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  #1  
Old December 11th, 2003, 01:13 AM

Sammual Sammual is offline
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Default Re: Turmoil Race(s) and Playing Them

Thanks Zen, I can't wait to try the S&A guide.

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Old December 11th, 2003, 02:52 AM

Jasper Jasper is offline
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Default Re: Turmoil Race(s) and Playing Them

Quote:
Originally posted by Zen:
Same as Spring & Autumn, you are going to run into alot of bad events if you don't have a strong dominion; so keep an eye on it; and remember Pangaea temples are only 100 Gold a pop.
I don't quite follow how a strong dominion stops bad events here?

My experiences overall match yours with Pangaea, although I don't find Panii so great in combat relative to their cost. What spells are you casting with them?
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Old December 11th, 2003, 03:21 AM

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Default Re: Turmoil Race(s) and Playing Them

When you don't have a strong Dominion any new provinces you fight into are in the enemies domain. And there is some sort of weird conflict that you have alot of events because it's your province (Even if it's under Order3) but your luck 3 isn't in effect (Most of the time misfortune) so you will get hit by torrents of Floods, brigands, and uprisings on new territories until your Domain takes control.

Domain isn't a primary concern for Pangaea, just in your territories to keep your luck up for events.

Pan's are usually equipped with Earth Boots so most have at least 3 if not 4 Earth.

Offensive:

One spell I always have scripted is; Iron Bane, which should be self-explanitory.

With Eagle Eye, Blade Wind can be very useful; and since Pans can cast Ironskin and Personal Regeneration I usually put them semi-near the frontline and the Blade Wind can cut through archer brigades. Against heavy armors I use Destruction. Earthquake if they can cast it. Sleep Cloud, Stream of Life, and Poison Cloud for Nature Users and then whatever your random pick is. Fire is a Favorite for; Magma Eruption.

Area spells are useful since most of the time your troops are extremely expendable (Since they are free).

Buffs:

Mass Protection (Let the Dryads cast Protection), Iron Warriors (After the Iron Bane , Regeneration (Mass Regeneration if you can), Haste, Relief, Weapons of Sharpness.

For an Air Random pick I like to use Healing Mists.

For Pandimoniacs you don't have alot of options except the Nature spells and Harm. 2 or 3 Harms can really mess up heavy attacking forces.
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Old December 11th, 2003, 11:45 PM

Jasper Jasper is offline
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Default Re: Turmoil Race(s) and Playing Them

I see what you mean now. This will be compounded in multiplayer too, as you're extremely likely to face opponents with Misfortune.

As you say though, you don't really need a strong dominion -- just enough to keep opponents dominion at bay. Cheap Temples helps a bunch here.

The spells you mention are pretty much what I do, although I concentrate less on Earth Magic (however you're forgetting Charm!). My problem is that while Panii can cast some nice spells, they're also very expensive.

Perhaps I should check out Iron Bane and Earthquake more... I'm still used to Panii only having 1 Earth in Dom1.
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Old December 12th, 2003, 12:06 AM

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Default Re: Turmoil Race(s) and Playing Them

Quote:
The spells you mention are pretty much what I do, although I concentrate less on Earth Magic (however you're forgetting Charm!). My problem is that while Panii can cast some nice spells, they're also very expensive.
I didn't forget Charm; but I rarely script it because I usually don't use alot of Panii for fighting (usually 2 or 3) and I don't script in Charm the computer just casts it most of the time

I know it's hard to cough up 350 for a Pan when you are used to fielding massive armies with Order 3/Misfortune 3. It took me a while to get past it; and it was easier when I was playtesting S&A but as long as you can get away from that feeling they more than pay for themselves.
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