I’m awfully close to just declaring Ermor the Victor now that BoT is up. My armies manage to take out a couple hundred every turn… but his total army count still goes up! Meaning he’s creating them faster then I can kill them. I still have a few tricks up my sleeve (and Hetzer seems to think he’ll win magically win the game by beating up Man), but I believe I need to reliably kill about 1k in undead every turn, while taking conquering territory in supply strained lands. To quote the great Reverand, “It sucketh mucheth.”
I’m still going to play for a while longer, though. Never now when I’m going to find that formula for victory.
tiohn
4142
I’ll randomly choose a nation this evening.
I’ll spent hours (moments) trying to figure out the nation that gives me the best munchkin possibilities, only to pick the wrong one and kick myself about 10-15 turns in. I’ll do that tonight or tomorrow.
tiohn
4144
enh, i’ll bite and take Mictlan. Unless that’s a really, really bad idea.
Could you tell me how Burden of Time affects you, since I have no idea what its real effect in the game actually is?
Also, I saw how Man’s pretender got paralyzed and then died to a random soul slay in the middle of a big battle with R’lyeh. It was hilariously awesome.
Edit: Oh yeah, can anyone suggest what EA race uses the least units? Because I totally called them, whoever they are, for the Crum game.
Not a game winner, but definitely a lot of attrition. It causes widespread population loss, and of course causes all living troops and commanders to age. The longer it stays up, the older the troops gets, and the more die or get afflictions due to old age.
Hetzer
4147
Huh? why should i care over ermor? i´ll have what? 10 - 20 prophets now… Ermorian chaff is off no concern as i´ll breed prophets faster than he is able to build undead leaders…
I’d say Neifleheim. Their units are all giants, and thats reflected in their costs, hence they use fewer units. Just be warned, their PD is absolutely abysmal.
Mictlan is awesome with a capital AWESOME if played right but they are very tricky to play. Here’s a few tips.
[ol]
[li]They are a bless nation. All their troops are crap except the sacreds, and the sacreds are crap unless well blessed. I recommend at least a W9 or F9 blessing, both is better. Also, an astral blessing of some sort is okay, not because it’s that’s useful but because it leaves your pretender strong in astral magic which is great for astral corruption (see below). Do not, under any circumstances, start your pretender with a lot of blood magic. Blood slaves are cheap, if your pretender needs blood magic later it’s easy to empower it.[/li][li]You have no natural dominion spread. That particular mechanic was removed for Mictlan. You MUST blood sacrifice or you will lose the game when your dominion expires no matter how powerful you are. If a Mictlan player has not started blood sacrificing in their capitol by turn THREE they are in serious trouble. Keep that in mind.[/li][li]Blood magic is your bread and butter, you must gather tons of blood slaves. Set up many many blood factories. Remember to only start blood hunting operations in a province with 6000+ pop. Remember that you always want a castle/lab/temple in such a province, and you want three hunters each with a sanguine dowsing rod. Plus a patrol commander with at least 50 of whatever the cheapest crap troops you can put your hands on (often slaves with Mictlan).[/li][li]The sooner you begin effective use of blood magic the better, which means research construction-4 first and the blood all the way to 8 ASAP. Blood 9 is a little more optional, but worth pursuing. The staple blood spells for Mictlan are:[/ol][ul][/li][li]Rain of Toads. This spell creates a spike of unrest. If you can get the casters to cast it thrice on one province that will spike unrest over 100 and cause all troop production to stop in that province. This is a nasty trick if your scouts have pinpointed your enemies capitol.[/li][li]Infernal Disease. This assassination spell will give your enemies fits. Use it to break up big armies and stall advances. It’s a dirty cheap spell so I generally have 2 or 3 blood casters dedicated to nothing but casting this every turn.