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  #1  
Old November 21st, 2003, 03:05 AM
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Raen Raen is offline
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Default Critique this design, please

I'm a newbie and my only experience so far is with the demo (hopefully the full game arrives tomorrow).

Nation: Arcoscephale
Pretender: Oracle (0 points)
astral 10
dominion 6
order +3
fortune +1

Obviously, the main point is Twist Fate and M.R. +4 on my Heart Companions, but the order to avoid events and the slight fortune to encourage heroes are also part of it.

Strategy would be to expand as quickly as possible but basically lie low and come into my own in the end game when magic starts getting important. Heart Companions are only 1 strategic movement, but I'll have Teleport.

I probably made some stupid error, but I'm open to suggestions .
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Old November 21st, 2003, 03:20 AM

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Default Re: Critique this design, please

Raen.

My inquiry is why do you choose Luck+1 when you have Order+3?

Also Bless effect of 10 is not needed. I don't know what magic your Heart Companions are facing; but the point cost for that extra +1 MR is probably best used elsewhere on other scales or other magics.
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Old November 21st, 2003, 03:27 AM
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Default Re: Critique this design, please

Quote:
Originally posted by Zen:
Raen.

My inquiry is why do you choose Luck+1 when you have Order+3?


I was under the impression that better Luck gives a greater chance of heroes....incorrect? I'm open to suggestions as to where to put that scale point.

Quote:
Also Bless effect of 10 is not needed. I don't know what magic your Heart Companions are facing; but the point cost for that extra +1 MR is probably best used elsewhere on other scales or other magics.
Perhaps I'm confused. At Astral 9, do your troops get Twist Fate + M.R. 1 or Twist Fate + M.R. 3? I've seen varying reports of this.
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Old November 21st, 2003, 03:37 AM

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Default Re: Critique this design, please

Astral 4 - Magic Resistance +1 (Max 18)
Astral 6 - Magic Resistance +2
Astral 8 - Magic Resistance +3
Astral 9 - Twist Fate (protection from first hit)
Astral 10 - Magic Resistance +4

That is the Astral Bless effect chart.

Luck does allow you to get heroes of a greater chance. Though I would be taking luck for just that point. Order reduces the likelyhood of a random event by 10% per scale.

As for your scales and pretender; it's whatever you'd like to play. Arco are very strong, you have to decide how you like to play before you know what you want to optimize.
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Old November 21st, 2003, 03:40 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Critique this design, please

luck/unluck sways the type of events.
order/chaos affects the frequency.
Your setting says Id prefer good luck if I can get it, but would rather have as few of ANY luck events as possible.

Arcos does have some armored troops (needs lots of resources) so maybe one on production?

[ November 21, 2003, 01:41: Message edited by: Gandalf Parker ]
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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Old November 21st, 2003, 04:31 AM
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Default Re: Critique this design, please

If you are trying to exploit the Heart Companions then I'd suggest losing the Oracle and taking a Red Dragon with fire-9. The added attack skill and flaming weapons will help the Heart Companions more than twist fate/MR. Also the dragon can help early game expansion.

You can saftly take some misfortune if you have Order +3.


>I probably made some stupid error

Not stupid at all. In fact you are thinking clearly for a new player. Plus asking for help will get you far, as the Dom community is very helpful.
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