Re: EA Pangaea strategy
Another thing to consider is that Order and Growth are synergistic whereas Luck and Growth isn't nearly as potent a combination. And with your order vs luck-turmoil test, you didn't take into account your Nature's Bounty... that will give you 40% more gold on an Order vs Luck-Turmoil scale, which is absolutely massive. 10,000 gold vs 6,000 gold. You are the master of the map at that point. It's so extremely difficult to make up the difference in pure production power when your units take so little resources. This allows you an amazing tactical flexibility; for instance, if your opponent doesn't have air shield, that's pretty much all she wrote right there; pump out those amazing centaur archers. If not, you can go with a vast minotaur army, or just overwhelm them with satyrs holding the line for your Pan battlemages. Pans are WONDERFUL mages, easily pumpable to 3-4 earth, 5 nature with earth boots and summon earthpower, strength of gaia. And you can get one for every castle you own as they're non-capitals.
Regarding the vast minotaur army, they're one of the best units in the game, let alone EA for their gold/resource cost. They die a lot, but they die a lot less with Gift of Health, with 50hps each, and recover nearly instantly from afflictions, one of the best things about Pangaea. They really do a number infantry right up to elites, and you get 20 per turn in a lot of castles. Imagine a 400-minotaur warrior army... they do great damage against large beings as well, and have very high attack rating when berserk; there aren't many units with 15 atk at size 3+ trample. they have trouble against high def cavalry, but then who doesn't, and they have the hps, attack, and damage to beat them. That's pretty awesome for the cost.
You're right to want to get everything you can out of the Pans, but Luck 0, Order 3 is more than worth the 120 point difference from Luck 3, Turmoil 3, because of Nature's Bounty.
Sloth also does decent damage to resource hungry nations, and stealth preaching is the best thing you can have your dryads doing besides research.
The spellsongs are pretty tough to implement with 15 range, for me personally, and aren't as useful as even, say, Storm of Thorns, which hits and discomfits units regardless of Air Shield or MR. Sure your dryads can do them too but Sermon of Courage is more useful.
The heroes are almost not worth a mention, with the A2N2 harpy being your best one. That basically allows you to search air sites a little faster, and maybe Wind Guide one army if you have a lot of archers... meh.
|