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  #1  
Old May 8th, 2007, 11:29 PM

RonD RonD is offline
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Default Re: Which nations need help?

Whichever one is being played by me.
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  #2  
Old May 9th, 2007, 01:46 AM
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Default Re: Which nations need help?

LA Ulm has a very strong sacred unit.

LA Ulm has a wealth of national spells - including, for example, a national spell that lets you trade blood slaves for blood hunters. The count has become an utterly inferior thug, but it still worth it as a blood hunter.

They also get a unit-hordeing unit out of their capital.

I agree that LA Ulm is not an overwhelmingly strong position, but with their diversity of stuff they are perfectly competitive. Also, LA nations are generally not that fancy - seldom better than 2 picks in anything.
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Old May 9th, 2007, 04:59 AM
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Default Re: Which nations need help?

Middle T'ien Ch'i really isn't that bad.
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Old May 9th, 2007, 10:06 AM
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Default Re: Which nations need help?

EA Ermor bad? has good melee troops for the early game access to a wide variety of magic and has a semi decent sacred. weaker than MA/LA maybe and not in the same class as the heims in EA certainly but to my mind one of the better nations to choose
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Old May 9th, 2007, 10:44 AM
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Default Re: Which nations need help?

EA Ermor is certainly stronger than the other "weak" nations.
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Old May 9th, 2007, 10:55 AM
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Default Re: Which nations need help?

EA R'lyeh perhaps?
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Old May 9th, 2007, 03:06 PM

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Default Re: Which nations need help?

Quote:
Ferrosol said:
EA Ermor bad? has good melee troops for the early game access to a wide variety of magic and has a semi decent sacred. weaker than MA/LA maybe and not in the same class as the heims in EA certainly but to my mind one of the better nations to choose
Also, Augur Elders are recruitable anywhere. I haven't played EA Ermor yet--they're on my list to try out--but that's a pretty decent-looking battlemage, amassable in large quantities, with access to Nether Darts and Pillar of Fire.

-Max
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Old May 9th, 2007, 03:14 PM
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Default Re: Which nations need help?

EA Ermor has many advantages - but none zip zilch national spells.

As a pythium clone it's a powerful position - except for the lack of air magic.

Otherwise, as a sacred rusher or the like, it's just kinda inferior. So I gave them some powerful sacred summons (the Angels) and I think that covers that nicely.
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Old May 9th, 2007, 04:14 PM
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Default Re: Which nations need help?

I'm not sure EA Ulm needs help per se. They have some of the better human units in the game.

EA Ctis rocks. 3 Death? Slave Warriors? Chariots? Even City Guard are pretty good, for the age (12 armor) and cost (10/10).
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Old May 9th, 2007, 04:17 PM
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Default Why *not* an aquatic blood-nation?

EA R'lyeh is baaad. However, that's pretty obvious to most people. What I'd really like to see is Atlantis having more spells, and the ability to use blood on both land and sea would be extremely thematic, and fun. Not too overpowering either, because there aren't many blood-sites (if any) in the ocean, so it'd be harder for them to collect bloodslaves-and they'd probably need more than a human nation would, since they maybe wouldn't be as familiar with the most efficient rites.

EA R'lyeh would be better if it had more strong national astral spells, and maybe some earth, since they do live in mud. A little blood would be fine, but I don't really see them being a "blood-nation", as opposed to Atlantis. I can definitely see Atlanteans sending raiding parties to the surface and dragging back screaming victims to use as bloodslaves. They're already maybe breeding with surface-dwellers once in a while for kicks, and they're weird and creepy and evil enough to be very in to nasty demonic rituals. I just don't see the same thing nearly as clearly for EA R'lyeh. They're too alien and strange for blood-magic. They might use slaves for drudge-work, but not for blood magic, except possibly in a very limited capacity-maybe a mutant strain of aboleth has access to 1 blood as a random?.
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