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Jules
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Chairman & CEO, Dallas Oil Company
Jul 2001 time: 00:37
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"Rainbow" pretender?
By this you mean having proficiency in multiple magic paths, right? Because at first I'm looking through all the different forms thinking, "Which one looks like a rainbow?" Seriously, that's how much of a noob I am here. 
Ok, here's what I picked:
- Monolith looked good all-around, except for lack of mobility (gets one level of Astral and Nature magic)
- Iron Faith theme (requires one order scale and one drain scale)
- dominion: 5 (Monolith starts with 4, added one more)
- took one productivity scale and one growth scale
- fortress-type: Castle
- magic: Earth 5, Astral 5, Nature 4
That leaves me with 13 points, which will have to remain unused since it's not enough to buy anything else.
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Jules
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Chairman & CEO, Dallas Oil Company
Jul 2001 time: 00:37
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quote: Originally posted by General Ludd
I'm goign to hijack this thread for my own purposes.
I was thinking about making a "full conversion" mod that replaced all the races with more traditional fantasy races - dwarvves, elves, orcs, ect...
It's really just a pipe dream at this stage, but if you have any suggestions or ideas for what races I could put in to replace all the current ones, feel free to throw them out. |
Yes, Precious, we must have orcses, elveses, and dwarveses to complement nasty men. And don't forget filthy, dirty Hobbitses! Trixie! False! Wring their scrawny, little necks, yes! And then we will take the Precioussss....
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Sandman
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Sinister Penguin
Aug 2001 time: 05:37
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quote: How come? How about Ceremonial Faith then? That's available for only one order scale. |
Since Iron Faith black priests are not drain immune, it's very risky to take drain-3 for Iron Faith. This means that Iron Faith, for all intents and purposes, costs 80 points more than regular Ulm.
Just skip on themes. You generally don't need them.
quote: How come only level 2? Aren't you stuck with the levels you purchase at the beginning? It seems to me that's limiting the spells you'll be able to research. Or am I then supposed to rely upon the magical items forged by my smiths, which will be powerful? |
You can power up your casters (including the pretender) in a variety of methods; spending gems on empowerment or forging empowering items (earth boots are a must for Ulm). On the battlefield you can use communions and cast empowering spells.
You can research any spell; it's casting it that's the hard part. I will admit that a rainbow mage won't able to cast the really badass spells later on in the game without some serious buffing; you'll just have to try and win beforehand.
It's not the power of items that Ulm's smiths can forge, but their efficiency; items forged by a smith cost 25% less in gems. Add to this dwarven hammers, which Ulm can easily get, and you can churn out items for half price.
Items which make your mages more powerful are generally a better bet than swords and stuff.
Ulm is probably the best bet to learn the game from; solid troops, priests and blessing strategies are irrelevant, generous scales and a single, focused mage type.
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Sandman
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Sinister Penguin
Aug 2001 time: 05:37
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I, on the other hand, think that regular Ulm infantry is just fine. Particularly the shielded ones - they seem to have more durability. Black Plate stuff has a high armour rating, sure, but they're slower, have weaker defence and get tired more quickly. Guardians I have never been particularly fond of.
Ulmian arbalests have their uses, but they have a nasty habit of hurting your own troops, since they fire armour-piercing shots. It might be worth developing a source of independent archers; their arrows will have no effect on your heavy units, but will hurt anything with a low armour rating.
Black Knights are undoubtably good, but they're too expensive in my view for the early game. Their speed is not so much of an advantage when you're killing independents. Later on, it may become crucial to have a quick-moving force of knights to dispatch to trouble-spots in your empire, flank enemy armies and exterminate routed troops.
One piece of advice which I think is important is 'always keep your upkeep in mind'. Normal units cost 1/15 of their hire cost every turn in upkeep, whilst sacred units cost 1/30. Pretenders, prophets, heroes and mercenaries have no upkeep cost, as far as I'm aware. Province defence, fortresses and temples are free as well. So plan your spending with that in mind.
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All times are GMT. The time now is 05:37. Apolyton Time is 00:37. |
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