Jump to navigation
Jump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 159: | Line 159: | ||
Make ''Claymen'' once you have a strong E income and move onto land using Communions with your N amphibious mages, dominate in tough fights using ''Foul Vapours'' (this tactic doesn't work vs undead nations nor constructs, but against an unprepared opponent it can be quite deadly). | Make ''Claymen'' once you have a strong E income and move onto land using Communions with your N amphibious mages, dominate in tough fights using ''Foul Vapours'' (this tactic doesn't work vs undead nations nor constructs, but against an unprepared opponent it can be quite deadly). | ||
====Scale Design==== | ====Scale Design==== | ||
R'lyeh has many troop types that are expensive but light on production. Hence Order or Growth would be nice, with Sloth to pay for it. It's fairly easy for R'lyeh to turtle-up underwater and stabilize positive dominion in its territory using Polypal Mothers and Mer-Priests, thus Growth can pay off in the long haul | R'lyeh has many troop types that are expensive but light on production. Hence Order or Growth would be nice, with Sloth to pay for it. It's fairly easy for R'lyeh to turtle-up underwater and stabilize positive dominion in its territory using Polypal Mothers and Mer-Priests, thus Growth can pay off in the long haul. Cold 3 doesn't economically affect underwater provinces and our magi all have water magic to protect themselves from it's detrimental effects in battle. Magic 2 bestows both a research boost and -1 MR in battle, making it easier for our ''Mind-Blast/Paralysis'' attacks to succeed. | ||
*'''Cash Scales''' - ''Sloth 3, Cold 3, Growth or Order 3, Magic 1-2.'' These scales look towards a stable gold income, while providing a friendly environment for both research and combat casting. | *'''Cash Scales''' - ''Sloth 3, Cold 3, Growth or Order 3, Magic 1-2.'' These scales look towards a stable gold income, while providing a friendly environment for both research and combat casting. | ||
*'''Luck Scales''' - ''Turmoil 3, Sloth 3, Cold 3, Luck 3, Magic 1-2.'' Bestows extra design points, but still aims to benefit on average from lucky gem and gold events | *'''Luck Scales''' - ''Turmoil 3, Sloth 3, Cold 3, Luck 3, Magic 1-2.'' Bestows extra design points, but still aims to benefit on average from lucky gem and gold events. Take over the seas, then turtle up till research is improved and you have a healthy gem income. We actually like the occasional random Shambler or Sea Troll army invading our provinces, as it gives our Mind Lords a chance to mind-control free tanky units. It also gives us points to take an awake pretender with the high magic picks we need. If you prefer to take the pretender dormant, you can afford some Order/Growth. | ||
====Pretender Designs==== | ====Pretender Designs==== |