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It's more an AI issue than the trait. You get a powerful army with the minor drawback that if something shuts down your magic it's going to turn tail and run as soon as someone looks at it funny. There's a couple of ways to prevent you casting spells, none of which the AI will ever make use of (except by accident if you happen to have your wizard in the fight).
It's not overpowered because it's not alone in that respect, the AI employs some fairly basic general strategies and will nearly always fail to cope with a more specialist strategy employed by the player.
Starts with 4 Chaos, 1 Nature, 1 Astral. Starting tome is horde for summon irregulars. Absolutely essential to get that ASAP and mass conduits/ mana buildings. Then afterwards I get the nature tome that gets vines. Then the Astral tome for amplify mind (20 knowledge per city is a big deal at that point) and also the Astral blood.
After that it depends. But I like pushing Astral to eventually get the 15 knowledge per magic material culture trait. This literally doubles my research.
it is your opinion that nerfs should come, and it is your opinion that mana addicts is the most overpowered trait (I disagree with you btw). None of those too things are FACTS. If you think that, then you don't know the difference between fact and opinion...
again, you don't know what facts mean. Those are your opinions
The issue is, I rarely choose mana addicts over other society options in the astral line, such as mana channelers.
Some posters here are asking for a gentle nerf in order to save it from a more significant one, but it doesn't need a change as is.
You have to sacrifice your entire mana economy to use this or face penalties longwinded battles.
There are countless other ways to get HP back in combat suchs as regen, direct heals from other units, and or combat spells themselves.
On balance, I choose any one of those alternatives over mana addicts and take society traits that let me grow and scale armies quickly.
If OP found a particulary good strategy with it that's great. There are many such strategies in the game but that doesn't make it broken.
By turn 20, I will probably have two to three times the military size of someone who went mana addicts.
Mana addicts doesnt require you to spend very high amount of mana though as penalty is not very severe while when you do cast it it gives you immense tactical advantage over your opponent early. You can take on very difficult fights and win you can get hero to level 20 in under 15 turns. You also can have great military with it as it allows really rapid growth
Yes, but are saying that mana addicts is so good that it is akways 1 of 2 society traits you're choosing? That you're almost forced to choose it by default?
Because, that's not what I am doing, but I would if it were that game breaking.
I have been taking it in every build though as its just provides massive sustain that others dont which enables you to take fight after fight and be able to clear even some gold wonders by turn 10.
as long as you have a somewhat decent economy and a cheap spell to cast than there should be no problem what so ever.
Fulmination is one amazing spell for it aoe damage with good chance of electrify. Its my favorite early spell especially because Ai loves to clump units together. Combine that with hero fire evocation and you have one very powerful combo
I think if you have "full health" (actual HP + temporary HPs) it increases actual HPs instead.
Hard to test, will try tomorrow when I am home.