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  #11  
Old December 4th, 2004, 07:24 PM
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Default Re: Carrion Woods pretender setup

that's not how it works, necessarily. for instance, in my one game as CW, I had almost no income and 100 frigging militia. 66 upkeep or whatever was about half my net income. rounding them up and slowly marching them to a front, where they proceed to flee so that i need to round them up again...

and that's even when there was a place to have them attack, as opposed to my southern front where i have little desire to start a war for the sole purpose of having them killed off. or i could spend 10 turns marching them to the north.

basically, militia [censored] suck; especially for CW pan. Its laughable that they are considered a positive event.
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  #12  
Old December 4th, 2004, 08:15 PM
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Default Re: Carrion Woods pretender setup

It bothers me to no end that free troops are a bad thing.
I can think of no other game in which this is the case.

Is this a big problem? Probably not. But in my opinion, yes. Down with useless troops!
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  #13  
Old December 4th, 2004, 09:28 PM
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Default Re: Carrion Woods pretender setup

Since when is cannon fodder useless? Even as an undead swarm nation, the volunteer militia offer a fodder type that can't be banished.

Why the god of Ermor would ever pay them a salary, though, or need gold to erect temples, I don't know... that seems possibly unthematic...

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  #14  
Old December 4th, 2004, 09:30 PM
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Default Re: Carrion Woods pretender setup

no, we're not saying they are useless: we're saying they are worse than useless, as their upkeep can far outweigh their utility, esp. for an undead nation.
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  #15  
Old December 4th, 2004, 09:38 PM
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Default Re: Carrion Woods pretender setup

I agree - it can take five or six battles to kill off the militia since they turn to run so rapidly, even when you setup your troops for the purpose of killing them. Add to this the grief of getting a commander to them to bring them somewhere to get into a battle, and then the grief of rounding them up after each battle they run away from.

It really sucks that it takes Conjuration-9 and 5 death gems to have a good chance of killing them off and stopping the drain on the miniscule gold income that death nations tend to have.

And it _is_ a sizable drain for themes like CW: 10 gold can be 1/10th of the total gold income for the nation as the game goes on and the population dies. If it takes 10 turns to kill them off, that's 100 gold, which is a huge amount to lose as CW or, presumably, Ermor's death themes.

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  #16  
Old December 5th, 2004, 01:47 AM

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Default Re: Carrion Woods pretender setup

Yea, the militia are a drain on income. But it's still hilarious when you have Haunted Woods (?) up and storm a provine with them.
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