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January 22nd, 2004, 05:24 PM
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Corporal
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Join Date: Jan 2004
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Re: Caelum Starting Strategy
I had read that thread and found the information valuable, but it did not address many of my more specific questions ie combat pretender vs mage pretender for Caelum, choice of dominions (any threads on different approaches here would be great), fire vs ice (manual and game suggest both have same impact ie lower supplies, etc - what is the advantage of cold 3 for Caelum. Do they not suffer the cold penalties? Until the patch is this true for fire 3 instead or just a typo in the description), all dominion/no magic strategy, and first few turns recommendations (I consider these the most valuable turns in the game).
As far as mind control, I am pretty sure it was a spectre lord independent with an army of longdead and he was definitely controlling my elephants. I had positioned elephants at the top of the map and archers at the bottom. The elephants immediately began to battle each other (when he took the first one), and then subsequently charged down the map to stomp the archers (when he controlled the other two). Brutal to watch and disheartening to see in only your second province, but that is the fun of the game I suppose.
Thanks in advance for any advice.
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January 22nd, 2004, 05:41 PM
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Sergeant
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Join Date: Dec 2003
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Re: Caelum Starting Strategy
Quote:
Originally posted by incognito:
fire vs ice (manual and game suggest both have same impact ie lower supplies, etc - what is the advantage of cold 3 for Caelum. Do they not suffer the cold penalties? Until the patch is this true for fire 3 instead or just a typo in the description
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It's not that Caelum doesn't suffer the cold penalties, it's that for Caelum Cold 3 is the normal, pleasant weather. So at Cold 3 they suffer no penalties, at Cold 2 they are penalized for being 1 step too hot... and at Heat 3 they are 6 steps too hot, so they get penalized for all these 6 steps (whereas a "normal" race would never face more than a 3 step penalty).
Well, that was pre-patch. After the patch, and unless you use the mod that correct it, they like heat 3, and for cold 3 would get a 6 step penalty for being too cold...
Hope that helps. Sadly, I have no good answer to your other questions...
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January 22nd, 2004, 06:03 PM
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General
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Join Date: Nov 2000
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Re: Caelum Starting Strategy
Quote:
Originally posted by incognito:
As far as mind control, I am pretty sure it was a spectre lord independent with an army of longdead and he was definitely controlling my elephants.
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Unless he cast enslave mind, master enslave, charm, or hellbind heart you are seeing the effect of a morale failure, and not someone controlling your elephants.
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January 22nd, 2004, 06:18 PM
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Sergeant
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Join Date: Sep 2003
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Re: Caelum Starting Strategy
The bug is bad because it leaves the Caelum player with no optimum choice: with 3 cold his economy is in shambles, with 3 heat his magics & troops are penalized. Anything in between suffers a bit from both negatives.
Caelum best infantry (Temple guards & Iceclads) wear ice armour. This armour is stronger in cold weather (Temple guards get an impressive 24 protection in 3 cold) & weaker in hot weather.
Caelum has water mages & cold resistant troops, and thus benefits from using cold magics & cold auras with no friendly fire issues, and all these are stronger in a cold province than a hot one.
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January 22nd, 2004, 06:21 PM
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Second Lieutenant
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Re: Caelum Starting Strategy
a) IMO Caelum is a perfect nation to take a combat pretender, and the Vampire Queen makes an excellent choice. Because Caelum gets 120 essentially "free" design points from cold 3, they can afford pumping up the VQ's magic more easily than other nations. You might also consider the Ghost King, because of the synergies with ghosts and cold, or a Son of Neifel. Free troops are always nice
b) Scales are largely a matter of preference, but order 3 prod 1 cold 3 would certainly work fine (as soon as the next patch is out). I wouldn't use drain though - one of Caelums advantages is that their mages can all use Quickness, and quickened mages would exhaust themselves really, er, quickly, under a drain scale. There's no advantage to fire 3 per se - the bug flip-flopped Caelums temperature preference from cold 3 to heat 3 - but if you were to use heat 3, all your ice armors would melt. Wait for the patch to play Caelum.
c) Caslte choice may depend on how you intend to play them - I'll just say that I find myself taking the 40 admin castle for almost everybody, almost all the time.
d) If you're taking provinces with minimal losses, then I'd say you've already found a troop mix that works for you
e) I personally never attack on the 1st turn, the risk just seems too great. I don't wanna be carved up by knights/longbows or something just because I picked the wrong province. That kind of thing can set you back a long way...
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January 22nd, 2004, 07:21 PM
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Major
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Re: Caelum Starting Strategy
Quote:
Originally posted by Graeme Dice:
quote: Originally posted by incognito:
As far as mind control, I am pretty sure it was a spectre lord independent with an army of longdead and he was definitely controlling my elephants.
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Unless he cast enslave mind, master enslave, charm, or hellbind heart you are seeing the effect of a morale failure, and not someone controlling your elephants. He's right. There's an astral-heavy special independent Wight mage who is fond of enslaving big monsters. I've met him myself - with Caelum too, and OFC on my first attempt I had mammoths. 
__________________
God does not play dice, He plays Dominions Albert von Ulm
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January 22nd, 2004, 08:23 PM
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Corporal
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Join Date: Jan 2004
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Re: Caelum Starting Strategy
Your right. It was enslave mind. Very obnoxious spell to encounter on turn 2. As for the rest of the advice, absolutely great stuff. The cold/heat issue may have invalidated the Caelum for awhile.
For the mod to fix it pre-patch, how would I implement that mod in a multi-player game? I am guessing each player participating would have to implement it. Would they do this before or after god setup?
Thanks
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