Tsathoggua
Warlord
- Joined
- Sep 28, 2009
- Messages
- 127
1. Build fort next to Wild Mana node.
2. Park Archer in fort.
3. ???
4. Profit.
Turns out that ??? is "bombard every turn as long as you can stand it for." Since the Wild Mana guardians are Held, they just sit there and take it. Worse, if Barbarian units get within bombard range of a Fort, you can just keep them there while the AI tries to heal them every turn. So parking near Wild Mana nodes isn't even entirely necessary, and a few lucky forts could turn into veritable Archer training halls.
This is especially brutal if you get a Great Commander from ruins early in the game, and is one of at least two ways that I'm exploiting that reward in my current game with the Mechanos (the other is a no-brainer: surround all other Civ territories with forts -- once you have many of them, the Civs act as though you have a massive standing army and won't make a peep at you for it).
I won't be sad if this is slated for change in an upcoming patch... and if not, it probably should be. I don't think it would hurt the game overall to make Wild Mana guardians worth 0 xp.
2. Park Archer in fort.
3. ???
4. Profit.
Turns out that ??? is "bombard every turn as long as you can stand it for." Since the Wild Mana guardians are Held, they just sit there and take it. Worse, if Barbarian units get within bombard range of a Fort, you can just keep them there while the AI tries to heal them every turn. So parking near Wild Mana nodes isn't even entirely necessary, and a few lucky forts could turn into veritable Archer training halls.
This is especially brutal if you get a Great Commander from ruins early in the game, and is one of at least two ways that I'm exploiting that reward in my current game with the Mechanos (the other is a no-brainer: surround all other Civ territories with forts -- once you have many of them, the Civs act as though you have a massive standing army and won't make a peep at you for it).
I won't be sad if this is slated for change in an upcoming patch... and if not, it probably should be. I don't think it would hurt the game overall to make Wild Mana guardians worth 0 xp.