. Accept this as the major handicap it is.
-Blessing strategies in general aren't worth it, but Water 9 Tuatha is one of the few decent ones. You lose a ton of income, but you make a fair amount of it back via sacred reducing maintenance costs. And your Sidhe really kicks ***, especially with 50% quickness, which when combined with soothing song lets you get 50% out of each Sidhe mage.
I am playing Water Dragon, W9, Dom 6, Production -1, Magic +1, Luck +1, 80pt castle.
[ July 23, 2004, 21:51: Message edited by: Jasper ]
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July 23rd, 2004, 10:50 PM
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Major
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Re: Tuatha endgame
Quote:
Originally posted by Kel:
Could almost make me think about taking negative luck every game...
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Order +3 Unlock -2/-3 IMHO is clearly more powerfull than other combinations. The bad effects of unluck are almost completely mitigated by Order 3. The only reason to pick something else is for roleplaying reasons, or because your theme can't.
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July 23rd, 2004, 11:00 PM
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Sergeant
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Join Date: Feb 2004
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Re: Tuatha endgame
Quote:
Originally posted by Jasper:
quote: Originally posted by Kel:
Could almost make me think about taking negative luck every game...
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Order +3 Unlock -2/-3 IMHO is clearly more powerfull than other combinations. The bad effects of unluck are almost completely mitigated by Order 3. The only reason to pick something else is for roleplaying reasons, or because your theme can't. Hehe, yes, that was kind of the point
If my castle could burn down on turn 2, it would *almost* make me think about the wisdom in taking it
- Kel
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July 23rd, 2004, 11:40 PM
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Sergeant
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Re: Tuatha endgame
Quote:
Originally posted by Jasper:
quote: Originally posted by Kel:
Could almost make me think about taking negative luck every game...
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Order +3 Unlock -2/-3 IMHO is clearly more powerfull than other combinations. The bad effects of unluck are almost completely mitigated by Order 3. The only reason to pick something else is for roleplaying reasons, or because your theme can't. No way. I just lost a game because I took that. Definitely not "completely mitigated". By turn 20 or so I had 3 barbarian invasions in key provinces, the lab in my capital burn down, a quarter of the population in my capital die. and various other disasters occur. Every time I started making progress, some sort of random event would knock me back down. There's no way I'm ever taking misfortune 3 again, but ymmv.
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July 24th, 2004, 12:22 AM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
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Re: Tuatha endgame
i think order 3 , luck 3 , sloth 3 , cold 3 , death 3 and magic 3 are nice for man Last of tuatha . castle watchtower .
this way you have 500 points for pretender + dominion . if you need more you can go down to luck 1 and/or magic 1 .
this way you can e.g. take a vq and give her some paths to make her quite powerful . she is a nice sitesearcher too then , covers most of your non national paths and gives you access to death magic later in the game . cold 3 doesn't hurt you too much but enchances your vq's breath of winter .
together with the awesome tuathas you have very nice flexibility .
and with a vq or if you want better scales e.g. a pod you have access to death magic for endgame too . 30 gold stealthy priests are neat .
running early into caelum could be problematic but not much else . i guess caelum is early game problematic for almost every nation .
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July 24th, 2004, 01:32 AM
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First Lieutenant
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Re: Tuatha endgame
Minrhael,
your doing great in the game! Ulm is gone and you control the entire east part of the map.
Quote:
then they ended up cramming 17 players onto Karan, yikes
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Dude the game has been awesome. I was in conflict with bordering nations by turn 10 or so. Non-stop action. It has been great.
And you can turn around your research in a heart beat. I went from basically 0 research ( 200 a turn ) to decent research ( as the graph shows ) in like 5 turns by just making casters, lightless lanterns and skull mentors.
Hell I would be willing to sell you some, message me in game!
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July 24th, 2004, 02:47 AM
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Corporal
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Join Date: Jul 2004
Location: Toronto
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Re: Tuatha endgame
Quote:
running early into caelum could be problematic but not much else . i guess caelum is early game problematic for almost every nation . [/QB]
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caelum is problematic? why?
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July 24th, 2004, 03:52 AM
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Captain
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Join Date: Mar 2004
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Re: Tuatha endgame
Really in that game is Caelum that runned into me ...
When I'll be finished of Minhrael have to go on Caelum or underwater I believe.
Good Luck ^^
However the thing I hate a lot of Man is almost all mages (except bards) capitol only.
__________________
- Cohen
- The Paladin of the Lost Causes
- The Prophet of the National Armyes
- The Enemy of the SC and all the overpowered and unbalanced things.
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July 25th, 2004, 05:26 PM
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First Lieutenant
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Join Date: Jul 2004
Location: California
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Re: Tuatha endgame
Quote:
Originally posted by Boron:
i think order 3 , luck 3 , sloth 3 , cold 3 , death 3 and magic 3 are nice for man Last of tuatha . castle watchtower .
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I don't understand combining order 3/luck 3 - that seems inefficient to me. In my (albeit limited) SP experience playing Tsien Chi, Luck 3 combined very nicely with order -1. You do need a bunch of provinces in your dominion before you really see the benefits kicking in, but once you get 10+ (or ideally 30+) provinces the good luck events just start rolling in.
Conversely, as Jasper points out, with order 3, it would seem like you could afford negative luck.
[ July 25, 2004, 16:32: Message edited by: Thufir ]
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