![]() Even the maligned arcoscephale did better than MA Xibalba, which has great death access and solid blood access. blood 2 on an expensive capital-only mage), Sceleria (Death nation, though limited to death-3), and Agartha (elemental nation that has up to D2 on an expensive, slowrecruit cap only). In MA: Ermor (Death nation), Pangea (Primarily nature and earth. Lots of blood and death nations that performed worse. The next few nations were primarily elemental or astral. In EA, the four winningest nations were: Xibalba (Blood, Death), Lanka (Blood, Death), Fomoria (No blood, Air primary, up to death 3 on capital-only mages), and Agartha (No blood, Mostly elemental, up to death 2 on a capital-only slowrecruit mage). I disagree with your subsequent claim that they are necessary to win. I'm willing to consider that idea for death. ![]() So, sure, I agree with your premise that blood is strong. Abysia is a blood (also astral and fire) nation that has nevertheless been average at best for a big chunk of the series.ĭeath is a fine path, but also not enough on its own - EA Ctis has always had great inexpensive access but still performed poorly in dom4. blood is a powerful and unique ability, but it is slow to ramp up and there is a lot to nation strength beyond whether it has effective access to blood magic. 4 on one side and 3 on the other is not a consensus.Īs to me. I can find three people agreeing with you. A quick read through of the thread shows one person explicitly disagreeing, and at least two people implicitly disagreeing with you (death/blood are better late, elemental better early = balance). If you dont like it, tough luck? :P It's being disputed. It seems the consensus is: yes blood and death are better. Originally posted by Slish:So after reading these comments. It's more the games where you can't push through, where Astral, Death, and Blood will finally get the advantage through their end game spells. It just has a little of everything, similar to Nature, but is better than Nature, because Nature's late game summons are garbage and its rituals aren't as game changing.īut Earth, Fire, Water, Nature, and Air all have very strong combat magic throughout the game, so a nation that has only access to these paths, will still be able to win, as long as they put the pressure on and don't just try to defend until Astral, Death, and Blood get their game winning rituals and summons up. Blood is able to compete primarily because blood slaves are so much easier to get, its summons are strong, all blood spells are under one path, they have a way to boost other paths, similar to Astral, and because of Astral Corruption, which shuts down other magic.ĭeath, on the other hand, is just straight up a strong path: it has the best late game summon, rituals that completely screw over living nations, and on top of it all, highly effective combat magic. They also have Wish, which is an end game spell that completely changes the game. Astral is like the source of all magic outside of blood, so they get spells and items that improve all other magic. The main reason people say Astral, Death, and Blood have the advantage late game is because of their global enchantments, rituals, and path access. They could definitely use better global enchantments and summons, though their combat spells are strong. But worst is probably Water because so many of their spells are tied to accessing, denying, or screwing over water and coast provinces. None of the magic paths are weak late game. ![]() Heck Astral Corruption goes up, and they might as well resign at that point. My take is Arcoscephale doesn't have very good prospects at that point. ![]() The other nation is heavy death with Liches, running around, doing RIgor Mortis, Bonegrinding, Wind of Death (maybe), casting all the other death spells.Īssume it is late enough in the game for a couple of Magic paths to be researched to level 7, and these 3 nations are of comparable size. There are two other nations, one heavy blood with lots of Storm Demons (and more all the time). They have Rings of Wizardy and Sorcery so I guess they ought to be able to make golems, and summon Water Queens, Earth Kings, and Fire Kings. They have a TItan of War and Wisdom as the pretender. Yeah, but it sure seems like you are handicapped compared to a nation that does either one well.Ĭonsider a situation of a nation like Arcoscephale, late age for the sake of argument. Originally posted by Sharkspeare aka Sombre:You should never feel forced into blood magic. ![]()
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