Micky Onimusha
Prince
- Joined
- Apr 26, 2004
- Messages
- 344
I've found myself quite drawn to the civ lately, particularly by the Firebows. I've played one game with Vallendia mid-way-ish - I got to the Firebow stage and was loving them. Fireball-down cities and then take them on with Firebows like they were city raiders, knowing they get a comfortable bonus at City Defending as well after they've gone conquering. Bit like Siege Equipment and City takers all rolled into one, and not too shabby at moving with Mob I and Haste. I'm sure I never got far enough into the game to truly get a hold of their potential, but they are a major selling point to me. Anyway, I ultimately got frustrated with my map and quit the game to start over, but now I have my sights quite set on magical masters.
First off... the leader choice? Vallendia's big bonus is the Command Posts obviously. To be honest, I never quite clicked with Organised as a trait, since Command Posts show up a bit late and I rarely see much out of the -50% civic cost or double production of Courthouses and Lighthouses. Dain on the other hand gets an 100% GPP bonus, and I'm quite the fan of bulbing RoK early for a steady Gold income; and great people in general are neat. Double production on Elder Councils and Libraries isn't half bad either, certainly better than Courthouses and Lighthouses in my eyes. I'm leaning towards Dain but was seeking other people's input (obviously) on this too; pros & cons, etc...
Tech pathing? One thing that seems clear to me is despite them being a magical civ, they don't really need to beeline down the magical path early. Cave of the Ancestors + Arcane Potency means fresh Adepts should be rather well off for XP, no need to loiter waiting for it to build up. Obviously, getting a hold of Govannon makes Arcane Lore something to strive for, but it doesn't seem to me that I should be in a super-rush to get there.
The problem I noticed in my last game as them was I simply hadn't taken enough territory early on. With that in mind, do I go warlike as them, or peaceful but rapid expansive? This is the area I'm particularly keen on getting tips for, since getting a good early foothold is vital. What's people's early game strategies with them? They don't seem ideal as early Warmongers but a rush down to Bronze Working with Copper and Swordsmen could be viable. On the other hand, Archery is easily in reach now so a Settler spam + RoK (to help offset costs) + Archers could allow for a wide early empire... or could it?
See, all these little questions and coulds and ifs and maybes, I don't actually know the answers, that's why I make a topic and hope someone does have them.
Also, final little tidbit about Govannon - IYO, what are the priority spells to be get for Gov? Looking at the Tier I spell-set, Body for Haste and Death for the infamous Skeleton horde seem to be the first priorities. Mind seems nice for a passive science bonus, just having City Archers idly casting Inspiration. Chaos, Shadow and Spirit also seem nice to have a unit to cast DoB, Blur and Courage out on the field, DoB and Blur in particular since they need to be refreshed.
But yeah... enough of me rambling... Amurites, how do you guys go about with them?
First off... the leader choice? Vallendia's big bonus is the Command Posts obviously. To be honest, I never quite clicked with Organised as a trait, since Command Posts show up a bit late and I rarely see much out of the -50% civic cost or double production of Courthouses and Lighthouses. Dain on the other hand gets an 100% GPP bonus, and I'm quite the fan of bulbing RoK early for a steady Gold income; and great people in general are neat. Double production on Elder Councils and Libraries isn't half bad either, certainly better than Courthouses and Lighthouses in my eyes. I'm leaning towards Dain but was seeking other people's input (obviously) on this too; pros & cons, etc...
Tech pathing? One thing that seems clear to me is despite them being a magical civ, they don't really need to beeline down the magical path early. Cave of the Ancestors + Arcane Potency means fresh Adepts should be rather well off for XP, no need to loiter waiting for it to build up. Obviously, getting a hold of Govannon makes Arcane Lore something to strive for, but it doesn't seem to me that I should be in a super-rush to get there.
The problem I noticed in my last game as them was I simply hadn't taken enough territory early on. With that in mind, do I go warlike as them, or peaceful but rapid expansive? This is the area I'm particularly keen on getting tips for, since getting a good early foothold is vital. What's people's early game strategies with them? They don't seem ideal as early Warmongers but a rush down to Bronze Working with Copper and Swordsmen could be viable. On the other hand, Archery is easily in reach now so a Settler spam + RoK (to help offset costs) + Archers could allow for a wide early empire... or could it?
See, all these little questions and coulds and ifs and maybes, I don't actually know the answers, that's why I make a topic and hope someone does have them.
Also, final little tidbit about Govannon - IYO, what are the priority spells to be get for Gov? Looking at the Tier I spell-set, Body for Haste and Death for the infamous Skeleton horde seem to be the first priorities. Mind seems nice for a passive science bonus, just having City Archers idly casting Inspiration. Chaos, Shadow and Spirit also seem nice to have a unit to cast DoB, Blur and Courage out on the field, DoB and Blur in particular since they need to be refreshed.
But yeah... enough of me rambling... Amurites, how do you guys go about with them?