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https://steamcommunity.com/app/722060/discussions/0/1733213724907438723/
You can recruit earth mages (1 in 5 weavers are earth 1) but you don't have access to earth boots or dwarven hammers. The latter is especially important because weavers have a forge bonus, and forge bonuses become better the more you have since you can afford to use them more. If you have 6 air gems a normal a1 mage with a hammer can forge 2 owl quills, meaning the hammer has saved you 4 gems. A colossi weaver can afford to forge 3 owl quills, meaning that the hammer will have saved you 6 gems.
There are also some really strong earth buffs at E3 (strength of giants and legions of steel) which an E2 mage can cast by casting summon earth power first. An E1 mage can do the same by casting summon earth power with a gem and then the buff by using an additional gem, but that gets expensive fast.
Generally the colossi weaver is the mage you want to spam recruit. Never recruit mage pilots generally mages with no paths higher than 1 should be avoided unless it's astral or nature. A1 and W1 are both bad paths. Colossi storm captains can thug, and lead your armies with a morale bonus, so you want some of them, but they are too expensive and too high encumberence to be cost efficient thunder strikers.
Speaking of which, 1 in 5 colossi weavers are very cost efficient thunder strikers. All weavers are S1 so they can communion, but after orb lightning was changed there's no air spells with good scaling early on.
I would probably recommend a A3F3W3E3 rainbow bless, which would allow you to boost your sacreds up to pretty good troops with F/W/E and use A to give you protection against Man and Eriu's lightning. But take that with a grain of salt because I'm unreasonably fond of rainbow blesses.
You should probably do a practice game against AIs to see what kind of order/production you need to keep up a steady stream of troops.
Orb lightning is an awesome spell for A2 mages nowadays, not like the garbage of Dom4.
A1 with storm power can: summon air elementals, gift of flight, orb lightning, wind guide, arrow fend, phantasmal spam. I don't think you can say A1 is a bad path. Without storm not very useful, sure, but mere phantasmal warrior can be enough to fend off SCs, for example.
Not saying that's what should be recruited above the other options, just that there are good options for low paths as well. For W1 not so many, though, but then water is the cheapest to boost with items.
If someone has a better ideas, I'm all for it.
Enemies have more armies and better ones than Phaeacia has and more mages too. It helps to get regeneration+reinvigoration on Drakon.
My units are spread thin and I'm playing pretend with magic mirrors to trick Man into believing my armies neighboring him are larger than what they really are. Trying to discourage him from invading my weakly defended fort. I need most of my troops to finish off Eriu.
The Ettin King of Man is hilarious btw. He's killed dozens of giants and humans by now and he's still going strong. Phlegra is really struggling to kill him.
Eriu has flying thugs who leap from province to province and they are a pain to deal with. I stopped hiring province defence entirely since they are a waste of money against those. They are using Cloud Trapeze I think? Other than that, he's pretty much dead and has nothing to contest my much bigger army.
My sea provinces remain uncontested so I figure the earth serpent was a smart choice in that regard as well.
Figured I'd do a small update on my current FFA game if someone is curious.
What pretender I use depends on the map size. If it is smaller map I prefer dormant drakon E4N7. For expansion I use light colossi infantry and when expansion is over I shift to heavy infantry. For large maps I like master enchanter with F4E4N7 imprisoned.
Phaeacian archers are not that good so I try to find province with longbowmen and build fort so I can mass those.