stormyorky
Chieftain
- Joined
- Nov 15, 2007
- Messages
- 97
I got this idea from playing balseraph a while ago. It fits my playstyle; trying to make an army of very strong units, focusing on quality of these units and nurturing them. If i can, I try make every tier4 national the strongest i can.
There is an theoretical upper limit to how strong a unit can be with mere prmotions. After combat V and Drill V, and all the anti-combatunit type, march, commando etc, a unit can not get much stronger from experience. There are, however some unique promotions only available from mutations.
Mutations is avalable, to my knowledge (fill me in if there are more ways please) from balseraph freaks and from chaos2 spell mutate. There is also the event where a unit enters a flare but that can hardly be used for mass-mutations.
Mutating an allready powerful tier4 unit that is highly promoted could result in bad result and thus wasting the unit. The idea is instead to mutate fresh units and then start build up the units with good mutations.
Discuss what civilizations that fits best for this playstyle? A few attributes comes to my mind as beeing benificial:
*Economy to upgrade low-level units to tier4 units, or...
*Production capacity to churn out tier4 units in a high pace (mutate, get rid of if not good enough mutation)
*some civ-specific mechanic that otherwise leverages mutations or this playstyle.
*chaos palace mana helps but is in no way neccesary
*a mechanic like balseraph arena helps to refine average mutations. Not neccesary but increases synergy. Any other civ has a similar mechanic?
Let me make an example:
Im currently playing Archos. They spawn spiders at a rate depending on the current number of spiders you control. While I havent reached the sufficient techs yet, Im thinking of mutating all spiders, keeping the ones with good mutations and deleting/suiciding the rest, making sure to keep a high spawn rate. While they cant upgrade to tier4 units, its an example of how certain civs has synergy with this spell. They also start with chaos mana which is a bonus.
There is an theoretical upper limit to how strong a unit can be with mere prmotions. After combat V and Drill V, and all the anti-combatunit type, march, commando etc, a unit can not get much stronger from experience. There are, however some unique promotions only available from mutations.
Mutations is avalable, to my knowledge (fill me in if there are more ways please) from balseraph freaks and from chaos2 spell mutate. There is also the event where a unit enters a flare but that can hardly be used for mass-mutations.
Mutating an allready powerful tier4 unit that is highly promoted could result in bad result and thus wasting the unit. The idea is instead to mutate fresh units and then start build up the units with good mutations.
Discuss what civilizations that fits best for this playstyle? A few attributes comes to my mind as beeing benificial:
*Economy to upgrade low-level units to tier4 units, or...
*Production capacity to churn out tier4 units in a high pace (mutate, get rid of if not good enough mutation)
*some civ-specific mechanic that otherwise leverages mutations or this playstyle.
*chaos palace mana helps but is in no way neccesary
*a mechanic like balseraph arena helps to refine average mutations. Not neccesary but increases synergy. Any other civ has a similar mechanic?
Let me make an example:
Im currently playing Archos. They spawn spiders at a rate depending on the current number of spiders you control. While I havent reached the sufficient techs yet, Im thinking of mutating all spiders, keeping the ones with good mutations and deleting/suiciding the rest, making sure to keep a high spawn rate. While they cant upgrade to tier4 units, its an example of how certain civs has synergy with this spell. They also start with chaos mana which is a bonus.