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  #51  
Old February 27th, 2009, 04:09 PM

chrispedersen chrispedersen is offline
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Default Re: Kailasa guide

I don't think its a forgone conclusion that kailasa is not an archer nation. D9AxZx is how I play kailasa, and I usually focus on archers.

So you're saying you don't think anyone will take an archer nation thejeff?
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  #52  
Old February 27th, 2009, 04:20 PM

Omnirizon Omnirizon is offline
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Default Re: Kailasa guide

Quote:
Originally Posted by thejeff View Post
As was mentioned above, that competition won't even address the debate about the air bless. Kailasa isn't an archer heavy nation, unless someone decides to forgo the bless and focus on the monkey archers, which no one is suggesting as a viable strategy.
So it's almost a given that in this contest a non-air bless strategy will prevail.
what?

no. I'd contest that.

Kailasa is, in fact, an archer heavy nation. They have a gradient of four archers. They have the world's cheapest archer. They have one of only two [or maybe three] (in the entire game) sacred archers. They don't have a lot of precision. But they have lots of archers. If a Kailasa didn't take an Air bless, another Kailasa with an Air bless is just about the perfect nation to wipe them out. Not only are they immune to all of Kail's archers, they are free to use all their own (depite low precision) with near impunity.

An Air bless is just as, if not more, salient in an all Kailasa game as in any other game. Otherwise your making your 25 gold recruit which you invested a 500 point bless into easily counterable by a 5 gold markata with no bless.

I actually make monkey archers central to my strategy when I'm using an Air bless. That's part of the beauty with that bless, you can make them a key component. Add to that that you have perfect mages for spamming Destruction and Iron Bane (and with, well what do you know, an A9 bless they can also sit right on the front lines with impunity so their Destruction spells can reach pretty much any target).
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  #53  
Old February 27th, 2009, 05:42 PM

rdonj rdonj is offline
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Default Re: Kailasa guide

Agreed with Omnirizon 100%. Kailasa's sacreds are 20+ hp buckler wielding swordsmen with 1(!) protection. The vast majority of kailasa's units don't even have a buckler, or any kind of armor worth speaking of. Kailasa is absolutely one of the best targets for enemy archer hordes in the game, so far as I can tell. Markata would even be the superior archers in this case due to the sheer volume of missile fire they can achieve.

Tifone - While it's true that other blesses would be more useful against powerful sacred rush nations, the ones you just mentioned should be completely possible to deal with if you can get a bit of research done before you have to face them down. Which should generally be quite possible, I think.
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  #54  
Old February 27th, 2009, 06:00 PM

pyg pyg is offline
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Default Re: Kailasa guide

Endoperez suggested this thread in another and I set out whacking together a mod for a multi-EA Kailasa game letting you sort out your argument. I have something but it needs some more work. Notably I can't figure out how to *add pretenders*. I have:
Code:
#selectmonster 499
#restrictedgod 72
#end
and that doesn't seem to be working. If someone can point me out a mod that does this I would be grateful. Also PD was just a guess and may be better that is should be. Fort types are also just a guess. I will correct them when I have more time.

A sample with three players is include here to look. The mod name is "Any Kailasa Early Age". The python script that generates it is included as an example in dmg.zip in this thread.
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File Type: zip kailasa.dm.zip (1.1 KB, 80 views)
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  #55  
Old February 27th, 2009, 06:30 PM
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lch lch is offline
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Default Re: Kailasa guide

pyg, the way modding is done, modding commands overwrite unit attributes. If a unit already has an attribute, a mod will update that attribute. If you have a unit with 10% regen and set it to 20% regen in a mod, then it will have 20% regen, and not two attributes with 10% and 20% regen which would result in 30% regen. You are overwriting the "pretender for nation" attribute three times, so only the last one will stick. If you want the units as pretenders for multiple nations, then you need to make copies of them.
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  #56  
Old February 27th, 2009, 07:37 PM

Psycho Psycho is offline
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Default Re: Kailasa guide

I'm with Tifone. If you are facing archers why send your sacreds to be slaughtered? Invent a different solution.

