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  #1  
Old April 13th, 2007, 01:49 PM

Xietor Xietor is offline
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Default Revelers=unrest, but not maenads

It seems the type of unrest caused by revelers would attract the maenads in great numbers if a pan is in the province.

But in my provinces with no turmoil, the pans plus revelers do not attract them.

Balance issues aside, I think if you have unrest in a province due to wild revelry, and pans present, that should be sufficient to cause them to shed their clothes and join the party!
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Old April 13th, 2007, 02:20 PM

Shovah32 Shovah32 is offline
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Default Re: Revelers=unrest, but not maenads

There are some problems though: If you make maenads attracted by unrest them taxing/blood hunting/battles ect are all thats required to attract them(and a pan of course) where-as making revelers increase the turmoil scale would have no effect on players who already took turmoil.
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Old April 13th, 2007, 02:43 PM

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Default Re: Revelers=unrest, but not maenads

I always take 3 order when i play Pangaea. Their troops are expensive. It is a tough choice to pass on free troops, but being able to buy many more high end troops is the choice i make.

That said, the reveler's description is such that would thematically work with attracting the wild naked women, if and only if a pan's flute is present. general unrest would not work. it would have to be unrest caused by a reveler, and you would have to have a pan present.

And, you are "paying" for these free troops, the same as when blood hunting. Unrest means less gold and production from that province. And if you patrol, it kills population.

So, I think even if revelers did produce maenads, you would have to sit a pan in a low pop province to collect them. But I doubt i would make that effort. Where they could be useful, is in your capital if you know you are going to be sieged. Buy some revelers and generate some troops while seiged to buy time for the calvary(if you have any) to arrive.

I would not want to lose the income and production from my capital unless it was an emergency. Maenads are not great troops, and they should not be, they are chaff. But they would help on sieges. Although Pangaea can typically summon a ton of stuff to help with sieges anyway.

BTW what is the upkeep cost of a Vine Ogre?
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Old April 13th, 2007, 03:24 PM

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Default Re: Revelers=unrest, but not maenads

Quote:
Xietor said:
BTW what is the upkeep cost of a Vine Ogre?
Don't know for sure, but probably 0.
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Old April 13th, 2007, 03:54 PM
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Default Re: Revelers=unrest, but not maenads

turmoil != unrest


maenads come in turmoil.
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Old April 13th, 2007, 04:30 PM

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Default Re: Revelers=unrest, but not maenads

The maenid gathering is based on the turmoil scale in the province the Pan is in.

Vine ogre upkeep is zero.

Pangaea is tailor made for turmoil 3/ luck 3. The good events many times more than offset the loss of income, especially early on in the game. There are several events that give you a lot of money (over 1000), and if you choose luck 3 they are easy to get after you expand a bit.
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Old April 13th, 2007, 05:03 PM

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Default Re: Revelers=unrest, but not maenads

I disagree. For my small(aran map) map mp Pangaea, my set up is this:

Imprisoned Gorgon, 9e9n, 6 dom, 3 order, 3 sloth, 1 heat, 2 drain, 3 luck.

This set up allows for me to buy many white centaurs in 1st 3-4 turns. If a human player's castle is 3 squares away, you need elite troops right off the bat.

Luck is good, and i take it, but i do not want to rely on it for gold in 1st 5 turns. With a flying scout if a human is close, you can get blitz him early with white centaurs.

with 3 turmoil, you may not get a lucky money event in 1st few turns(may get gems etc) and that chance to quickly kill off a human player may be lost.

With 3 order, 3 luck, i get enough lucky events over time for it to pay off. With the events set on default, i typically get 1 a turn early on, and 2-3 a turn as i get more provinces.

I like the 3 luck as much for preventing a really bad event on my capital at the start of a mp game. Nothing worse than starting game off with lab gone, or worse, half your population dying.
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Old April 13th, 2007, 05:52 PM
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Default Re: Revelers=unrest, but not maenads

Quote:
Actuarian said:

Pangaea is tailor made for turmoil 3/ luck 3. The good events many times more than offset the loss of income, especially early on in the game. There are several events that give you a lot of money (over 1000), and if you choose luck 3 they are easy to get after you expand a bit.
Pangaea has lots of gold-heavy important recruitables; centaur warriors, pans. Turmoil is painful, the cut in basic income is huge.
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Old April 14th, 2007, 07:54 PM
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Default Re: Revelers=unrest, but not maenads

Quote:
Actuarian said:
Pangaea is tailor made for turmoil 3/ luck 3.
Why? Maenads are next to useless.

Quote:
The good events many times more than offset the loss of income, especially early on in the game.
From actual tests, the average amount of gold from events is only going to bring you close to how much gold you would have had with order. It will probably be less than what you would have with order 3, however, since order 3 allows you to expand far faster than turmoil 3.
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Old April 14th, 2007, 07:57 PM

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Default Re: Revelers=unrest, but not maenads

Maybe the gold only just averages out but then there are the gems, items, free troops/mages and less common bad events/invasions. I personally almost never go turmoil/luck(order3 misfortune2 for me) but i can see its uses.
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