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September 22nd, 2008, 09:57 AM
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Sergeant
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Eternal Knights & Gift of Reason
I bet somebody has written about this before, but a search didn't bring it up.
If you have the ability to cast Gift of Reason, or ever the chance to get it in a reasonable number of turns when the Eternal Knights come on to the market, I recommend making sure to get them (put in a serious bid).
Gift of Reason as many of the knights as you can afford. In my experience they are the best value for money commanders in the whole game, and definitely worth the nature gems.
Last edited by Adept; September 22nd, 2008 at 09:58 AM..
Reason: fixed typo
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September 22nd, 2008, 10:01 AM
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Corporal
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Re: Eternal Knights & Gift of Reason
I saw them, they are definitely Knights on Horse-steroids. Can I have them indefinitely when reason-blessing? I don't have experience with mercs mercenaries except Green Horde, Shipwreckers, Elephant Corps, Hector's Horsemen and that inquisitor with pikemen.
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September 22nd, 2008, 10:23 AM
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Sergeant
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Re: Eternal Knights & Gift of Reason
Quote:
Originally Posted by Adept
I bet somebody has written about this before, but a search didn't bring it up.
If you have the ability to cast Gift of Reason, or ever the chance to get it in a reasonable number of turns when the Eternal Knights come on to the market, I recommend making sure to get them (put in a serious bid).
Gift of Reason as many of the knights as you can afford. In my experience they are the best value for money commanders in the whole game, and definitely worth the nature gems.
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Do mercenary units that have been gifted and hence made commanders become yours permanently?
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September 22nd, 2008, 10:30 AM
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National Security Advisor
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Re: Eternal Knights & Gift of Reason
Quote:
Originally Posted by Epaminondas
Do mercenary units that have been gifted and hence made commanders become yours permanently?
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The opening post implies that they do. After all, the mercenary behavior is tied to specific individual commanders. Their units cannot be reassigned either, but if you GoR one, it becomes a commander and is no longer assignable to any squad. So presumably the restrictions vanish.
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September 22nd, 2008, 10:40 AM
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Sergeant
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Re: Eternal Knights & Gift of Reason
Quote:
Originally Posted by Edi
Quote:
Originally Posted by Epaminondas
Do mercenary units that have been gifted and hence made commanders become yours permanently?
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The opening post implies that they do. After all, the mercenary behavior is tied to specific individual commanders. Their units cannot be reassigned either, but if you GoR one, it becomes a commander and is no longer assignable to any squad. So presumably the restrictions vanish.
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Bejeezus! I learn new thing about this game everyday--or every time I read this forum!
But the problem with the tactic discussed is that I tend not to research Thaumaturgy early (and I play Very Difficult Research mode games), and I can almost always get stronger summonable Commanders by the time I have it researched.
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September 22nd, 2008, 10:50 AM
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National Security Advisor
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Re: Eternal Knights & Gift of Reason
You're not alone in that. I always play difficult or very difficult research, it makes BI games more of a challenge. Having too much magic too early on leads to just annihilating the AI in hordes.
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September 22nd, 2008, 11:21 AM
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Sergeant
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Re: Eternal Knights & Gift of Reason
[quote=Epaminondas;639613]
Quote:
Originally Posted by Adept
I bet somebody has
Do mercenary units that have been gifted and hence made commanders become yours permanently?
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YES!
Sorry, I assumed this was common knowledge.
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September 22nd, 2008, 11:43 AM
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General
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Re: Eternal Knights & Gift of Reason
One positive note is these mercenaries have zero gold upkeep!
One negative note is... be aware that these GoR mercenaries will not release any items you give them. So whatever item you provide be prepared for them to keep it until death.
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September 22nd, 2008, 12:55 PM
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BANNED USER
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Re: Eternal Knights & Gift of Reason
Also they aren't actually that great, statwise.
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September 22nd, 2008, 01:08 PM
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General
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Re: Eternal Knights & Gift of Reason
Yeah, I'm not sure what the big deal is. They're great as troops if you've got a good bless, mostly due to being sacred and to having good armor and a good weapon.
As thugs though, you'd replace the weapons and armor so you're getting a fairly weak chassis with only the sacred to really recommend it. If you could do it early game, it might be good, but GoR is late enough you'll have other options.
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