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rakenan: I also tried the build with Myrran and 8 Nature books as Dark Elves. That game was profoundly unpleasant.
Yeah, it doesn't really work with Dark Elves (or any other Myrran race). Swapping out 3 nature books screws it up completely.

I might just try it with Klackons, though. Imagine the explosive growth potential...
Actually, the build can work all right with a Myrran race, although it's a gamble whether you actually get Gaia's Blessing or not. Myrran races all generate mana reasonably well both from population and religious buildings, which is the primary need of this build. The problem is Dark Elves themselves - the build works best with a race that can actually go and conquer the world, and the Dark Elves just aren't very good at that. Nightmares have those annoying magic attacks that get them destroyed by Sky Drakes even more thoroughly than most things, and Warlocks and Priests are too squishy. That's the whole late game for Dark Elves flushed down the toilet.

I bet the build would work pretty well with Beastmen or Draconians. Not as well as High Elves, granted - Being able to choose a mana producing race for 0 picks is amazing. But the core concept should work well enough with Myrran races, it just needs one that's a lot more rugged than the Dark Elves.

I would not advise Klackons. They suck at generating mana, and they don't really want to have their cities grow all that fast, since they can't control even their unrest for squat. I guess the build would work with Klackons as well as any other build, they are woefully bad at, well, pretty much everything. I guess they fit their theme, but my favorite way to play Klackons is with as few spell books as possible and loads of picks - Alchemist, Warlord, Famous, Charismatic, whatever I can get. Any books I pick are Life Magic, because so many low end Life spells are useful. Just spread those bugs across Arcanus and Myrror, razing the heck out of all other racial cities.
I tried another play with this build. It's amazing how different the circumstances can be from game to game. In this one, Arcanus had almost no special resources of any kind. There were a handful of game squares, exactly two gold squares, and a single mithril square. That's it, across the entire plane. Myrror was a bit more lucky, but not much. It had a smattering of mithril squares, but only two adamantium squares, and those were right next to each other.

This build is definitely a change from the A/R builds. In fact, it's about as far away from those as you can get, because it's all about spreading your outposts everywhere as fast as you can, mana generation, and figuring out how to use your basic units. Heroes are supplemental unless you get really lucky with equipment you find, because you won't have the mana to spare or the casting power to create many artifacts.

It's very satisfying in a way the A/R builds aren't, though. It's quite fun to see all your rivals utterly failing to keep up with your explosive growth and expansion. So far in my game I've largely ignored them. I expand everywhere before they can get anywhere.

GB eliminates two rebels per city, by the way. That's helpful (and might make Klackons more feasible). I got a High Men city quite early, which meant Engineers to begin with and mithril Warships later. Once I got to Myrror I picked up some dwarves as well (they would have been harder to manage without the unrest bonus from GB). I'm currently cranking out adamantium Elven Lords, Pegasi, and Longbowmen as fast as possible.

My garrisons to this point are simple enchanted Longbowmen: a very solid unit.
Post edited September 20, 2013 by UniversalWolf
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UniversalWolf: One thing I've noticed about this build is that all Nature is not great for heroes. You can create items with pathfinding, water walking, and elemental resistance, and that's good for scouting and exploring, but you aren't going to get flight, invisibility, guardian wind, magic immunity, or true sight. Sorcery nodes tend to be pretty tough, since phantom beasts and warriors will be a pain, not to mention sky drakes.

I found the Entangle spell to be very handy for sky drakes, though. For some reason it hardly ever fizzles from the sorcery node.
Plain old web and crack call will kill any thing but incorporeal in the game..
You can mass spear men outside a blue dragon nest,I do mean keep them coming.
And you will win.
Sometimes if it is just two or three dragons you will win on the first try.
It is easy to just keep assaulting with spear men and blue dragon dens are notorious for giving out great loot.
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EvilLoynis: Was the reason you chose High Elves due to their mana generation?
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UniversalWolf: A much simpler reason: I had never tried High Elves before. I picked the Oberic portrait because he looked like an elf.

The mana generation is definitely useful though, since you'll be casting lots of spells, and the poor growth rate is not much of a problem when all your cities will have Gaia's Blessing.

I've tried a couple of variations on this theme since, and none have worked as well. I tried going 5 Nature books, 4 Chaos books (I wanted Raise Volcano so I could colonize arctic regions), plus Chaos Mastery and Nature Mastery. Very much harder, because you can't start out with Gaia's Blessing, Change Terrain, and Transmute. Those three spells are they key. Without them High Elves are hard because they grow so slow, and like you say they have no engineers or shamans. And no Warships either, for that matter. I could just barely produce enough food and money to scrape by. If I were going to try it again I would scum an exceptional starting city location or I wouldn't bother.

