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  #21  
Old May 19th, 2007, 11:11 PM
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Default Re: Guide to EA C\'tis

You can copy it in Lazy_Perfectionist.
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  #22  
Old May 20th, 2007, 12:14 AM

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Default Re: Guide to EA C\'tis

Say... When my pretender or commanders have natural protection and I give them armor... Does natural protection supplement armor, or is it replaced? If I give a test Cyclops (basic prot. 20, earth +3 prot) black steel plate and helmet, I get a protection of 32. How exactly does it combine?
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  #23  
Old May 20th, 2007, 12:22 AM
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Default Re: Guide to EA C\'tis

Natural protection and armor protection will combine but will not equal the total. IE you give a Lizard Lord (natural protection 5) a full scale mail (protection 14) and the total will be 17, not 19. The more natural protection a unit has the less he will gain from armor. I don't know what the actual equation is to figure this out though.
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  #24  
Old May 20th, 2007, 02:31 AM

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Default Re: Guide to EA C\'tis

IIRC the Dom2 formula for combining natural and armor protection was something like:

(Armor + Natural) - (Armor*Natural/40)

-Max
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  #25  
Old May 20th, 2007, 02:14 PM

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Default Re: Guide to EA C\'tis

Also.. EA C'tis does not have mountain forts. The manual is incorrect. Unless mountains are different from border mountains... Are they? Am I looking at the wrong terrain? I may be able to still provide a screenshot to back this up...

Also, when I took heat scales and fire magic and high dominion in my next game, I ended up starting right next to two volcanoes? Coincidence? Probably. But I'll have another go at my burny pretender.

Edit: and while its interesting fooling around with different godlings, and worth doing just because it's fun, I don't recommend the "Solar Disc" as a learning godling, or at least getting him a helmet ASAP. It's not fun using a fragile high-magic godling, and getting him muted, and his spellcasting cut in half. It's not quite enough to leave him in the back. He hasn't died in my lost battles, but with mute, he might as well have.

I'm still not winning, but I'm good enough now to play around a little. Thanks for the advice.
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  #26  
Old May 20th, 2007, 02:41 PM

Shovah32 Shovah32 is offline
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Default Re: Guide to EA C\'tis

F9E3 Solar Disk is amazing. Can buff with reinvig, protection(very important for him), fire shield(15ap) and the amazing phoenix pyre.
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  #27  
Old May 20th, 2007, 03:41 PM
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Default Re: Guide to EA C\'tis

I agree that the Solar Disk is a good choice, but it requires research in conjuration, alteration, and enchantment to get him up to snuff.

EA C'tis does have Hillforts, but border mountains don't count as mountains for fort building.

I am curious as to how fast you are expanding Lazy_Perfectionist. You should have conquered a minimum of ten provinces by the end of the first year.
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  #28  
Old May 20th, 2007, 05:17 PM

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Default Re: Guide to EA C\'tis

By the end of the first year? Even on easy? Well... in my current game, I started in an isolated corner, with the AI in a preferential position for 2/3s of the map. However, for the first time, I managed to out expand them. This with zero scales but for the two heat, and a Pretender i've barely used. I've got about 12 by year three, but that is the result of heavy conflict between our two nations, with nobody able to head for the southern half of the map. Until I ran into the enemy (very soon, I might add), I'd been averaging a province a turn. My biggest problem is I have no real expansion strategy after I encounter the enemy nation and its a wide open map with only one checkpoint, which I have taken.

The Solar Disc, though, I find that hard to use early on. What strategy allows a solar disc to start being useful ASAP on a large, 2 player map? I'm not very familiar with the fire magic.

This one game I'm going to abandon- I wanted to see exactly how my empire performed with no scales other than two heat. I hadn't expected it to go well as long as it did. Shovah, would you advise using the Solar Disk on a small or large two player map? And what sort of strategy for his use? What scales, and awake or asleep or other?

I hadn't started it out seriously, since I was doing a test with a new pretender and no scales... But I ran straight for Raise Skeletons, and used my Sauromancers more agressively than before. It turned out quite helpful.

I'll keep a little log on my desktop of my next game, maybe report on it later. I'll also turn down the randoms quite a bit in the game setup. I started the first turn of this test game with 200% tax and patrol, but got hit the second turn with an unrest random in addition, and that took longer to wipe out than I expected. So my income was lacking in that game for several turns.

Oh, and I found out Behemoths are quite fun. Three may die quick enough, but squa****y death is fun and quick.
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  #29  
Old May 20th, 2007, 05:40 PM
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Default Re: Guide to EA C\'tis

Yes, you should have 10 or more provinces by the end of the first year, not counting your capital. Unless you have independents set higher.

The Solar Disc is a good pretender, but you need research in several schools of magic to allow him to take provinces on his own. He will not be useful right away.

Have your Shamans cast Body Ethereal on the Behemoths to make them much more survivable.
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  #30  
Old May 20th, 2007, 09:55 PM

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Default Re: Guide to EA C\'tis

An odd question for you. If none of your units can leave your starting province due to an odd map bug, is there any way to expand outside through C'tis options of summoning?

Edit: Nevermind, I'll just start a new game.
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