not enough mana

micmc

Warlord
Joined
Apr 17, 2004
Messages
179
Location
atlanta ga usa
I want to add my praise for this mod. It is so cool it should be on a wheaties box. My question is, is enough mana spawns always such a problem. I'm playing on Fair-Contients (modified) so that might be my problem, but reading the various threads it looks like you need (+/-) more than the six or seven I'm ever able to get
 
Depends on what victory condition you are going for. For a conquest or domination victory, I usually need:

1) mana for mage damage spell (generally air)

Well, that's about it if everything goes well.

I also like to have

2) mind mana (the best mana IMHO)
3) body mana (haste)

Sometimes, depending on circumstance, I need:

4) Life (sanctify if AC gets out of control)
5) Spirit (courage to hit units with fear)
6) Water (to put out fires)

I rarely mess with other manas for a conquest.

Oh yea, Shadow Walking is awesome (shadow II)
 
well metamagic III allows you to dispell your nodes so you can get whatever you need at any time and all the metamagics increase spell damage so when i play a heavy mage game its a must for me
 
Metamagic 3 is Summon Djinn.

If you want to get more resources in general, try out Mailbox's Improvements Module. Then you can build Improvements with a chance to discover resources. Of course, the ones which can discover Mana have a bit of a penalty to them while you wait, so there is some risk involved :)
 
Or you can use one of Sto's "Full of Resources" map scripts, which enable you to have the mapgen provide additional mana nodes.
 
Don't forget that you can build the Rites of Oghma if you want more mana.

The large map that I am playing on has two continents, I occupy half of one. I was looking forward to more mana as Rites of Oghama neared completion. After all that waiting, I ended up with one new node. Looked like some of the other civs got several nodes. Luck of the draw I guess.
 
The large map that I am playing on has two continents, I occupy half of one. I was looking forward to more mana as Rites of Oghama neared completion. After all that waiting, I ended up with one new node. Looked like some of the other civs got several nodes. Luck of the draw I guess.

Remember that nodes won't appear on improved or forested tiles. Or probably hills either, though I'm not sure about that one.
 
Remember that nodes won't appear on improved or forested tiles. Or probably hills either, though I'm not sure about that one.

Playing a new game and occupying 20-25% of the land. Got three new nodes. One was on a farm and the other two on hills.
 
If you've got a lot of desert, Water is huge in the early game. Air is great for offensive arcanists (Maelstrom = the hotness, Air Elemental is very nice for taking out pesky ships without even needing a navy). Body, Mind, Spirit and Enchantment are all great perks, but not at all essential. If there's a lot of mana on the map, Metamagic is freaking awesome... but a waste if there's not much.

That about covers it. Obviously if you want a Tower of Mastery victory you're going to need one of every mana.

So... for most civs... ~three raw nodes is plenty, unless you want a magic focused game.

Oh yeah! Keep in mind that if you vassalize your rivals, you can force them to hand over all their mana for free. So, it's usually not actually beneficial to go for the complete kill when you can make them capitulate (although if you're already winning/have enough mana/whatever, you may want to kill them anyway, technically beneficial or not).
 
WCH said:
Obviously if you want a Tower of Mastery victory you're going to need one of every mana.
It's easier that way, but as long as you have one mage with Dispel Magic (MetaMagic II) and four non-palace/shrine nodes to cast it on, you're good.

WCH said:
Keep in mind that if you vassalize your rivals, you can force them to hand over all their mana for free.
*Nod* I may start turning the "No Vassals" option on: it is making the Tower of Mastery victory too easy for me.
 
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