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How is Mictlan divided across the ages, or are they? Also, besides new summons have their been any basic changes/additions to them, as a nation?
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EDIT: Oh, and while the automatic tax management isn't Mictlan-only, it helps them a bit more than most other nations. |
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TURN INTO TURKEYS....(?)
Do they retain the "spread Dominion only through sacrifice" through EA and LA? =$= |
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2) EA and LA, but obviously not MA. |
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So, out of curiosity, what's the balance theory in terms of Mictlan dominion? What's so great about their ability to sacrifice-spread that makes it preferable to the normal form of Dominion push? Or is it balanced some other way, perhaps through the power of Blood magic?
I know that Mictlan was generally considered a weaker kingdom -because- of the lack of Dominion spread. I like that it uses a unique mechanic, but I'm curious as to how/if its balance has been addressed in Dom3. |
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This was two years ago and was more of a consensus-based opinion than it was a well-documented breakdown of mechanics opinion. I'm more than open to the idea that over time it proved to be a powerful nation, but I'd like to see more explanation therein -- what made it one of the top 5? Some further discussion of how DomIII's changes will affect Mictlan would also be welcome.
For my part, I loved their theme. I just couldn't play them worth a lick. ;-) |
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So early game, their saceds were a terror with f9w9 and middle and late game they could dominate with devils, fiends and unique blood scs. The power of their blood hunters was even better when combined with all their free patrollers tribal kings generated. As for how this has changed in dom3, they are weaker in some ways (mostly due to some blood magic nerfs), but stronger in others (new unique summons), so overall I would still rate them a top-notch nation. |
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I want to see the holy atlantians the late mictlanese worship.
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I'm gonna use Virtue's flambeau for my sprites.
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