What mana nodes to build?

Part 2, Specific Civs

Specific Civ’s

Bannor

With the Bannor, the idea of conquest is to have a humongous stack of demagogues when ‘the push’ comes. The Bannor also have one other critical element, that all of their regular units have guardsman! Therefore, your mages will stay alive. They are the ultimate ‘go wide’ civilization. You don’t need to have multiple of types. Therefore, we get demagogues, with morale, iron weapons, and the stack enhancers listed above. Since your adepts won’t be killed by assassins, get one of each for each major stack and two for maelstorm.

The Breunor Bannor strategy is brutally simple – 50 demagogues with a few other guys, with iron weapons, morale from the Flagbearers, dance of blades, blur, enchanted blade, blade, blur, maybe rust, and your priest of order casts bless. If you can hit the enemy with a few maelstorms you will roll over anything.

Amurites

It is likely that you can and will use magic as your weapon of choice to take down the stack, as you won’t have 200 demagogues like the Bannor.

The Amurites will get XP’s fast for their mages with the Arcane characteristic, the cave of ancestors, and a supporting world spell so you start by looking at second level spells. Indeed, with the Amurites try to get Strength of Will fast for archmages.

Here, death mana is a must since you will want liches; even more important, since Govannon can teach first level spells, you can train an army of skeletons even from workers.

With their spellstaffs, they can be very powerful in a fight also. Since Govannon can teach first level spells to everyone, going wide makes sense – but with spellstaffs and a lot of magic, going deep also can make sense.

But we have to protect the mages, so get earth for stoneskin as a high priority. I tend to get a few death nodes, but also try to get an area attack spell. I like fire since the fireballs can take down city defenses and fire elementals can cause collateral damage. Enchantment is good as usual, since you want to build firebows and have enchanted arrows. If you like chanters, and they can be used cleverly, then poisoned blade should be sought.

Note that mind mana works well for the Amurites. Why? That one guy in every city there to defend it can be taught inspiration by Govannon so it is then easy to cast it in every city. So I tend to go earth, death, enchantment, maybe a situational mana (like life), and then a few more deaths.

Ljosalfar

I find the Ljosalfar as possibly the strongest builder, and with terrific defense – a killer world spell, strong archers, special strength in forests. With no catapults, though, and few real tough offensive troops, you have to decide how to use magic.

With Thessa, I use magic as my primary offensive weapon; with Arendal, I use summoned tigers as the source of offense. Amelenchier can probably go either way, probably closer to Thessa.

Fire is especially useful since without catapults, fireballs can take down the defense. I often give them spell extension to use large stacks (the Ljosalfar production is very high) from a distance.

Water is very important – you need to make sure that your forests don’t burn down (especially if you play a human!) Be ready to put out those fires. Since you will likely build a lot of longbowmen, enchantment 2 is very good. Finally, make sure body is a priority, with no catapults to slow you down; it makes your army very fast.

So, with Thessa, it is the usual summoners and stack killers, with Arendal I get support. Amelenchior is in the middle.

Sheaim

I’m horrified to think of what improved AI will do to an AI Sheaim. That is, at high level, the player will build Pyre Zombies, but an AI knowing it is outbuilding you by 50% can pile on the PZ’s and just take anything out.

Anyway, we know the Sheaim are killers with magic. Both leaders are summoners, so death magic presents itself, both to get liches and for its power. Tebryn of course is arcane also so will get its power up and fast. With he PZ’s having the usual are effects spells like Maelstorm isn’t as important as it is for others, but Maelstornm is so good I may want air anyway. As usual, get stone skin to protect the investment, and then get the summons out.

Grigori

I suspect that the Grigori are hard for the AI because their characteristics and strategy are tied. The ‘ideal’ scenario for magic is to take arcane, get everyone up to a high level, and then take summoner once at a high level.

If they want to be, the Grigori can be the best summoners in the game; if they make their adventurers into archmages, they can double summon. I always want to do this; unfortunately, in practice, I find that I need my adventurers in ‘the line’ and other characteristics to pull it off.

