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View Full Version : Suggestions for EA Pangaea (without Bless)


coobe
August 27th, 2007, 06:12 AM
Im currently stuck with Pangaea in all eras and really enjoy it.

But early age gives me some headache. Sure you have the Maenads, but no decent blood magic like middle and no carrion woods like late pangaea.

I enjoyed Gandalfs Guide but doesnt seem very viable against impossible AI and in MP
Especially the early game is quite hard without using white centaurs with a strong bless. I rarely use blesses since they are no fun to me.

Currently i try Lord of the Wild, Turmoil3 Sloth3 Luck3 Magic3 , rest points divided into nature/blood magic and dominion

PS: i prefer CB mod1.1

some thoughts would be appreciated

Folket
August 27th, 2007, 09:42 AM
Try a Gorgon dom 10, sloth 3, turmoil 3, magic 1, luck 3,

E4N4

Then just mass revelers.

Given how strong revelers I do not see how it is possible to have a bad early game with Pangaea. You could also try order 3 and misfortune 2.

coobe
August 27th, 2007, 10:59 AM
hm revelers cause unrest right ? wouldnt that be a downside if i use them in masses ?

Folket
August 27th, 2007, 11:01 AM
well, it is not take difficult to pull them out of your capital each turn. Independent commanders can do that, as well as dryads.

If you leave them in your capital for a couple of turn you will have problems.

Foodstamp
August 27th, 2007, 11:39 AM
As far as blood magic goes for EA Pangaea, Crossbreeding and Improved Crossbreeding make great spells that are easily accessible.

thejeff
August 27th, 2007, 11:51 AM
Yeah, but you've got no bloodhunters except for expensive Pans.

Once you've got a way to get slaves, Pans can also do demon Knights easily.

Meglobob
August 27th, 2007, 01:08 PM
Foodstamp said:
As far as blood magic goes for EA Pangaea, Crossbreeding and Improved Crossbreeding make great spells that are easily accessible.



You can gift of reason those specials you get as well, like Chimera etc... so you can equip limited magic items later on.

Also do not forget awaken vines, 12 blood slaves, bargain. With Demon knights as well, you can have some very unusual armies later on.

Also Gift of Health, mainly for the hp gain.

Foodstamp
August 27th, 2007, 09:07 PM
I have GOR a few of them. I would not recommend GOR the one big guy with the tentacle for a foot. His item slots were very limited http://forum.shrapnelgames.com/images/smilies/frown.gif He did make an acceptable thug though.

sum1lost
August 28th, 2007, 12:31 AM
The guys with two heads and three arms are amazing SCs, using the right items.

Cor2
August 28th, 2007, 04:45 AM
I have had luck with order 3 production 3 growth 3 magic 1
high dominion blood fountain. Forget about Maenads, you will never see one. Mass a mix of War Minotaurs regular with longbow centars for support, and rush. Use the growth 3 with the blood guys to offset the cost of blood hunting.

coobe
August 28th, 2007, 05:05 AM
I like maenads a lot, since its the whole theme of pangaea i guess. With turmoil3 you have crazy amounts of maenads pretty early in the game.
I just cant really use them right except sending wave after wave http://forum.shrapnelgames.com/images/smilies/happy.gif

the blood magic is a good idea, but with only blood 1 mages around its kinda hard to get it going. The gorgon folkett suggested seems pretty awesome though http://forum.shrapnelgames.com/images/smilies/happy.gif

Meglobob
August 28th, 2007, 09:50 AM
You can have it all if you want, maenads, gorgon, E9 N6 bless, decent scales, rapid early expansion. Just experiment with pretender design. Obviously you are going with the gorgon... http://forum.shrapnelgames.com/images/smilies/wink.gif

Those revelers that Folket highlighted are indeed excellent for early expansion.

Does having revelers/Pans in the same province increase maenad production? I recruited my 1st Pan and had up to 10 revelers in the same province with turmoil 3, I got over 30 maenads in 1 turn. Or did I just get lucky?

coobe
August 28th, 2007, 09:58 AM
no idea, but if so it would be pretty awesome! you can get some maenad factories going

thejeff
August 28th, 2007, 10:07 AM
Even if you pull revelers out of the capital right after you make them, they do kick out a bit of unrest. Building 10 or so a turn, I was usually around 3-7 unrest. Tax at 90% took car of it, but it did cut into income.

Meglobob
August 28th, 2007, 10:13 AM
I found the same, thejeff, but its worth it for the extra provinces they can conquer early on, which offsets the income loss.

If revelers do increase maenad production with pans then you can use your low income provinces like coobe says as maenad factories.

coobe
August 28th, 2007, 11:03 AM
The unrest problem with the revelers isnt that bad, since i have lots of harpy squads around at some point. They serve well for my blood provinces and are the firefighters against unrest events http://forum.shrapnelgames.com/images/smilies/happy.gif