[/li][li]Send lesser horror. This isn’t as good as send horror, but Mictlan doesn’t have easy access to casters powerful enough to cast send horror. They do however have the ability to get a couple boosted moon priests and cast this twice a turn. 2x castings of this at the same province will overwhelm pretty much any PD and some small armies. Great harassment spell, especially if you have scouts in position to conquer the newly vacated province.[/li][li]Ritual of the five gates. High level and sort of spendy but oh so worth if it you can cast it say 15 times. 15 of each type of demon makes for a potent little army that is way tougher than it appears.[/li][li]Horde from hell. Use this one sparingly, but it useful. Especially if you can get it in your enemies backfield and make them withdraw troops from the front to counter your imp raiders. This spell is very pricey for what it does but it’s also low research so it’s usable early if your back is against the wall.[/li][li]Astral Corruption. Hard to cast unless you empower a lot, trade for boosters, or start with an astrally potent pretender. But if you can cast it it’s a great nuisance spell that shuts down a lot of enemy activities.[/li][li]Various blood summons. Mictlan will have basically no competition for the ice devils, devil princes, heliophagii, etc unless Lanka or Abysia is in the same game. Summoning up these guys and then equipping them as SCs can get good results.[/li][*]Soul Contracts. I like this tactic, but it takes a lot of dedication. The idea here is to get a lot of commanders in one place with the soul contract item. This item makes one free devil per turn, so if you can get 10 of them in one province (spendy) you get 10 free devils a turn. Which in more practical turns means a potent force of 50 devils every five turns.[/ul]
tiohn
4150
Hmm. I’m now thinking that I really need to play a more beginner-friendly nation. Would Arcoscephale be advised?
Can’t connect to QT3-Jeff. Ninja activity again? (he must be a mid-size Ninja by now, right?)
wahoo
4152
“Hmm. I’m now thinking that I really need to play a more beginner-friendly nation. Would Arcoscephale be advised?”
Maybe. Mictlan could be a bit tricky but if you want to go the blood route, that’s the way to go. Just pick a country that you like and roll with them. Some countries are trickier than other.s
Actualy, he’s been promoted to pirate. But I’m not sure what’s up with the server. I know it was up just a few hours ago because Lanka hosted but now it’s not answer pings, http requests, ssh, et c. I think it will have to wait till this evening when I can give it a kicking.
[quote=“Nick_Walter”]
Mictlan is awesome with a capital AWESOME if played right but they are very tricky to play. Here’s a few tips.
[ol]
[li]You have no natural dominion spread. That particular mechanic was removed for Mictlan. You MUST blood sacrifice or you will lose the game when your dominion expires no matter how powerful you are. If a Mictlan player has not started blood sacrificing in their capitol by turn THREE they are in serious trouble. Keep that in mind.[/ol][/li][/quote]
Amen to that. In fact, I would recommend playing at least one or two sp games of Dom3 as mictlan just to get a feel for how this works. I was knocked out prematurely (though I have no doubt the end was more or less nigh) in one of the Qt3 multiplayer games because I just didn’t get how quickly dominion could spread against me.
That being said, Mictlan is great fun to play. Blood for the Blood God!
Niefelheim it is then, barring other suggestions.
Death and madness shall spread across the world, and when men are no more… FREESPAWN WARS!
Yep, but after my experiences in QT3-Lanka I have to say that Lanka might be the better blood nation. Basically the same thing as Mictlan with tougher sacreds, natural dominion spread, and natural undead raising. Oh and good air magic. Downsides vs Mictlan are minimal. No water, earth, or fire magic natively which can make it tough to equip a SC but indie mages or pretender paths can cover for the lack fairly easily.
wahoo
4158
1)tiohn: Mictlan or Lanka
2)wahoo
3)Jason Lutes Tir na n’Og
4)evil steve-Formor
5) Guild Boss
6)Matt Perkins
7) LSB: Niefheliehim
8) Idar Thorvaldson
It’s Early age.
tiohn
4159
I’ll go with Mictlan. Unfortunately, I can’t start earlier than Sunday.
All games should be back up. I interrogated the Little Pirate extensively, but his only response was: “You will always remember this as the day you almost caught the littlest pirate.”

So this mystery may never be solved.