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December 18th, 2003, 10:27 PM
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Second Lieutenant
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Join Date: Nov 2003
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Iron Faith Ulm
I would love to know the strategies others have used with Ulm Iron Faith as it is my next project.
My pretender is a lich with earth-4, death-4, air-4, and fire-4. Order 3, misfortune 3. (Yes...I like this combination though I know some of you don't.) Growth 0, Productivity 2, Drain 3. Dominion 4. I wanted a castle but could only afford a fortress.
My thoughts: I need to find fire gems for those research lanterns, and that might not happen at fire-1 for my default inquisitors. I was hesitant in taking the drain dominion but found that it helped produce points and...well...since I stink at magic...it would be nice if everyone else got extra fatigue while invading me.
Having a lich will let my pretender participate in combat virtually risk-free. I might need him since I otherwise don't really have a mage I can count on. With 4 earth, I'm immune to that air spell that sucks you into enemy domain to be killed.
The magic picks are strong enough to have bless effects, which I thought would be useful to have since you have bless units with iron faith. They are based around my need for research (finding death and fire gems for skull mentors and those research lanterns) and having some offensive magic... I think I can get hyperaccurate blade wind (air for eyes of aiming) and earth is necessary since my inquisitors are earth-1. I can get one of them to the point of making earth boots by making the first pair with my pretender and then empowering an inquisitor to earth-2. Wearing the boots made by my pretender, he can forge more.
I'd love to know what other folks have done to make Iron Faith Ulm work. And how they dealt with the absence of decent researchers and extremely low magic skills.
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December 18th, 2003, 10:51 PM
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Re: Iron Faith Ulm
I have a couple of questions on your design decisions.
1.) Do you only fight in your domain with your lich? Since you have such a low initial dominion (4) it will be hard to fight inside it a good % of the time unless you are being attacked quite a bit. Your dominion can also be pushed around fairly easily, and if you are playing the AI, they usually have high dominion pretenders as a standard.
2.) Who is going to be doing your research if not your pretender (who you said is fighting) and Drain 3 with Black Faith priests? If you are not going to focus on magic, why so many picks in magic and searching?
3.) Hand in hand with question 2. If you are going to research. Why use Fire lanters (Construction 6) when you have Skull Mentors (Construction 4) and Owl Quills (Construction 2) more availiable.
[ December 18, 2003, 20:53: Message edited by: Zen ]
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December 18th, 2003, 11:01 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Iron Faith Ulm
there are other research bonuses than the lanterns. air and death gems can make two that I can think of
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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December 19th, 2003, 01:05 AM
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Second Lieutenant
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Re: Iron Faith Ulm
I always go high in construction with ulm as I love the mechanical men. They work so well against the electrical, fire, and poison creatures produced by many other races.
Yes...I fight only within my own dominion with my lich. But my dominion, though weak initially, will grow strong as more temples are constructed. The lich will become a defensive combatant after that.
Initially, your domain spreads unless there is an opponent very nearby. My plan was to have the pretender do research unless I get lucky and find sages, at least until construction 4. Then he goes out to find some death gems and make skull mentors for some inquisitors unless I've found something better to research for me.
With inquisitors, it should be fairly easy to reverse enemy dominions as they will have a priest level of 5 for that effect.
Fire lanterns are constructable by my native mages...the skull mentors can only be made by my pretender...again unless I find something else able to construct them. Hopefully, I will eventually be able to summon something else to do this. Of course there will be skull mentors before there are lanterns, but eventually there will be researchers with lanterns who do not have skull mentors until I can summon something to make them.
I prefer to save my air gems for eyes of aiming. Without these, blade wind is much less effective.
The picks in magic are for the magic that I will need in order to best maximize the national mages, which after all are the only mages I know for a fact that I will get. The reason for going up to 4 is so that I will have some bless effect.
What have you done with Iron Faith, Zen? I know you are someone who has experimented with it in the past if I recall your Posts correctly.
(I have been having luck with a great sage and Ulm, and I also want to test out different pretenders.)
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December 19th, 2003, 01:29 AM
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Sergeant
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Join Date: Oct 2003
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Re: Iron Faith Ulm
Interesting design. I don't know IF or Ulm well but I do in principle like using magic rich pretenders for Ulm. As I see it the biggest thing they give is gems, indie mages and summonging sites from searching and their research value is high early. However I'm not sure the Lich is the best choice due to cost. Here is my attempt at your idea.
IF Ulm
Great Sage - Earth 4, Fire 4, Death 4, Air 3, Nature 2, Water 1, Astral 1.
or
Great Sage - Earth 4, Fire 3, Death 2, Air 3, Nature 2, Astral 3, Blood 2
Orde and prod +3, misfortune and drain 3, Dominion 4, Castle.
I choose the Sage as he really kicks butt with research and as you were using 4 paths he is alot cheaper than a Lich even though he does require protection - body guards and a robe/amulet missile protection while searching and lots of accompanying commanders as time goes on. I dropped air to 3 as the bless effect didn't seem important to Ulm and I grabbed some more cheap magic paths to aid searching and research. Upgradd to castle and Prod +3 - which is pretty fundamental to Ulm.
Research construction for a couple of turns and then go searching for awhile before returning to researching once you've got a decent gem income. Hopefully you will find sites that can produce good indie mages and you are away. You weak dominion will allow you to research outside your drain effect with your main research team boosted by skulls.
The second option is drop death to 2 (you can make items to go to 3) and Fire to 3 (I would recommend this) and use the points to boost other paths. This gives the Sage 28 research points a turn plus phenomenal site searching and indie mage finding - which is the key to long term success. Ability to construct magic items is also somehting outrageous which is nice and will in time open up pretty much every field of magic.
Cheers
Keir
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December 19th, 2003, 02:25 AM
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Second Lieutenant
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Join Date: Oct 2003
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Re: Iron Faith Ulm
The only reason to take IF is if the player is looking to exploit the Templars. Otherwise I would advise taking basic Ulm.
On the assumption that we are taking IF in order to exploit the Templars, then we need to make a pretender that can boost them via blessing effect. If you are looking for a rainbow pretender... I suggest going back to basic Ulm.
For a pretender that has some synergy with Ulm and provides good blessing effects I recommend the Great Mother.
Try:
Great Mother
Earth - 6
Nature - 6
Order-3 Prod-2 Grow-2 Misf-3 Drain-3
Dominion-5
Wizards Tower (ulm needs production)
The Great Mother can start the game following the troops and casting Legions of Steel. Later on once you get her some magic items, she can become a very potent combatant. In the meantime your Templars (when blessed) get some nice boosts.
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