It's Greeaaaaat!

Zechnophobe

Strategy Lich
Joined
Sep 1, 2006
Messages
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Location
Goleta, California
So, I've been thinking bunches about the new Summon Tiger spell for the FoL. I've posted in some random places that I think it's a pretty solid spell, but let me note here the advantages I think it has:

1) Tiger's are decently strong (4 :strength:, 2 :move:) by themselves. Compared to the 5 :strength: 1 :move: unit that creates them, they do pretty well.

2) Unlike other permanent summons, Tigers can gain experience. They are *also* empowered by the combat value of the Priest that summons them. This means that you can get +150% strength tigers.

3) Utility wise, you can settle them in carnivals, helpful for just normal happiness, and makes you much more likely to build the grand menagerie (Tigers are the hardest to get).

4) Nature's Revolt gives them +2 :strength:. This means if you've amassed a decently strong group of them, you can power them up to 6's with this ritual. Note this will only work on ones currently built, ones summoned afterwards won't be effected.

All things considered, Priest of Leaves catch up a good deal with other religious priests due to tigers (though they still can't touch AV priests). I'm starting to think a spiritual leader could make a combat plan out of the little buggers. You'll also be able to upgrade them to high priests pretty easily when the time comes, because those priests will have been in combat for so long.
 
well, this spell has been there for ages but it was removed because the tigers were HN and the AI was using swarms of them to harrass other civs. I think it was reintroduced because now that the AI has improved much, plus they aren't HN anymore. Indeed, they've always been a handy tool under many aspects, all of which you have listed.
 
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