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July 31st, 2007, 08:29 PM
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Second Lieutenant
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Join Date: Jul 2007
Location: Durham, NC
Posts: 509
Thanks: 84
Thanked 44 Times in 14 Posts
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Re: Sauromatian units
What are the best non-archer units to produce outside your capital? In general I don't like spending 40+ gold on any unit with 10hp, so the higher end horse units don't appeal to me. The amazons are ok, but I'd much rather produce archers, which is Sauromatia's strength. I feel like I'm doing something wrong using indy infantry in the mid-game.
Someone suggested using the armored horse archers in front of the regular archers, I haven't tried that yet. Is that what most people do?
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August 1st, 2007, 10:01 AM
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General
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Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
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Re: Sauromatian units
I'm not sure the misfortune prevention units are as good as they seem.
The worst consequence of high misfortune (especially with death) is a catastrophic event in the first few turns. You won't have enough Enaries/Soothsayers at that point to have a good chance of stopping it.
Later on, you can protect a few key provinces, but for a lot of events it doesn't really matter where they happen (gold loss/gem loss/etc). And you'll still be losing provinces to indy attacks. Not the important ones, but you'll still have to retake them, and the important ones are fortified/garrisoned anyway.
Since there's a 3 even/turn limit, so events stopped by misfortune preventers count against that limit, or does it just let another event happen elsewhere?
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August 1st, 2007, 01:30 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: Sauromatian units
Sure, its a gamble. But misfortune always is. If you lose in the first couple of turns - well, thats that. But as your empire grows the relative effect of Misfortune will lessen anyway. Misfortune-effecting units simply allow you to manipulate the chances more favorably to yourself. Or perhaps more importantly: more favorably than the other competing players can.
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August 1st, 2007, 02:20 PM
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Lieutenant Colonel
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Join Date: Nov 2005
Location: Lund, Sweden
Posts: 1,377
Thanks: 72
Thanked 25 Times in 20 Posts
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Re: Sauromatian units
I've been trying turmoil 1 and luck 1 with great effect. Besides nice events luck also gives you better creatures when crossbreeding, something Witch Kings can do.
Some turmoil seems thematically suited for this nation as it is composed of two (or more?) different tribes: the "Man Flayers" and the "Amazons". Also, the description for turmoil states that a land of turmoil is a "dangerous but interesting place to visit". This seems to fit Sauromatia when you think about the swamps, warrior women and cannibalizing Man Flayers.
Lots of magic in the air also seems right so I go with magic 3; a nice boost to the cheap researchers.
Sauromatia is a fertile land blessed with rivers, dense swamps and lush valleys. So I take growth 3.
My current pretender:
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Imprisoned Oracle
Dominion 8
For all those blessables!
Magic: S9
For twist fate, crazy with Oiorpatas and Androphags.
Scales:
Turmoil 1
Production 3
The Sauromatians are a crafty warlike folk who like hard work.
Growth 3
Inspired by the Dawn of Dominions map; also needed to get past the negative gold with turmoil.
Luck 1
Crossbreeding and nice heroes.
Magic 3
Very nice boost to the Enaries research and skelly spam (mostly for defense, goes well with their map move of 1).
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And there you have it.
I will soon see if it is any good in the long run.
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August 1st, 2007, 04:47 PM
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Private
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Join Date: Jul 2007
Posts: 47
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Sauromatian units
I apologize for going off the Sauromatia subject (Which I haven't played it...), but in regards to Crossbreading, does personal luck improve it? If you equip the mage with, say, a Pendant of Luck, will that result in better creatures too?
__________________
Given infinite time, a thousand monkeys with a thousand keyboards would eventually write the entire workings of Windows Vista.
Dwarf Fortress: The Grand Sixth Hall
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August 1st, 2007, 05:26 PM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
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Re: Sauromatian units
Quote:
Wahnsinniger said:
I apologize for going off the Sauromatia subject (Which I haven't played it...), but in regards to Crossbreading, does personal luck improve it? If you equip the mage with, say, a Pendant of Luck, will that result in better creatures too?
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Nope, only the luck of the province will improve results.
__________________
There can be only one.
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August 1st, 2007, 05:36 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Sauromatian units
Quote:
Wahnsinniger said:
I apologize for going off the Sauromatia subject (Which I haven't played it...), but in regards to Crossbreading, does personal luck improve it? If you equip the mage with, say, a Pendant of Luck, will that result in better creatures too?
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Only a very sharp knife will improve crossbreading. Remember to brush the tops with egg white to get that crispy brown crust.

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August 1st, 2007, 05:48 PM
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Lieutenant Colonel
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Join Date: Nov 2006
Location: Ghent, Belgium
Posts: 1,333
Thanks: 39
Thanked 59 Times in 43 Posts
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Re: Sauromatian units
Quote:
Dedas said:
a land of turmoil is a "dangerous but interesting place to visit". This seems to fit Sauromatia when you think about [...]cannibalizing Man Flayers.
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Strange ideas you have about what's intresting... Remind me never to come live next door to you. 
__________________
Praeterea censeo, contributoribus magnae auctoritatis e Foro Shrapnelsi frequenter in exsilium eiectis, eos qui verum auxilium petunt melius hoc situ adiuvari posse.
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August 1st, 2007, 06:08 PM
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Lieutenant Colonel
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Join Date: Nov 2005
Location: Lund, Sweden
Posts: 1,377
Thanks: 72
Thanked 25 Times in 20 Posts
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Re: Sauromatian units
Remember the unnerving clatter you hear from under your bed at night? Yes, that is me typing on my wlan connected laptop posting on this forum! 
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