So, basically, the Grigori have to decide what they will be when they grow up. If they are using adventurers for melee, using their characteristics for financial or philosophical, then mana should be used for support; if they use their adventurers to get archmages and liches they play the summoner game. If you can get the summoner trait and build 8 guys dual casting over 2 turns, the enemy SoD won’t look too tough!

Malakim

Since the Malakim start with sun mana, and if they play thematically and get Empyrean, they will get another sun, so building your game around sun mana makes sense. After all, sun is the only sphere which gets a double affinity unit for level 3.

However, I’m not sure I really would recommend this. With Varn, as spiritual, you will likely be doing a priest game and the other characteristic likely won’t be arcane or summoner – great if you can pull it off, but it is hard. With a few Luridus’ on the board and Chalid, you have plenty of offensive magic.

But I think the strategy is better for the scorch-sand lion trick, which can be awesome. Sand lions as 5 +1 fire are tough second level units with a 3 movement. But at the end of the day, it is hard to support a priest and mage strategy and with Varn you should probably choose.

Indeed with Decius, as organized/raiders, a more traditional conquest with command posts and fast troops like the camel archers can make sense. Therefore, the sand lions are nice but you get sun from your palace, so traditional support can make sense. Indeed, with Decius you should consider the builder type mana carefully.

Khazad

The Khazad can be outrageously powerful and have some special needs. Enchantment is a must . Since they can heal ships and catapults with it, it gives them tremendous advantages. Because they have such high production, I think of them as similar to the Bannor, but they are limited to first level spells and they are not immune to assassins. They should build a lot of adepts, especially to repair artillery and ships quickly. Since getting gold up is so important here, the economic support mana shoud be considered, alogn side with the ‘large stack’ support spells. I would not go for death mana – they are so strong they hardly need the skeletons.

I’m hoping this gets the main ideas out!


General Comments

Like most people, I’ve given guidelines, not instructions. It is a tribute to Kael and team that the game is well balanced, making these decisions hard. But in wirtiing this large piece, I do think I should give the ‘Breunor’ method.

In general, my approach is for magic to support, so my ‘default’ is to get maelstrom and the support troops mana. I tend to go wide and then use genies for my third level summons on large maps or when ‘Blessing’ is in play. I’ll get mana for economic development, or go deep, in special situations like having summoner or when I’ve had early expansion and need to prop the economy as a first priority.


Best wishes,

Breunor
 
Another thing to remember. The Ashen Veil teir 1 unit can upgrade to a mage. This means that if you are spiritual, but not arcane, you can upgrade the unit to a mage and get the potency promotion on your mage. The only downside is that your first few levels you won't be able to spend on spells, and you still have to get the unit to level 4 before you can upgrade him. Another thing to note (and the only time i've managed this is with varn gosam) is that you cannot get potency from both arcane and spiritual... :(

In regular FFH, getting a unit to start off with 10 xp isn't too hard, especially a disciple unit. Deus Dei (empyrian holy city) grants +2 xp to disciple units, and each level of the altar does as well. Plus you have command post from organized, more from the form of the titan, and then the 3 civic based ones. As your first few levels are going to be spent getting other promotions though, you can end up with a mage who has medic 1, mobility 1, potency (starts out with medic 1, gets mobility 1 and potency from being a spiritual leader), and then you can spend your points in combat or march (this may only be in orbis/ff that you can get march that early) or whatever else you want. Also, because its only the teir 1 unit, you don't need to be following ashen veil, only have the tech researched and in one of your cities.

-Colin
 
Part 2, Specific Civs

Ljosalfar

I find the Ljosalfar as possibly the strongest builder, and with terrific defense – a killer world spell, strong archers, special strength in forests. With no catapults, though, and few real tough offensive troops, you have to decide how to use magic.

With Thessa, I use magic as my primary offensive weapon; with Arendal, I use summoned tigers as the source of offense. Amelenchier can probably go either way, probably closer to Thessa.

Fire is especially useful since without catapults, fireballs can take down the defense. I often give them spell extension to use large stacks (the Ljosalfar production is very high) from a distance.

