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da_hal
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Since i've recently been on a fastest turn kick, i was wondering how long it takes people to finish even a blitz game. i've noticed it takes about 300-500 turns for your home city just to finish building all the buildings, so having say 4-6 cities is the minimum to win a game.
i think for me, on average, it takes about 1500 turns before i start the "fighting phase" of the game, where i switch all mana to everything except research, research spell of mastery, and start building mostly units and/or casting a lot of summon champion/create artifact.
i also hate winning the game with spell of mastery. that's totally boring. i like having the power from say 5-10 nodes and making buff heros.
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da_hal
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i get irritated as heck when i waste what little lead i have defending myself from random mobs. then, when i finally rebuild my cities and get my first decent hero, some fool starts casting armageddon or great wasting.
i also hate when i have a "perfect" starting island (enough for maybe 4-5 cities, each one spaced for max production, building availability, and access to water) and the computer players either build colonies there or have their own cities just close enough so that i can't build.
as far as I know, there's only 1 honest "blitz" strat (11 life, stream of life.) i've cheated a number of times and eliminated everybody with summoned creatures and such, but there just doesn't seem to be a way to get around building a ton of crap in the early game.
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da_hal
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yeah that might be my problem: i love my heroes too much.
But I have tried it with buff units, and it also takes a super long time, turn-wise, assuming you only have 3-5 moderately built up cities, 1-2 of which are actually producing units and the others are farming.
The problem with that strat is getting the mana to support even 1 stack of spelled-up units. With heroes, I can use one buff dude to clear a node, use the node to support another hero, etc.
It seems like a catch-22: you can't put more spells on units unless you take nodes, and you can't take nodes unless you have many buff units.
When i say "long time" in MoM terms, that means when any of the computer players have SoM, or one of the crappy global ultra-rare spells that spoil the game, like armageddon. Maybe I am being unrealistic in my expectations. 
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bakalov
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Sofia
Nov 2002 time: 07:29
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I read the strat - It sounds good ; the only possible problem may be if you encounter a wizard with many books in sorcery like Jafar. For sure he'll try to dispel your invulnerability and will have a pretty good chance of success with "dispel magic true". Btw what version are you playing? If you are playing 1.31 then the 11 life books should generate 11 mana per turn for you, if you pick elves, you will have 13 - that should be enough.
Last edited by bakalov on 24-07-2003 at 12:53
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da_hal
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there are 12 months in a year, so year alone is a good estimate. the guy in the faq said he could finish the game in 5 game years (@60 turns).
i tried the basilisk strat. those guys are pretty weak.
i think with the GS strat you have to stockpile some mana first, and then send them out.
for some reason, the computer busts out great wasting, armageddon, or SoM by y30 or so. usually by that point, i just got summon champion and maybe outfitted 1 of them with artifacts.
i think i need to try more extreme tactics.
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da_hal
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usually once i get 1-2 buff heros, the game is over in about 5 years, 1-2 if i ignore nodes and just try to eliminate the other wizards. the problem for me is the beginning game.
1. lack of money: the more buildings you build, the less money you have because of upkeep. is there a point where i should start expanding before i build all the buildings?
2. lack of research: when i try to expand early, i usually don't build libraries, so the only research i'm getting is from mana.
3. lack of mana: if i don't expand with elves or build buildings with other races, i can't get mana.
4. lack of units: no money to support them. usually i have enough food.
5. overrun by wandering monsters: seems like i'm never strong enough in the early game to take out even the easy nodes or neutral cities. if i try, even if i suceed, i lose x amount of units and this means losing xXy number of turns of production.
usually, once i get one city with all the buildings, i'm in good shape because i can use alchemy and turn all the gold into mana, set mana to 0 storage/0 research, and just put all of it into skill.
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bakalov
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Sofia
Nov 2002 time: 07:29
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I will try to answer your questions, though my answers will be applicable only with Life Magic (Best with 4Life, Archmage, Alchemy, Warlord). You have 3 more. On arcanus I would drop the archmage or the alchemy and get 1N 1C 1S + Node mastrtery. Else I would get Myrran and dwarves.
