Quote:
Originally Posted by Calahan
Quote:
Originally Posted by Squirrelloid
Quote:
Originally Posted by Calahan
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E9 gives him enough protection he can expand against a lot of things. I wouldn't go running into any HC...
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Protection can be 20 or 30, doesn't matter that much as with just average defence and no Awe to prevent the attacks, the RNG will ensure enough hits get through to ruin your day. It's not all about actually losing the Cyclops, as it only takes one or two injuries for it to be sidelined.
IIRC, someone ran tests a while back with protection 40, and those showed that the protection mechanics are a bit bugged at the higher levels (as in hits get through when they shouldn't). This may have been fixed in recent patches, but I doubt it somehow.
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I know protection interacts weirdly with damage, because the RNG is bugged. But try it before you say it doesn't work.
An E9 cyclops has 29 protection. He'll also average more than 100hp with dominion bonus. With no gear he can handle non-archer infantry. Figure you expand turn 2, move home turn 3, and that gives you time to forge a weapon and a shield to equip him for expanding again on turn 4 and onwards. Assuming you don't run into something egregious like someone with a skull talisman, you'll expand perfectly fine.
I gained 1 affliction (-4 str, oh noes) in year 1, and that was just random bad luck. I expanded on turns 2, 4-11. I used an enchanted shield and sword because I grabbed an astral power at random. I made sure to target provinces that were only standard infantry with or without archers OR tribal groups. (No barbarians, no heavy cavalry, light cavalry would probably be ok). Actually, the parry 7 on enchanted shield is pretty respectable, not sure how much of a difference that made against archers.
Once you get Conj3, you're also net-neutral on fatigue after SEP, which makes you immune to critical hits. You should research it sometime in year 1.
I mean, would you rather have awe? Sure. But the Cyclops *can* go without.