Mage's and Archmages?

CivFan3991

Chieftain
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maybe it's just me, but it takes forever for a mage (or archmage) to get promotions! than i look over at a AI mage, and he has a TON of promotions! am i doing something wrong?:confused:
 
Needs more information. The arcane trait leads to quicker mage promotions. Charismatic has lower xp requirements. The Amurites get a building that gives bonus mage xps.
 
You can greatly increase the experience of your adepts and mages by winning battles with them. I try to add an adept or two to my attacking stacks. When the real warriors have eliminated most of the enemy units, I use the adapts to mop up. Always wait and attack with at least 90 percent odds, and those adepts will win and quickly gain experience.
 
Pretty simple: education + conquest + form of the titan + commander post + charismatic trait = Win

Sabathiel, that is in heaven, laughs his ass off.


(P.S.: same thing for Satyrs, btw)
 
Another thing to keep in mind is the number of extra mana resources available. You need one fire mana to be able to give the level one fire spell (Blaze) to an adept, but if you have access to two fire mana any adept you build will get the level one fire spell for free, and can spend the promotion on opening up another spell. Also if you have access THREE fire mana, any adept that already has Blaze will get the level two fire spell (Fireball!) for free as well! If you are lucky with gaining access to a few extra raw mana nodes, it can add up to a lot of free spells.

Also, once you have access to Dispel Magic (Meta magic level 2), you can erase old nodes and replace them all with fire and death mana, then go on a building spree to get as many adapts built while you get both blaze and raise skeleton for free. Then, before they are ready to upgrade to mages, you can dispel the extra death mana and replace it with a third fire mana: it will give you a bunch of mages with raise skeleton, blaze and fireball without spending a single promotion! That way you can use the promotions to either get other spells, or just give extension I and extension II to increase the range of the fireballs and skeletons, or give the mages combat promos to increase the damage of the fireballs and skeletons as each combat promo gives an empower promo to the skeletons, and an extra 5% damage to the fireballs. Mages promoted this way are super effective in battle, especially if you make large numbers of them...
 
Hmm, never thought of FoL with Sabathiel. Can you set up all those techs early enough for the Satyrs to be a major factor?
 
My next game is going to be Sabathiel of the Svartalfar. I'll let you know how it goes.
 
My next game is going to be Sabathiel of the Svartalfar. I'll let you know how it goes.
While the game (Huge Map, snaky continents, Monarch/Increasing) is going well, this is mainly due to a very good starting position (on an isolated edge of the main continent with wine and Ydgrassil in my starting spot) and the fact that I lucked into the Grand Menagerie (doubly awesome when you can summon tigers for an instant Tiger Cage in every city), and not really due to Satyrs.

First, snagging all the techs necessary to make this work was a scramble. You need to get to the Form of the Titan fairly early, but that meant I lost out on founding the religion. More generally I was just spreading myself kind of thin. And given that I was running Guardian of Nature (a must if you are playing FoL IMO), I needed to get Theocracy before I had instant Satyrs, even with Charismatic and Command Posts. That's a pretty long tech path.

Secondly, Satyrs, while being very good, hardly feel like a bargain. They are 150 hammers, after all, so the gold cost to promote from Fawns is a hefty 125. Their high attack (made higher by Sinister) is great, but if you come up against an opposing stack of doom you better make sure they don't attack you first, and/or play hit-and-run and allow them to take some of your border cities. It feels a bit like you are paying for the mezmerize ability (which is nice but not that great when you generally have a highly-promoted ranger at this point).

Honestly, once I finally flipped over from City States to Theocracy and was able to build insta-Satyrs in Command Post cities, I felt like the insta-Mages I was now able to build were at least as broken. This was nowhere near the "now begins my power phase" feeling I got when mass-promoting Lunatics with Basium.
 
Another thing to keep in mind is the number of extra mana resources available. You need one fire mana to be able to give the level one fire spell (Blaze) to an adept, but if you have access to two fire mana any adept you build will get the level one fire spell for free, and can spend the promotion on opening up another spell. Also if you have access THREE fire mana, any adept that already has Blaze will get the level two fire spell (Fireball!) for free as well! If you are lucky with gaining access to a few extra raw mana nodes, it can add up to a lot of free spells.

Also, once you have access to Dispel Magic (Meta magic level 2), you can erase old nodes and replace them all with fire and death mana, then go on a building spree to get as many adapts built while you get both blaze and raise skeleton for free. Then, before they are ready to upgrade to mages, you can dispel the extra death mana and replace it with a third fire mana: it will give you a bunch of mages with raise skeleton, blaze and fireball without spending a single promotion! That way you can use the promotions to either get other spells, or just give extension I and extension II to increase the range of the fireballs and skeletons, or give the mages combat promos to increase the damage of the fireballs and skeletons as each combat promo gives an empower promo to the skeletons, and an extra 5% damage to the fireballs. Mages promoted this way are super effective in battle, especially if you make large numbers of them...

So if I want to replace a mana node I need to dispel it?
 
Yes.
5car
 
another way i found out, is building mama nodes! you can pillage one, and rebuild it! on average, you can gain 1 XP every 4 turns! i know it's kinds slow, but it works!

Wait, how does this work if you have multiple mages building the node? Does each adept get 1 xp on completion of the node?
 
Grigori Adventurers are Heros that gain 1 xp per turn.
Convert them to Adepts, Mages & eventually Archmages.
Getting 3 is easy.
 
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