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I bought this game and feel bad about it. I'm not going to stop.
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# ¿ Nov 28, 2017 21:09 |
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# ¿ Apr 23, 2024 07:30 |
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MA ulm is advantaged in that they can get citadels, and start with one for that sweet 3 commander points a turn meaning that they can roll 3 mages every two turns for more research and utility. Having a citadel in an age when most people do not is a large advantage.
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# ¿ Dec 10, 2017 02:05 |
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BurntCornMuffin posted:Especially since those 3 mages are likely capable of throwing some of the best evocations in the game. Yes, ma agartha can actually get themselves citadels as well thanks to a hero, so taking luck on them can be a pretty drat good investment.
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# ¿ Dec 10, 2017 02:40 |
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Asehujiko posted:As EA niefelheim my composition is mostly skinshifter troops and niefel jarl thugs, right? What kind of bless would I put on the latter? regeneration seems a given due to their hugeness and thus high hp per turn regenerated, does chill aura stack with their natural chill aura, or maybe enlarge to make them extra huge? Likewise with gear, is it worth giving coral blades at construction 2 for the extra hp(and thus regeneration), holy water to cut buff time by a turn,reinvigoration boots and horror helmets or save gems up for construction 4 and frost brands, all of which they can craft for themselves? Jarls are huge and can run with practically any buff. Regen of course is great with their hp.
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# ¿ Dec 10, 2017 06:47 |
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but you can now mod in BringerofFortune... give all gods BOF 100
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# ¿ Dec 21, 2017 03:00 |
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I blind expand with the ulm starting force all the time. Gearing up your pretender is good because geared up she can likely roll that heavy cav or whatever province as well.
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# ¿ Jan 10, 2018 18:41 |
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Applebee123 posted:what does sow dragons teeth do, and who gets access to it? Arco has it battle spell 1 earth gem for 5 skellingtons with pants.
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# ¿ Jan 22, 2018 03:30 |
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Normal Adult Human posted:creating a brand new promotion tag and applying it exclusively to slave chaff who will never get 1/10 of the way there is really cool. Videogames are art. Its there for other units to use in the future. Prepare for our glorious upgrading skeleton future.
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# ¿ Jan 22, 2018 18:24 |
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Turin Turambar posted:The Sultans are Big Bois yeah. They have both Fire power and Magic Power so in what province you fight in will be important. There is 260p Titan Pretender equivalent for the nation, too, which in my first test game gained feebledminded against the first indie nation I attacked lol. He is also salt vulnerable 4, if that 4 means he has more chances of being stunned with the salt, maybe he will have a clear counter. the 4 means he can take at most 4 damage from salt. Lord Koth posted:So briefly glancing at the new nation, one of their cap sites has an interesting new effect. He costs 6 but the magic site turns the fort into a +2 admin so effectively 2 turns anyway. Also the camel riders are god tier. Because they have bird minions that battlespawn into existence as a free ablative shield while they shoot bows at your enemies. AtomikKrab fucked around with this message at 05:37 on Jun 3, 2020 |
# ¿ Jun 3, 2020 05:34 |
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Nuclearmonkee posted:Rush burden of time, cast it with your pretender, and then emerge from the sea to go conquer the land. Make sure you have access to some kind of A1W1 mage to make fish amulets or plan on empowering someone to do this. Take maximum negative scales for everything except magic and luck. Turn 14 BoT is pretty good
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# ¿ May 13, 2023 15:56 |
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I am interested in the scale changes, I am going to assume like Ea nefils and Abysia are naturally pushed towards cold 5 heat 5 respectively (or just 4?) and still do well with those scales while punishing everyone else?
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# ¿ Jul 28, 2023 06:38 |
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I'm still gonna rush BoT and give everyone cancer.
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# ¿ Jan 10, 2024 20:06 |
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# ¿ Apr 23, 2024 07:30 |
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I'm gonna play them when the game is out, see how they do. Might have some interesting things,
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# ¿ Jan 13, 2024 13:25 |