1. The spell "Just Cause" - always take it from the beginning and cast it immediately. It has the undocumented effect to pacify one rebel per city. This allows you to increase your taxes one level without getting additional rebels. Garrison some cheap units that require only food to reduce rebels further (2 units pacify one rebel).
Use the worlds' resources - build your cities near gold, silver mithril, quork, etc. It is very important to do so if you play dwarves as they double these bonusses.
Do not scout with your starting units - scout with a magic spirit. They are pacifying one rebel if they stay in the city.
Fame - the fame reduces the payment for your armies - when you have troops 1 fame = 1 gold per turn, Just Cause gives 10 fame. You get a better chance for hiring heroes too. Try to keep your gold over 100 most of the time.
I usually use the following order:
Granary -> MarketPlace -> Farmers Market ->Miners Guild -> (may be Shirine here) -> Sawmill -> Forester's Guild -> (Library -> Sages Guild -> Alchemist guild, if the city has adamantium or mithril) -> Military buildings till fighters guild -> units & settlers, 2 cheap units to guard each new city.
2. I do not care about my research early in the game. I am putting it to zero. The spells that I will research when I start making troops are Endurance, Holy weapon and Holy armor.
If you are lucky and get a sage, cast heroism on him and you will have your desired early research ;-)
3. I am usually putting into mana only so much that I can cover the maintainance for my spells. The other part goes to casting skill. The mana for casting I am getting from alchemy. These things work very well with Alchemy and Archmage retorts.
4. Look what I said about fame - try always killing 4+ stacks for the extra fame. Heroism on a legendary hero will increase your fame significantly too.
5. If you are warlord, your starting units will be strong enough to hold the raiders for a lot of time.
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da_hal
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wow i did not know that about fame, thanks 
the strat i'm using now is regular build order (similar to yours) then buildings up to pikemen (or whatever armouries allow you to build.) for nomads, the pikemen are attack 6, 6 or so figures, and start as regulars. they are much stronger vs undeads who are immune to missiles, and are pretty solid against the harder random mobs too, like air elementals.
also, i'm expanding with 0-1 defending units. with taxes at 1.5, i have 0 unrest until the 5th population pt, so that's plenty of time. even then, i can slip in a shrine instead of sending another unit there.
i'm also using artificer/runemaster...it's a little harder in the early going without alchemy, but i can get heroes up and out in half the time. i use 3s/3n/3c, so i usually get guardian wind, flight, stoning, flaming on my crafted items.
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DaveV
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USA - EDT (GMT-5)
Jan 1970 time: 00:29
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I like your style, bakalov, and do a lot of the same tricks. Dwarves are a great race, but I think halflings give a faster start, since ranged attack units are somewhat overpowered in this game.
My usual start: LLLLCNNSS, Alchemy and Node Mastery (starting spells: just cause, endurance, heroism, web, phantom warriors). I immediately start building an armory, raise the tax rate to 2, using the two starting units to keep the city pacified. I then go to the magic screen, use alchemy to change 20 gold to mana, set the sliders to 5/2/2, and cast magic spirit. Then I hit "next turn" twice, start exploring with the magic spirit, and immediately summon a second one to help explore. The magic spirits can usually find a nice trove of gold and mana in empty lairs, which I invest in Just Cause and rushbuying shields on my slingers. Once my armory is finished, I build a pair of slingers, cast endurance on them, and use them to conquer the neutral cities on my continent. Against 1-move units, two-move slingers are just unstoppable. Hold your fire until the bad guys are within two squares (to avoid to-hit penalties for long range), then kill a couple of them. When they move adjacent to the slingers, move the slingers back one square and fire again. You can take all 6 shots this way, but it will rarely be necessary.
The neutrals should provide plenty of cash to support your growing army of slingers, who can then start taking out nodes (phantom warriors, phantom beasts, and nagas are the easiest, but even some of the really strong, slow creatures can be beaten if you have enough slingers).
