July 26th, 2004, 03:35 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
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Re: Lab Secrets
Quote:
Originally posted by Kel:
quote: Originally posted by Cainehill:
Well - those Skull Mentors only cost 7 death gems if you're using a Dwarven Hammer
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This can vary from situation to situation, as can everything, but generally speaking, I find that I rarely have a dwarven hammer early in the game, which is when I would use research bonus items, if I was going to use them.
Really? One of the first earth items I try to forge is that dwarven hammer - the sooner you get one, the more benefit you can get out of it.
While the research items ... I'm past turn 40 in one game, and cranking out one to three Skull Mentors a turn, depending on how many researchers I'm adding that turn. Admittedly I've been much better off if I had started doing so earlier, but I'd always had a dim view of the research items before this game.
Quote:
quote: And most nations have a hard time taking Magic 3
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I tend to use magic 2 or magic 3 unless I am trying out a specific strategy that requires a lot of points elsewhere. It's not hard at all to get Magic 3 ! For me, personally, most of my nations start with order+3, luck-2, magic+3 before I even start fiddling with the other points.
I like Magic 1 myself, and hate taking the high order, high Misfortune - like the old VQs, it just seems cheesy, even if it is a no-brainer with the Order/Luck scales being tied the screwed up way they are.
And I also tend to spend a lot of points on dominion (but then doesn't everyone) and usually 60-100 on a castle. (The 60 pointer is kind of my default, unless I'm trying something experimental, or am short / surplus points at the end.)
Oh, and almost always one additional magic path on a pretender, even if it hurts, and 80 points for free beer.
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Wormwood and wine, and the bitter taste of ashes.
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