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EA Caelum's pretty open especially in single player. You can go heavy scales or heavy bless or some mix and do pretty well. A good bless isn't a bad choice because you have recruitable as well as summonable sacred troops.
I've never played revamped Caelum, but personally I would be interested in trying an awake S5 sage with good scales. I'm not sure what is feasible with the points but I'd shoot for Dominion 5 Order 3, Prod. 0, Cold 3, Growth 0, Luck 0, Magic 0 and take whatever points were left and try to get D3F2 or D4F2. If I couldn't make it to D3F2 though I'd put the remaining points into luck, magic, or dominion.
EA Caelim can make due with a lot of pretender options. I usually try to go with one of the flying titan chassis, because it's annoying when your pretender is the only thing in your army that can't fly. I really like that flying naked chick pretender for Caelim. Not for strategic reasons. I just like the idea of playing a nation that worships a flying naked chick. Although she does have awe and 3 magic paths if I recall correctly, and Caelim has a lot of item crafting potential, so she could make a pretty powerful frontliner later on.
Your troops suck, and in my experience your sacred troops also kind of suck. You can try a minor air bless for your sacred archers and mages, but that doesn't seem worthwhille, especially since you don't really need extra air paths. A minor earth bless might be a bit better. Not sure a major bless of any type is worth it. If I recall correctly they get E1, so making an E2 pretender at least might be worthwhile to make earth boots. It's up to you if you want to take the extra path options to get Caelum's national summons. Personally I don't priortize them.
For scales, magic is an obvious choice. You need to rush some research as Caelim. Magic 2 is probably enough. Order 3 is something I get on most nations, and Caelim benefits heavily from it. Production is a bit iffy. Your troops suck unless spammed, but you'll probably want to direct your money toward stronger mages rather than stronger troops. Somewhere between sloth 1 and Production 2 is probably good. I can see an argument toward playing a high production Caelum, but it's not something I'd recommend. Growth is good in general but it isn't really better as Caelum, so consider it a possible point sink if you have extra, same with Luck, although I'm convinced Luck is a bit underrated.
I'm going to try a Great Enchantress S4E2W1D1 O3P2G3C3L0M2.
Wish me luck! :)
Thanks for the help.
Feel free to flesh out those scales as you will.
About mages, the 45 gold mage should definitly not be the focus of your recruitments. They're difficult to use properly in battle due to their low magic, and caelum can't really afford less battle mages. Some are useful to serve as researchers but that's about the amount you need.
@Shinuyama, what your guide lacks a bit is "mid-game" strats. For example, stating your next goals behind hitting thunderstorms / elemental spam =).
Similarly going const. 6 before any battlemagic is not a tactic I would expect to succeed in many MP games. Only if you are very confident in your diplo so you don't get surprise attacked (or attacked at all) in year 1 and 2 would I consider that worthwhile.
That's not a guide for SP, by the way. SP to me is not something that really needs a guide and you can do a lot of crazy stuff and be fine. It's a MP guide.
No, I don't think it's much of a debate. In MP every single recruitment counts because you cannot afford to build 2 more forts + labs (which amounts to next to 2000 gold) just to crank out the 2 extra mages. It would need what, 15 turns to be worth it ? Assuming that no one gets to you first ?
Which is actually why not going to G3 hurts me in that game I'm playing. I'm lacking that income and have to recruit some of those 45 mages...
Fort turns are a cost. Given that a fort costs a big pile of gold, the 'little guys' cost a massive upfront payment (and turns of construction that a surprise Bogus or jag rush can screw up) before you get any use out of them. On top of the lab.
A tstrike hits 1 SQUARE with infinity lightning damage, then 9 SQUARES with 10 fatigue + 1 AN lightning damage. Lightning bolt hits 1 PERSON with 14+ lightning damage and 10+ fatigue damage. Even if you had 3x as many spire horn seraphs as airya seraphs, 3 lightning bolts < 1 tstrike. And alphastrike damage is more important for caelum by far than slow steady damage, due to flying troops. Plus, air gems to cast the spells 1 gem = 1 tstrike, 1 gem = 1 lightning bolt, it's much weaker.
They also cost 2 gems to cast an air elemental even with storm where airya seraphs only need 1, doubling gem-efficiency.
If you somehow magically had all the infrastructure for no extra cost, it would still be worse to build spire horns vs airyas in a situation where you weren't severely gold capped. With infrastructure costs... it's something to do when you need gold for other stuff and still want to not waste a fort turn, not something you should be doing as a matter of course. If you're that gold capped, you are not expanding properly, either against indies or against players. That's a sign of a bad situation/play rather than the 'expected' situation for most caelums.
However there are rare occasions when getting the cheap research bait mage will allow you to afford to build a fort 1 turn earlier. Other than that I don't see much point.
Other than situational gold shortage I really can't see a use for them
even as 'researchers', i'd prefer to build harabs who have useful randoms
Caelum is extremely mediocre at expanding, so I can't see how you'd expand fast enough to be able to afford tons of mages; I ended up with somewhere between 1 to 2 dozen forest/mountain provinces in the game I referenced (fairly good, considering I boosted expansion with my awake pretender), and yeah. Gold capped fairly quickly.