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  #1  
Old October 27th, 2007, 03:37 AM
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Default Re: First Impressions of a Newbie


To help games move along better consider setting up a victory condition using the victory points. To kill all enemies or their domain on a 500 province map or larger can take several months.
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Old October 27th, 2007, 04:14 AM
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Default Re: First Impressions of a Newbie

Welcome aboard!

When you play a nation, its a good idea to follow the manuals pretender designs. Once you become familar then improve on those with your own design.

With magic just concentrate on the spells that your nation is suited too. For example with Ctis, death magic, Banes, Banelords are good and skele spam.
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Old October 27th, 2007, 05:33 AM
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Default Re: First Impressions of a Newbie

All four elements: Conjuration gives Earth/Phoenix/Storm/Water power, that give +1 to caster level. Conjuration also lets you summon smaller, then bigger elementals, and eventually the elemental royalty (Kings of Fire and Earth, Queens of Water and Air).

Fire: good at Evocation. Most summoned units aren't that powerful, but Fire Snakes are nice. Fire and Death make a good combination, because that allows you to make a cheap Fire booster Flaming Skull (Constr 6).

Water: mixed goodness. Quickness from Alteration spells, Boots of Quickness (Wat2) and Jade Armor (Wat1 Earth1) makes tough units doubly good. Evocation has Falling Frost and few other nifty damage spells, but they're mostly from level 5 up. There's Frozen Heart high up in Alteration, Sailor's Death in Thaumaturgy, and some nice summons in Conjuration. Water/Fire mages can use Acid line of Evocations, which are quite good and easy to research.

Earth: Good at Alteration (armor buffs, armor destruction, Earth Meld, Petrification!), at Evocation (Blade Wind, Earthquake and multipath spells Rain of Stones, Gifts from Heaven, Magma Eruption), and it's one of the easiest paths to boost, with Earth Boots at Construction 4 and Earth Power available in all battles.

Air: Has some buffs Alteration (Mirror Image, Mistform, Phantasmal Army, Mists of Deception) and Evocation (Lightning Bolt, Thunder Strike etc) spells. Storm (Evoc) blocks most flying and most missiles, which can be very good. Air gives cheap Flying Boots, and has teleport spell Cloud Trapeze in Enchantment. Seeking Arror, in Enchantment, is good when massed against human mages. Chain Mail of Deception is nice armor for fighters, and if you get an Air 4 mage he can forge two magic boosters (Barrel of Air and Winged Helmet).

Death: good in Conjuration (Bane Lords, Wights, Wight Lords; even Black Servants can be useful if you give them cheap armor and weapons, and the tougher commanders are much better) and Enchantment (Reanimation is bad because it takes gems, but Raise Dead/Raise Skeletons are very good battle spells when massed. Behemoths are nice. Reanimate Archers is good if you can cast it.) For combat spells, you can research Terror, Rigor Mortis or Life After Death from Thaumaturgy, Shadow Bolt/Blast from Evocation, or Drain Life/Soul Vortex from Alteration. Death and Fire let you cast Banefire, and summon King of Banefires, a former King of Elemental Fire who has been corrupted by necromantic magic.

Astral: Thaumaturgy all the way! Mind Burn, Soul Slay, Enslave Mind... Evocation lets you kill commanders from afar, with Mind Hunt. Just make sure there are no enemy Astral mages in the province. Alteration buffs Body Ethereal and Luck can be cast on nearby friendly enemies, which make them much more survivable, which is very good when you have tough units.

Nature: Enchantment has Charm(!!), Gift of Health (!!!) and other nifty spells. Conjuration has lots of summons, but most aren't very good, and Tangle Vines and Maggot, which help a little but not much. There are some Evocations. Nature items often give regeneration, berserk and reinvigoration (=removes fatigue), which are good in fighting commanders, although berserk can be a double-edged sword.

Blood: Blood is different. Very different. If you want to try it, go for the fliers as Devils fast as you can. Fiends of Darkness, Devils/Frost fiends, etc. Dark Vines are tough, Demon Knights hit very hard. And especially in single-player, where there isn't any competition, you get lots and lots of unique commanders that can be equipped to destroy whole armies: Ice Devils, Arch Devils, Heliophagii... the Demon Lords are good, but perhaps not quite at the level the spell's Blood requirement would make you think. They are very nice mages though.
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Old October 27th, 2007, 07:04 AM

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Default Re: First Impressions of a Newbie

Try just plain messing around. I found that making a bunch of nations and trying them out for 10 or so turns helped a ton and didn't take too insane amounts of time.
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Old October 27th, 2007, 07:26 AM
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Default Re: First Impressions of a Newbie

Make sure you read the manual front to back. Ask a lot of questions if you can on both the forums and the irc channel about what you don't understand.
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Old October 27th, 2007, 11:04 AM

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Default Re: First Impressions of a Newbie

Thanks for the tips guys! Im gonna try a Victory Point game today I think and mess around with spells and such. Is it better to have a Pretender that has the same magic paths as your national spell casters, or different? Like, is there bonuses to having similar magic paths?
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Old October 27th, 2007, 11:15 AM
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Default Re: First Impressions of a Newbie

Quote:
HJFudge said:
Thanks for the tips guys! Im gonna try a Victory Point game today I think and mess around with spells and such. Is it better to have a Pretender that has the same magic paths as your national spell casters, or different? Like, is there bonuses to having similar magic paths?
Better to have a pretender with different magic paths so you can dip your fingers into other spells which would otherwise be unaccessible.
4 within one magic path gives your sacred units a small blessing bonus.
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Old October 27th, 2007, 11:19 AM
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Default Re: First Impressions of a Newbie

I usually take a pretender that fills in the gaps so that as a nation I have access to most or all magic paths. However, for blesses you obviously want a specific bless so even if you have nature magic on your mages you want 9 or 10 nature on your pretender for the regeneration and berserk.
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