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				July 8th, 2004, 07:53 PM
			
			
			
		  
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				MP Research strategy help
	
			 
             
			
		
		
		
		Ok I have a few multiplayer games under my belt now and after a few learning games (getting my a## handed to me) I Have become comfortable with most of the games strategies.  What I always seem to lack though in my games (even if winning them)is in research levels.  I may control close to half of a map but I still seem to be behind in research. I purchase as many mages as seems appropriate and even equip them with research items but that still does not help.  My instict is telling me everyone is using Skull Mentors in mass.  Anyone wish to share thier (MP)Research strategies? 
 
Thanks 
		
	
		
		
		
		
		
		
			
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				July 8th, 2004, 08:01 PM
			
			
			
		  
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				Re: MP Research strategy help
			 
             
			
		
		
		
		I notice here that you say you are buying "mages" and not "sages".  Was this just a typo or are you really not recruiting sages?  Sages are the #1 researcher par none. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				July 8th, 2004, 08:09 PM
			
			
			
		  
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				Re: MP Research strategy help
			 
             
			
		
		
		
		What do you mean with "as appropriate"? 
 
Imho, with most nations, on turn 10 you should have 9 mages. After that at least one mage/turn until you get another castle, after which it's 2 mages a turn. 
 
Magic and research is the essence of winning anything but the very smallest games, so having as huge mage pool as possible is a rather damned good idea. 
 
So, what mages to build? 
 
I personally first make the ones that can help my early game (on pythium cheapest theurgs with astral magic for BE, etc), then for those with randoms so i can get the useful combinations, then enough national mages so i have the combat mage power i need not soon after(like arch seraphs for caelum, or the cheaper theurg for pythium), and then Last just all sages so I can quickly get the spells I need. Also, 'cos sages cost so little, purchasing them while going for other targets is also a good idea. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				July 8th, 2004, 08:44 PM
			
			
			
		  
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				Re: MP Research strategy help
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by Ironhawk: 
 I notice here that you say you are buying "mages" and not "sages".  Was this just a typo or are you really not recruiting sages?  Sages are the #1 researcher par none. 
			
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 I state the word mages as a general term. I of course hire sages if I find them. What I am looking for is a more detailed example like: 
 
Nation: x 
x - mage with x/x items (as you primary researcher) 
 
and your strategy on how to get there 
		
	
		
		
		
		
		
		
			
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				July 8th, 2004, 08:53 PM
			
			
			
		  
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				Re: MP Research strategy help
			 
             
			
		
		
		
		Hmm...I wonder about Tuna's strategy.  All those mages while great at research will soak you on upkeep. 
 
I typically go for a mass of druids because they are sacred (and I seem to find them all the time). 
 
But also sages, witches, gnomes, alchemists, whatever random finds I can get. 
 
National mages for some reason seem to be less cost effective for me so I only get just a few of them.  Maybe it's just my situation I'm in for my current SP game. 
 
To answer your question, I shoot for 10 dedicated researchers equiped with lanterns and quills by turn 30 or so.  Sometimes it's just quills because fire mages are hard to come by (as Jotun).  that's my early plan.  Than I slowly up to 15 or 20 researchers and swap out the quills for skull mentors. 
		
	
		
		
		
		
		
		
			
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				July 8th, 2004, 08:58 PM
			
			
			
		  
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				Re: MP Research strategy help
			 
             
			
		
		
		
		With certain nations, like C'tis and Caelum, I try to recruit a mage every turn in every fort. Most of these mages will be set to research. Doing this, I've managed to stay ahead of the pack in research. 
 
Some nations & strategies are just better equipped for researching than others. 
		
	
		
		
		
		
		
		
			
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				July 8th, 2004, 09:20 PM
			
			
			
		  
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				Re: MP Research strategy help
			 
             
			
		
		
		
		All those Skull Mentors, Quills, and Lanterns cost a lot of gems.  10 Skull Mentors is 100 Death gems.  Usually by turn 30 I haven't even accumulated 100 Death gems, much less 100 Death gems that haven't been used for something else (Dark Knowledge, other items, summons, etc). 
 
How do you manage such a strong commitment to research and still maintain an effective army? 
		
	
		
		
		
		
		
		
			
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				July 8th, 2004, 09:40 PM
			
			
			
		  
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				Re: MP Research strategy help
			 
             
			
		
		
		
		Well my first priority is get some Earth weenie making Dwarven hammers.  Then I have a dedicated forger for each school of magic.  So within the first 20 turns I have at least 1 quill and 1 lantern being made every turn.  It's slow but eventually everyone is upgraded and researching. 
 
So my fire guy and air guy, cranking out quills and lanterns, each equiped with a hammer, use less gems to make the goods.  Capiche? 
		
	
		
		
		
		
		
		
			
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				July 8th, 2004, 10:12 PM
			
			
			
		  
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				Re: MP Research strategy help
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by En Forcer: 
 Well my first priority is get some Earth weenie making Dwarven hammers.  Then I have a dedicated forger for each school of magic.  So within the first 20 turns I have at least 1 quill and 1 lantern being made every turn.  It's slow but eventually everyone is upgraded and researching. 
 
So my fire guy and air guy, cranking out quills and lanterns, each equiped with a hammer, use less gems to make the goods.  Capiche? 
			
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 So you plunk down 40 Earth gems in the first 20 turns for a chance to save 1 air gem on each quill and 1 fire gem on each lantern?  So in 20 more turns you have recouped your cost, after spending a total of 80 air, 80 fire, and 40 earth.  It shifts the cost around a bit, but it still doesn't get around the fact that it's a huge investment of gems.  I guess maybe I'm not site-searching effectively, but I rarely seem to have the sort of gem income to support those costs. 
		
	
		
		
		
		
		
		
			
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				July 8th, 2004, 10:24 PM
			
			
			
		  
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				Re: MP Research strategy help
			 
             
			
		
		
		
		Mmmm....a little different than that. 
 
1st forging = 1 dwarven hammer 20 earth gems 
2nd forging = 1 dwarven hammer at 15 earth gems 
(earth weenie gets 1st hammer so all stuff is now 25% off) 
 
The quill drops to 3 air gems I think? 
 
But the lantern drops from 10 fire to 7. 
 
I TRY to get a dwarven hammer built first...but if I start a game and don't have a bunch of earth gems then obviously I pay full price. 
 
Mind you, I don't statistically track gem usage or effeciency.  There are better ways to do this.  But during all this I'm probably fighting a 2 front war and using up huge amounts of gold on troops (and believe me I alchemy A LOT). 
 
So that's pretty much it.... 
		
	
		
		
		
		
		
		
			
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