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Sikander
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Boulder, Colorado, United Snakes of America
Jan 2000 time: 22:29
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quote: Originally posted by da_hal
usually once i get 1-2 buff heros, the game is over in about 5 years, 1-2 if i ignore nodes and just try to eliminate the other wizards. the problem for me is the beginning game.
1. lack of money: the more buildings you build, the less money you have because of upkeep. is there a point where i should start expanding before i build all the buildings?
2. lack of research: when i try to expand early, i usually don't build libraries, so the only research i'm getting is from mana.
3. lack of mana: if i don't expand with elves or build buildings with other races, i can't get mana.
4. lack of units: no money to support them. usually i have enough food.
5. overrun by wandering monsters: seems like i'm never strong enough in the early game to take out even the easy nodes or neutral cities. if i try, even if i suceed, i lose x amount of units and this means losing xXy number of turns of production.
usually, once i get one city with all the buildings, i'm in good shape because i can use alchemy and turn all the gold into mana, set mana to 0 storage/0 research, and just put all of it into skill. |
Try 5 blue, two white and two green or red. You can then build artifacts that allow your heroes to both fly and be invisible. Invisibility will obviate the need for guardian wind as very few units will be able to target you, while flying will protect you partially or completely from any ground pounders. The best heroes to use with these advantages are archer types (Dervish and Elves), as they can avoid the vast majority of attacks and counterattacks by just rolling up close (but not touching) to their targets and nailing them with arrows.
Set mana collection to 100% until you have 38, then build a +1 sword and break it on the anvil for 75 mana. Set mana production to zero and keep building cheapish magic weapons and breaking them for a profit. Once you have a fair surplus, build a few artifacts that giv bonus spell points and give them to any magic casting heroes you get. Half of those points will add to your spell power (assuming that you keep the hero in your capital), which in effect is your mana income every turn. Mana problems are a thing of the past at this point.
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da_hal
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well, breaking cheap weps seems ok, but if i wanted to get free mana i could just use momedit...i'm trying to figure out a non-buggy way to blitz.
the game i'm working now has 2 large continents separated by 1 square which has a strong ruin on it. i can build 6 total cities in relative safety by around year 10 or so.
2 of the 4 enemies are limited to a small continent, maybe 2-3 cities each. one of them, jafar, always gives me suppress magic, time stop, sky drakes, and more if i wait long enough. rjak doesn't give much, so i eliminate him early.
oberic is a problem though. he has about 20 cities on arcanus, and he keeps casting armageddon and great wasting which eat up my mana.
sssla is worse. he is alone on myrror, and usually casts planar seal by year 3 or earlier. he then takes over the entire plane (around 40+ cities) and starts casting SoM by year 15-20.
since this is just ridiculous, i cheated with the nature awareness cheat just so i can see him on the magic screen (nobody else has any contact with him because he casts planar seal so early, unless he puts a city on arcanus) and spell blast SoM.
how about this: what if i bum rush an entire plane and take their cities by year 10 rather than build my own?
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da_hal
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k, will do...probably when i get home later after work. hehe it must seem like i'm hopeless at this game. 
the game cheats so much i got used to using momedit, but recently i've decided to bite the bullet and try to go legit...it's painful though when i see the comp players with like 15+ starting picks and sky drakes by year 15.
i'm trying a new strat: 5s/2/2/artificier/runemaster, start a game with elves on an easily defensible starting island, room for 1-2 cities max. set mana to either all storage or 50/50 storage/skill. alchemize gold until there is around 2k, make one caster staff (with either stoning or guardian wind) one armor with magic immunity, and one amulet with flight (all of these with max attack, spell skill, movement, def in that order of preference.) trade for summon champion, get warrax. if it is before year 12, send him out to conquer wizards, weakest to strongest.
edit: after year 12, send him through some ruins to build experience.
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da_hal
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bleah, the single city strat stank. it took till year 17 to finish building buildings.
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da_hal
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k, i went back to that saved game i mentioned, and tried the breaking thing...it works pretty good. is it considered a legit strat?
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