It is possible that archers on fire largest will fire yavanas instead of decoy bandars. I haven't tried it. But surely you can find someone or something with more hit points than yavanas to serve as decoys if you really want to use your sacreds against an archer heavy army. Use more yavanas as decoys if nothing else.

I am pretty sure that an army of yavanas with a S9A6 bless will defeat an army of archers of an equal gold cost even with no decoys used. Just split yavanas into several smaller groups.

I don't think that an all-Kailasa competition can show which bless is the best all around. But it would be an interesting game, so I'd like in as well. Probably the fire bless will win.
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  #57  
Old February 27th, 2009, 07:46 PM

P3D P3D is offline
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Default Re: Kailasa guide

If any nation can benefit from an A9 bless it is Kailasa, and you also have several pretender choices. Also keep in mind that this would make your blessed troops pretty potent against EA lighting/archers strategies from

- Vanheim
- Fomoria
- Caelum
- Sauromatia
- Tir
- TC
- Arcos

Which means you limit strategy choices for third of your possible opponents pretty heavily.
Throw in two minor blesses from W and one from ESB - keep your everywhere recruitable sacred spearmen in mind.
I won't count on Arrow Fend either given your lack of air mages.
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  #58  
Old February 27th, 2009, 08:50 PM
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KissBlade KissBlade is offline
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Default Re: Kailasa guide

Quote:
Originally Posted by Psycho View Post
I'm with Tifone. If you are facing archers why send your sacreds to be slaughtered? Invent a different solution.

It is possible that archers on fire largest will fire yavanas instead of decoy bandars. I haven't tried it. But surely you can find someone or something with more hit points than yavanas to serve as decoys if you really want to use your sacreds against an archer heavy army. Use more yavanas as decoys if nothing else.
Use more yavanas as decoys..? Perhaps the purpose of decoying to protection your valuable troops is lost on that one ... Also your opponent can just break up his archers into different groups to dodge your decoys anyway. And choosing to simply "avoid" archers, if your neighbor sees you playing Kailasa, what's stopping him from rounding up a group of indie archers and breaking down your door?
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  #59  
Old February 27th, 2009, 10:13 PM

Executor Executor is offline
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Default Re: Kailasa guide

"if your neighbor sees you playing Kailasa, what's stopping him from rounding up a group of indie archers and breaking down your door?"

Time is, can you really buy enough indie archers to counter Kailasa so early? You would need a great deal of archers to do so.
When you get to the point where you have several forts with cheap acrhers Kailasa is going to have some magic and other troops to support the yavanas.

What you're saying is impossible. What's to stop me from rounding up a group of indie infantry to stop those archers? Or buying my own archers put to fire archers? Indie archers won't get you anywhere against Kailasa.

If you're playing Sauromatia, sure they'll be a pain in the *** since nations like that are going to use archers anyway but even then there are ways to avoid archers.

An army of yavanas against an army of archers as the same gold cost, yavanas are gonna cut them to shreds, and they are a part of your general strategy unlike archers who you're gonna use in only certain situations but will still cost you twice as much to keep since yavanas are sacred.

And with Kailasa you don't need big armies running around. Several small armies are much more effective and will make it harder for a big group of archers to stop.
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  #60  
Old February 27th, 2009, 10:54 PM

pyg pyg is offline
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Default Re: Kailasa guide

I don't mean to be pushy here, but I made a much better version of a multi Kailasa mod. I believe everything is correct except there are some extra pretenders that should not be available. Obviously if you were going to play such a game you would want real names and flags which are easy to do. If someone wants to host a multi Kailasa game I would be glad to help set up/fix/troubleshoot, but I'm not a Kailasa fan and don't want to play. Please PM me if you find something incorrect.
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File Type: zip kailasa.dm.zip (2.2 KB, 78 views)
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