Water is very important – you need to make sure that your forests don’t burn down (especially if you play a human!) Be ready to put out those fires. Since you will likely build a lot of longbowmen, enchantment 2 is very good. Finally, make sure body is a priority, with no catapults to slow you down; it makes your army very fast.

So, with Thessa, it is the usual summoners and stack killers, with Arendal I get support. Amelenchior is in the middle.

Excellent posts! I love reading about all the civs - even though I only know something about the Ljosalfars and Elohim.

This is a great resource, Breunor.

The Ljosalfar section is interesting esp. to me. Against the A.I., I don't often use Water mana anymore 'cause the AI civs don't concentrate on setting my forests aflame, but if I were in an MP match, I'd have buckets of water mana ready. Humans love to play with matches.

Ironically, Elves do well with Fire mana but I've been leaning towards building an Air node (combined with the free Air mana from the Ljos Palace) to get Maelstrom easier. I like Enchantment as my second-built node because I rely on archers and swordsmen and the forest folk need those buff spells. This would change, according to the Ljosalfar leader though, and the map situation. So I've often played similar to your recommendations when Thessa leads.

Lately, I've been having Amelanchier lead, so I like to use and build mana nodes:

Ljos' Palace mana (Life, Air, Nature) + Air Node + Enchantment Node + Fire Node

Lately, I've been skipping (delaying rather) Fire and building Body Node because it speeds up already fast forest-racing, enemy road using commando Elf stacks (I love reinforcing strengths).

Once we're on a roll though, I end up with all sorts of mana and these considerations become moot.
 
Part 2, Specific Civs

Specific Civ’s

Bannor

With the Bannor, the idea of conquest is to have a humongous stack of demagogues when ‘the push’ comes. The Bannor also have one other critical element, that all of their regular units have guardsman! Therefore, your mages will stay alive. They are the ultimate ‘go wide’ civilization. You don’t need to have multiple of types. Therefore, we get demagogues, with morale, iron weapons, and the stack enhancers listed above. Since your adepts won’t be killed by assassins, get one of each for each major stack and two for maelstorm.

The Breunor Bannor strategy is brutally simple – 50 demagogues with a few other guys, with iron weapons, morale from the Flagbearers, dance of blades, blur, enchanted blade, blade, blur, maybe rust, and your priest of order casts bless. If you can hit the enemy with a few maelstorms you will roll over anything.
One other nice sphere for the 'meat cannon' approach is body - haste and regeneration ensures that your stack of jihadiis is able to keep moving and killing.
Amurites

It is likely that you can and will use magic as your weapon of choice to take down the stack, as you won’t have 200 demagogues like the Bannor.

The Amurites will get XP’s fast for their mages with the Arcane characteristic, the cave of ancestors, and a supporting world spell so you start by looking at second level spells. Indeed, with the Amurites try to get Strength of Will fast for archmages.

Here, death mana is a must since you will want liches; even more important, since Govannon can teach first level spells, you can train an army of skeletons even from workers.

With their spellstaffs, they can be very powerful in a fight also. Since Govannon can teach first level spells to everyone, going wide makes sense – but with spellstaffs and a lot of magic, going deep also can make sense.

But we have to protect the mages, so get earth for stoneskin as a high priority. I tend to get a few death nodes, but also try to get an area attack spell. I like fire since the fireballs can take down city defenses and fire elementals can cause collateral damage. Enchantment is good as usual, since you want to build firebows and have enchanted arrows. If you like chanters, and they can be used cleverly, then poisoned blade should be sought.

Note that mind mana works well for the Amurites. Why? That one guy in every city there to defend it can be taught inspiration by Govannon so it is then easy to cast it in every city. So I tend to go earth, death, enchantment, maybe a situational mana (like life), and then a few more deaths.
One thing often overlooked is that the cave of the ancestors gives +1XP per unique mana, so to maximize this advantage you should never double up on a mana type. This also coincides well with the metamagic III summon (Djinn) which gets +1 affinity for each mana type
 
Hbar,

OMG, I forgot the HASTE for the Bannor - it is probably my first choice, absolutely! The only thing better than 50 demagogues and supproting troops with spells up the wazoo is 50 demagogues with spells up the wazoo moving 2!! AND regeneratiion, body mana is just plain great. Also, thanks for the correction on the Amurites, you are right.

