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  #31  
Old September 29th, 2005, 01:17 PM

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Default Re: caelum

Quote:
High_Priest_Naresh said:
I know what you mean, arch mage with 4 lvl 8 paths! and 3 lvl 5 sure, this put a serious hurt in my scales but it was worth it! found some ultra cool magic sites and was getting maybe between 10-30 gems a turn around turn 15!
(roughly conquering 1 province a turn then after turn 8 two a turn)
Sorry, but that's not possible : an Archmage with 4 * lvl 8 and 3 * lvl 5 (0 in the last path), with all scales at worst value possible, 0 pt castle and dom 1 would cost more than 800 points...
Perhaps you meant 4 * lvl 4 (not 8) and 3 * lvl 5 ?? This is more reasonable
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  #32  
Old September 29th, 2005, 01:59 PM

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Default Re: caelum

yeah some thing like that we have a cat and it loves jumping on the keyboard so some time I make mistakes....
and as for the magic sites, I know that max is lvl 4
but still I found plenty of magic sites
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  #33  
Old September 29th, 2005, 02:05 PM
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Default Re: caelum

Quote:
High_Priest_Naresh said:
I know what you mean, arch mage with 4 lvl 8 paths!
How much empowerment does that involve? I'm too lazy to check my math or actually run the game, but I think it costs 90 more points than you get, even with all scales at -3.

Quote:
and 3 lvl 5 sure, this put a serious hurt in my scales but it was worth it!
Another 366 points?

Quote:
quantum_mechani said:
You know that no magic sites need more than four in a path to find?
And the vast majority need only one or two levels.
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  #34  
Old September 29th, 2005, 02:06 PM
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Default Re: caelum

D'oh. Beaten. And by a wide margin. Had this window open for a long, long while while browsing unrelated stuff and taking an endless series of pointless phone calls. Apologies for the repetition.
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  #35  
Old September 30th, 2005, 03:31 AM

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Default Re: caelum

around 4 empowerments?
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  #36  
Old September 30th, 2005, 08:42 AM
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Default Re: caelum

The Smoking Mirror (Mictlan) can get four paths at level 8 (three of them are fixed, of course), with no modding involved, and 138 points left. All scales are at -3, of course, and Dominion is left at basic 2. The Celestial Emperor also enters that category, with a mere 118 points left, but Dominion 3.

The Baphomet does the same thing with Dominion 3 and 224 points left after the four paths, effectively allowing to get two more paths at level 4, so we're almost there. Sadly, the Baphomet cannot reach four level 9 paths; it is stuck at three of them, with the fourth one at 8.

So, you *can* get four paths at level 8, and some more magic on top of that. Of course, it's not because you *can* do it that you should use those designs.
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  #37  
Old September 30th, 2005, 01:08 PM

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Default Re: caelum

One non-dead nation build with all bad scales that is actually somewhat effective:

Sacred Statue, Pythium

Fire 9, Astral 9, Water 9

Air 4-6, dominion 7-10, depending on if you are using the concept pretender mod.

Of course using this you will at first barley have the gold for a full production run of battle vestals and priests to bless them. But considering 7-10 vestals and a priest have very good chance of taking most independent provinces, you should have reasonable income fairly quickly. In addition, your pretender is an absolutely scary rock that can research like crazy for buff spells and then teleport on problematic enemy armies.
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  #38  
Old September 30th, 2005, 01:15 PM
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Default Re: caelum

That sort of thing can work indeed: a Mictlanese Smoke Mirror with Dominion 2 and Fire, Death, Blood 9 won't work so well, so I gave a generic disclaimer.

Of course, Mictlan can perfectly well use a triple level 9 bless (*Waves at Yellow Cactus*), but it'd better not involved Death and Blood.
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  #39  
Old September 30th, 2005, 01:42 PM
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Default Re: caelum

wow, you can teleport immobile pretenders!? I could have been using my blood fountain much more efficiently; there are about 30 blood spells I never even used
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  #40  
Old September 30th, 2005, 01:46 PM

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Default Re: caelum

Quote:
Morkilus said:
wow, you can teleport immobile pretenders!?
All but the sphinx.
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