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What is important is your dominion rating. Early in the game this will determine the maximum number of holy units you can produce per turn. Three per turn isn't as bad as you might think. These guys will be juggernauts. Just don't neglect dominion, leaving it at one candle, your early expansion will suffer.
What is important is your dominion rating. Early in the game this will determine the maximum number of holy units you can produce per turn. Three per turn isn't as bad as you might think. These guys will be juggernauts. Just don't neglect dominion, leaving it at one candle, your early expansion will suffer.
====Pretender Design====
====Pretender Design====
Cheap and imprisoned, we want high levels in magic in at least two elements. Cyclops can work, Hag as well, but in my experience the mounted Arch-Mage delivers the most. Feel free to try different blessings but the old faithful is level 9 in Earth, Fire, and Water. You'll have Jaguar Warriors moving like bullets, throwing two AP attacks a round for obscene damage. Their attack and defense are among the best in the game. Their weakness, Protection, is mitigated. And, last but not least, they never get tired. These guys are monsters.
Cheap and imprisoned, we want high levels in magic in at least two elements. Cyclops can work, Hag as well, but in my experience the mounted Arch-Mage delivers the most. Feel free to try different blessings but the old faithful is level 9 in Earth, Fire, and Water. You'll have Jaguar Warriors moving like bullets, throwing two AP attacks a round for obscene damage. Their attack and defence are among the best in the game. Their weakness, Protection, is mitigated. And, last but not least, they never get tired. These guys are monsters.
====Expansion====
====Expansion====
Independents shouldn't pose much of a problem at all, even on higher strength settings. Heavy Cavalry and Knights might drop a few Jaguar Warriors, but most enemies won't even inflict a single casualty. Early on you will have mixed armies, otherwise you're wasting resources. Those non-holy boys will drop eventually, and the Jaguars will do most of the damage, but it's still good to have them to even the odds.
Independents shouldn't pose much of a problem at all, even on higher strength settings. Heavy Cavalry and Knights might drop a few Jaguar Warriors, but most enemies won't even inflict a single casualty. Early on you will have mixed armies, otherwise you're wasting resources. Those non-holy boys will drop eventually, and the Jaguars will do most of the damage, but it's still good to have them to even the odds.
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Expand intelligently, of course. Lightning fast, sure. Take a province or three a turn, but pay attention to geography. Fortify chokepoints. That's just general strategy, though.
Expand intelligently, of course. Lightning fast, sure. Take a province or three a turn, but pay attention to geography. Fortify chokepoints. That's just general strategy, though.


Perhaps worthy of note: At the highest levels of province defense Jaguar warriors are added to the garrison, along with a priest commander(he comes fairly early). If you can afford the cost of getting it that high this makes up for your otherwise under whelming province defense and can certainly break enemy armies for you.
Perhaps worthy of note: At the highest levels of province defence Jaguar warriors are added to the garrison, along with a priest commander(he comes fairly early). If you can afford the cost of getting it that high this makes up for your otherwise underwhelming province defence and can certainly break enemy armies for you.
====Research Order====
====Research Order====
I've yet to refine this. Nothing is vital for your expansion that you don't have from the start. The Mictlan are a lean running machine and too much reliance on magic would probably bog them down. Feel free to edit in suggestions, though. Handling gems is probably my weakest part of the game and so I tend to avoid it. This strategy is built to not need battlefield buffs, but I'm sure they would aid you further.
I've yet to refine this. Nothing is vital for your expansion that you don't have from the start. The Mictlan are a lean running machine and too much reliance on magic would probably bog them down. Feel free to edit in suggestions, though. Handling gems is probably my weakest part of the game and so I tend to avoid it. This strategy is built to not need battelfield buffs, but I'm sure they would aid you further.


It is worth researching Conjuration until you get the Summon Jaguars ritual. They're effective holy troops. More cogs in the wheel, if you will. Use the ritual liberally once you get it to supplement your armies.
It is worth researching Conjuration until you get the Summon Jaguars ritual. They're effective holy troops. More cogs in the wheel, if you will. Use the ritual liberally once you get it to suplement your armies.


- Un Oso, Apr. 30 2008 11:00P.M.
- Un Oso, Apr. 30 2008 11:00P.M.
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