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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:19
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I tend not to worry about nodes at all. Just build up a city with good units in it, gold to alchemy into mana to defend yourself with spells when needed. Once you have a good stack of halflings/paladins/hammerhands/wartrolls/griffons/whatever with maybe a few heroes, you can go forth. The only spells that are useful then are spells that help defense (healing, confusion, web, invisibility...) and those that affect the whole fight (tornadoes, lightning, curses/blessings) or don't need mana upkeep (chaos transforms).
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:19
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Of course magic is fun, but I tend to get most fun from heroes. I need time to get them and so I have lots of time before I get strong spells to give them items or protect them. Thus I tend to wait and turtle a bit, then when I feel ready, I launch great offensives which usually last all the rest of the game. That is why the start is not very important. Also, considering the AI is really a threat only in the start, I prefer building strong defenses and use mana to defend myself rather than lose defenders in a far away node.
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Sikander
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Boulder, Colorado, United Snakes of America
Jan 2000 time: 22:19
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I too tend to turtle and build up my army / defenses. My favortite strategy is to go the artificer route, with 5 sorcery books, 2 life and 2 nature or sorcery. I build and break weapons for mana and defend myself while I build enough to make artifacts that I can keep. The best way to do this is to build artifacts that have spell points which you give to your heroes. I keep all of my spell casting heroes in my capital, which makes half of their spell points available to me for casting purposes. This increases my mana accumulation rate, which means that I can build those really powerful artifacts that much faster. I like the missle weapon wielding heroes the best. I give them as many attacks as possible, great armor, flying, invisible, and whatever other defenses I can. Then I send them out alone to conquer the map.
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Kindbud
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Middle Tennessee
Nov 2001 time: 23:19
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I really like the Life spell set. 11 books for Torin can be a little overwhelming, especially if Torin is cast with certain bonuses. Even more overwhelming with the human race (Paladins eventually rule all). For a challenge try 8 life + Myrron. I like the road bonus ability to connect your entire empire which I think reduces the need for strong garrisons since you can shift troops from town to town as needed. Plus, Myrron has harder lairs and nodes as a rule. Play the game on Hard, 4, large, powerfull and let me know what you think. On the other hand, I have never played a game with more than one other opponent on the Myrron plane (nest as I can recall anyway) so you won't bump into other wizards as fast. Since you have all life anyway spell trading won't be a big deal regardless.
There is one flaw with this setup. I usually cop-out a bit and select the Rjak portrait during the custom setup so he doesn't show up in the game. His pure death overland corruption spells can end your game quickly.
I haven't ever played an 11 death setup and tried the wraiths strategy but I am going to give that a go in my next game.
Thoughts??
Last edited by Kindbud on 16-08-2002 at 03:01
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MariOne
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Erewhon in Neverland
May 1999 time: 06:19
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quote: Originally posted by Father Beast
BTW, did you know you can cast stream of life on an outpost and have it pop into a town in just a few turns? |
No, I didn't ever imagine to cast city spells on 0-sized outposts! Cool!
BTW, yesterday I was killing time with an easy MoM game.
I had to plop an outpost in the middle of a mountain range, as it was the only tile left in-between existing basezones (I would have had to raze the only Gnoll base available on that world to make room for better base spacing and placement...), and also only chance to exploit a Mythril ore (S'sra had cast Planar Seal...).
The survey didn't credit more than 3 or 4 max pop, and in such conditions outposts can take 20 turns to grow to size 1 (especially if you run 45% taxes...).
It had got at most at 5-6 huts, when I got a mesage that the OUTPOST had been hit by... the Plague! (There I began to wonder that city events could be applied to outposts too, only yesterday!)
I expected the outpost to be deserted.
Next turn indeed I read a message reporting some Growths and also a Deaths section, which said "Deventor population decreased to 1".
I wondered whether for an oupost it meant that it was reduced to 1 hut...
I cheked and... it was a sized 1 town, with 1,980 population, growing to size 2 next turn!

Gret thread.
BTW, I also suck as Summoner.
Or rather, I liberally spend my mana in combats for summoning creatures, but very rarley summon overland creatures, the efficient ones cost too much mana to maintain, and the cheap ones are not usually worth a normal unit.
I prefer to spend at least 50% of my mana in increasing my skill, to be able to case more spells and more powerful ones in the same turn or combat.
Loosely more on topic...
When you build a Custom Mage, do you like to match the picture you choose with the magic you pick?
Or do you stick with your preferred one?
For instance, do you stick with Horus or Ariel pic even the time you give a try to an all Death Character?
Or... do you pick the mage's picture you would NOT want to face in the game?
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