JonathanStrange, thanks! I'm glad someone liked it, it took me a while to write! :-)

Anyway you are a diety player and I'm only an emperor player (but I won 5 of my last 6, so I'm going to try immortal..) so I am deeply honored you found my post useful!

For anyone else out there, JonathanStrange is THE Ljosalfar expert so LISTEN TO HIM!!


I agree about the water magic for the Ljosalfar, you may not need it if you are playing against the computer. Since Sephi was looking for practices to be used by the computer, I think to be playing against a human so I thought I would add the water as a high priority.


Best wishes,

Breunor
 
And then you put one adept in each city with one FPP and two research, it REALLY ADDS UP!

Could you clarify what this sentence means? Does it have something to do with inspiration? I honestly dont get the "one FPP and two research" part. :blush:
 
I think he means GPP. As you correctly surmised, it's Inspiration. Casting Inspiration in a city gives that city +2 research and +1 great sage point. Doing that in every city adds up to quite a bonus.
 
Unless I'm playing Clan/Amurites, I'm a fan of using Malstrom + Shadowwalk as opposed to Fireball. It's faster and works better against large stacks, though sadly Shadowwalk only removed wall-based defense, not cultural. After Air and Shadow, I generally go for Body then. Entropy works great against most units, though noticeably does nothing against archers.
 
Unless I'm playing Clan/Amurites, I'm a fan of using Malstrom + Shadowwalk as opposed to Fireball. It's faster and works better against large stacks, though sadly Shadowwalk only removed wall-based defense, not cultural. After Air and Shadow, I generally go for Body then. Entropy works great against most units, though noticeably does nothing against archers.

Is this still true? In practice, it seems to lower the defense value (what you seen right next to the city name) by exactly half.
 
I often go for Fire and Death in the first place. If I go for a Tower of Mastery victory, I generally get 3 mana nodes quickly, make one of them Metamagic and promote 1 or 2 mages to Metamagic 2 (For dispel Magic), and then use them to make the mananodes 3 of the 4 mana types for each tower, one by one. For the fourth mana type of each tower I always found one or two religions, as each of the holy shrines gives a type of mana. The 4th mana for the other towers I get from my palace.
 
Is this still true? In practice, it seems to lower the defense value (what you seen right next to the city name) by exactly half.
well.. it is mostly that for low culture cities, wall + archery range + palissade goes up to around the half of the defense.
for high culture cities (kuriotate with 120%def), shadowwalk gets you to 90%... I'd rather have 3 fireballs that can be launched two times and can eventually be used to softened/kill those privateer pillaging your coast when you focused on the melee /archery line

I always keep a node for metamagic. (eventually it is not yet on my territory be I have to keep one) dispel is wonderful to change you mana focus : attack / buff /economic and to help your upgrade of arcane units .

I when I focus on FOL or elemental action, I like to have to tower of elements. strong promo for druid-invoked treant and for Yvain is über !! (but I only do that when I have dispel somewhere to get back to useful spells after that).

after that : 2-3 maelstrom then rust ! + dance of blade + buffs + bless + divine shield + regeneration + hast makes for perfect SoD killer,or even city killers if you add the fireballs !!
 
I always keep a node for metamagic. (eventually it is not yet on my territory be I have to keep one) dispel is wonderful to change you mana focus : attack / buff /economic and to help your upgrade of arcane units .

...and you can always dispel it after a couple of Mages have Dispel and a backup adept or two have Metamagic I.

I when I focus on FOL or elemental action, I like to have to tower of elements. strong promo for druid-invoked treant and for Yvain is über !! (but I only do that when I have dispel somewhere to get back to useful spells after that).

Also, when Water Elementals die, they split into two weak Water Elementals. Unless they somehow had the Strong promotion to start, in which case they split into two regular Water Elementals which can then split into two more Weak Water Elementals.

Now you have as many as 7 Water Elementals per summon (14 with Twincast) instead of just 1 Earth Wind and Fire Elemental. Can anyone guess which summon I head toward when I get an early-ish Hemah?
 
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