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da_hal
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I tended to always play nomads unless i had a racial goal. rangers are fast which is really important in the early game, not too hard to get, but pathetically weak unless you get a few of the military buildings. money is just as good as mana, even better if you have alchemy.
on blitz campaigns, i sometimes built 1-2 rangers, and bought any mercenary units i could, and sent them out. if i had time, i would wait until i had groups of ranger regulars.
very important though to get engineers in this strat. i tried to avoid keeping klackon cities though. i generally crossed my fingers and hoped merc engineers would show up. It appears that the racial road gold bonus stacks with regular road gold bonii.
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Rex Little
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I like to spread it around, play with a different race each time. But if I had to pick a favorite it would be High Men. Paladins are the only units you can build (as opposed to summon) which can stand up to monsters with powerful magic attacks like Demon Lords, Gorgons and Drakes.
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Static Universe
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High men on Arcanus, Draconians on Myrror.
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DaveV
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USA - EDT (GMT-5)
Jan 1970 time: 00:28
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My problem with high men is that their super units come soo late in the game. They're no better than orcs until you spend thousands of shields and countless turns building every single structure in a city. The earlier I can start clearing lairs and capturing towers, nodes, and neutral cities, the better my game goes. For that reason, I'd say my easiest games are usually with halflings or (surprise!) lizardmen. The great thing about this game, though, is that it can be so different each time I play. A different starting race, different neighboring neutrals, strength of nearby nodes/lairs/towers, different spell picks, or even different enemy wizards can completely change the complexion of the game.
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Vince278
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Elves and High Men
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Main_Brain
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Economic World Center
Jul 2002 time: 06:28
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High Elves-sawmill-Longbowman- Game
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Main_Brain
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Economic World Center
Jul 2002 time: 06:28
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True
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da_hal
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imho, i think short term advantages are far more important than long term, because in the long term your heros (at least mine do) do all the fighting and can take out anything at any time.
i like races where the basic units can stand up to just about any random threat (dark elves, dracs, trolls, high elves, etc.) and can take out smaller nodes/ruins (elf longbowmen, berzerkers, rangers, slingers, etc.)
it takes too long to wait for one of the builder races to finish. one strategy i use is to put my home city on gold production after banks, and build up the smaller cities. usually, by the time i've won, my home city has finally completed the last building.
i also like races with long-term bonuses, like the additional mana/gold bonus from some races. those where the bonus is limited to only the early game (such as barbarian/lizard man growth bonus) aren't as useful, imho.
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bakalov
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Sofia
Nov 2002 time: 07:28
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I am surprised that no one listed the dwarves - they are getting goldx2, resources x2, building bonus, and the hammerhands are very tough. You can expand very quickly. Try LLLL Archmage Warlord Myrran; 11th may go to Alchemy or a nature book for example. Pick Just Cause, Healing and Heroism. Concentrate on casting skill. Try getting your mana by alchemy. Cast the just cause as fast as you can and try to manage high taxes.
You can't imagine how much gold generate the dwarves with prosperity. If you can get Adamantium and Coal in one city then you can start pumping out very strong Hammerhands each turn.
Last edited by bakalov on 23-07-2003 at 11:28
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Ecthy
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Zhonghuà Rénmín Gònghéguó
Mar 2000 time: 06:28
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High men, draconians, dark elves. the latter 2 are myrran, so that's a downside.
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