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December 25th, 2006, 04:32 AM
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General
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Re: Strategy for Agartha Early Age
I'm not sure why they decided to put the Ancient Lords in charge-they are identical to Seal Guards except with worse equipment. I think I may mod Agartha just a bit.
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December 26th, 2006, 01:47 PM
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Corporal
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Location: Glasgow
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Re: Strategy for Agartha Early Age
My brief opinion is bless strats suck - they should be much harder to implement. They are extremally powerfull, impossible to counter at the begining, very hard to play against, even in later game. Good option would be - until God dormant/imprisoned no bonuses for blessed units, that should balance that strategy little bit.
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December 26th, 2006, 09:32 PM
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Re: Strategy for Agartha Early Age
I like bless strategies just fine in concept, but I don't have too much of a problem about them not working until your god wakes up. I do feel very confined by the limited choice of 8 total blesses. I think it's a fair tradeoff that if we have to wait until our Pretender wakes up that their be quite a few new things-not unbalanced or more powerful, mind you-just new and different-our blessed troops can do. I'm currently working on some ideas and I'll be sending ideas for new magic paths plus blesses for those paths, into Illwinter, but I'll probably write up a thread for them first, so people can argue about them.
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December 26th, 2006, 11:00 PM
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Sergeant
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Re: Strategy for Agartha Early Age
Quote:
HoneyBadger said:
I like bless strategies just fine in concept, but I don't have too much of a problem about them not working until your god wakes up. I do feel very confined by the limited choice of 8 total blesses. I think it's a fair tradeoff that if we have to wait until our Pretender wakes up that their be quite a few new things-not unbalanced or more powerful, mind you-just new and different-our blessed troops can do. I'm currently working on some ideas and I'll be sending ideas for new magic paths plus blesses for those paths, into Illwinter, but I'll probably write up a thread for them first, so people can argue about them.
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Limited? As is, I only primarily use 3 blesses: Water, Fire, and Nature. It seems that we have a lot of bless paths that people do not ordinarily take.
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December 26th, 2006, 11:47 PM
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Re: Strategy for Agartha Early Age
Which means they're even more limited. I use earth bless a lot though, and occasionally astral. blood and death I only use in certain cases or if they're inevitable-like if I want to use blood magic, a death curse strategy, or I'm playing EA Kailasa and I want the afflictions. I probably use astral the least, because twist fate isn't hard to get, but then additional MR is better for MP games than SP.
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December 27th, 2006, 12:02 AM
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Brigadier General
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Re: Strategy for Agartha Early Age
Fire, water, earth and astral are the only paths i tend to use at level 9(very rarely and almost exclusively with pan ive used nature 9) and often use nature at lvl4-6, i also sometimes use astral 4-6 for mr and blood 4-6(generally only on a moloch when i have the points)
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December 27th, 2006, 01:06 AM
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Re: Strategy for Agartha Early Age
When I want to add blood to a nation that doesn't have it already (like early Ermor) I'll go with a fountain of blood at blood level 6 or more, but I'll also use blood bless death curse with any nations who have weak, fast sacreds, especially if they fly. Ofcourse, the best one I've come across for this particular strategy is Mictlan, so it's kindof a given anyway.
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September 22nd, 2008, 01:03 PM
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Sergeant
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Re: Strategy for Agartha Early Age
Quote:
Originally Posted by HoneyBadger
I like bless strategies just fine in concept, but I don't have too much of a problem about them not working until your god wakes up. I do feel very confined by the limited choice of 8 total blesses. I think it's a fair tradeoff that if we have to wait until our Pretender wakes up that their be quite a few new things-not unbalanced or more powerful, mind you-just new and different-our blessed troops can do. I'm currently working on some ideas and I'll be sending ideas for new magic paths plus blesses for those paths, into Illwinter, but I'll probably write up a thread for them first, so people can argue about them.
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I am not sure if I agree with your suggestion, given that blesses will be far less effective (even obsolete with easy Research settings) by the time imprisoned pretenders wake up.
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September 22nd, 2008, 01:00 PM
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Sergeant
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Re: Strategy for Agartha Early Age
Quote:
Originally Posted by hako
My brief opinion is bless strats suck - they should be much harder to implement. They are extremally powerfull, impossible to counter at the begining, very hard to play against, even in later game. Good option would be - until God dormant/imprisoned no bonuses for blessed units, that should balance that strategy little bit.
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Given that I am a bless freak, I am not sure if I agree
In all seriousness, I am working on my own mod and have done two things to address the early bless rush:
1. Make PDs much sturdier. Mainly I've doubled the number of troops and use better troops.
2. Improve the national units of nations with weaker sacreds--usually by making mid-level summonables recruitable.
All this is done on the principle that it's better to improve other alternatives than nerf something.
P.S. I realize that this is an old thread but I've been absent from the forum for a while so be forgiving 
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