High Elven units are pretty good though. Elven Lords are decent, although they seem slightly less powerful than Paladins (I haven't checked the numbers though). The Longbowmen and Pegasi worked best for me. Both should be used in large groups. The trick with Pegasi is to get as close as possible to the target before using the missile attack. Not usually a problem with a fly speed of 3.

And yeah, when I first figured out Trolls couldn't use Adamantium I was disappointed. On the other hand, Black Channelled Champion War Trolls are already massively powerful.
Rigjht out of creation longbowmen have 3 to hit,
Trolls
My experience is that Elven Lords similar in level to Paladins and with the same buffs if any will blow them away.
The thing about Paladins is that they are immune to magic,probably the most important single attribute in the game ,and Elven lord seem to be very susceptible to magic.
Still, you get by that and they are pretty mediocre, for instance a Dwarven Hammerhand group a level lower unbuffed will kill a like group of paladins with say only one buff like the life invuln spell cast on them.
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UniversalWolf: All points in Nature books.

High Elves

Gaia's Blessing
Change Terrain
Transmute
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EvilLoynis: Was the reason you chose High Elves due to their mana generation?

It is odd how bad HE's are gimped in not having both Engineers and Shaman/Priests.

Although truthfully I find Myrran races that cannot take advantage of Adamantium to be much more frustrating. And that actually includes both Dark Elves and Trolls.
Dark elves can use Admantium
War trolls are ment to counter attack and run,any units that can't kill them in one attack and don't have three or more movement points will lose.
As defenders they are impossible to zerg except with cracks call.(that I have seen)
Longbow men are the only army that can take down most things right upon creation ,that gives them a quick start.
They also need only a sawmill to create and in a shoot off will blow halfling slingers a level up easily.
They are easy to kill if you can get to them, but their to hit will also take you down with them.Beefed up with life and or chaos magic they can take down a couple sky drakes no problem
Elven wizards in a full group can take any city in Arcanus easily other than Paladin protected cities in which case longbowmen will take them down unbuffed with a couple shots each at veteran level. Of course any player controlled longbowmen will take down any human city long before paladins are created.
Personally I pick Elves for the speed they can produce longbowmen, no more no less .The mana high elves produce is more than off set by the other negatives.Still,
starting quick with longbowmen will conquer the races you need for productivity.
Another thing is an normal squad of longbowmen will easily take down a node defended by one sky drake,which very well may give you an uber weapon/armor or a great retort. A squad at normal level of slingers or rangers will just
die period . That's if you are lucky enough to have a node like that near by.
All that meaning elves are an uber race that can give you the upper hand early.
Post edited March 08, 2014 by Tervvo
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Tervvo: Elven wizards in a full group can take any city in Arcanus easily other than Paladin protected cities in which case longbowmen will take them down unbuffed with a couple shots each at veteran level.
Point of order: High Elves have magicians; only Dark Elves have wizards. Doom Bolt > Fireball, almost every time.

But, High Men magicians have SIX figures per unit (instead of just four) which at elite level makes them almost as powerful as Dark Elf wizards, substantially sturdier, and much MUCH cheaper.

But I do like longbowmen as well, for all of the reasons you've mentioned. Whenever I don't start a game with High Men, it's usually because I decided to go with High Elves.
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Tervvo: Elven wizards in a full group can take any city in Arcanus easily other than Paladin protected cities in which case longbowmen will take them down unbuffed with a couple shots each at veteran level.
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TwoHandedSword: Point of order: High Elves have magicians; only Dark Elves have wizards. Doom Bolt > Fireball, almost every time.

But, High Men magicians have SIX figures per unit (instead of just four) which at elite level makes them almost as powerful as Dark Elf wizards, substantially sturdier, and much MUCH cheaper.
When I play Dark Elves I never use the wizard unit. It's too expensive and time-consuming to build the needed infrastructure. By the time I have Towers I can have plenty of priests and nightmares. The wizards are so feeble they also suffer a lot on attack against other wizards. Every time I've tried that, I lose one or two with psi-blasts, or other spells before I even get to move. A single shot and -poof- they're gone. I could spell them up, I suppose, but that makes them even less cost-effective. Finally, with an all-nature build I'd rather have the mana the Wizard Tower consumes than the research it produces.

I still say all-nature doesn't work all that well with any Myrran race. It can work if you get GB early enough, but time and growth are what it's all about, and any time spend finding GB is time your cities are not growing as fast as they could be. If you go with Elves on Arcanus and 11 nature books, you can have GB running on your capital very quickly.
Post edited September 29, 2013 by UniversalWolf
I've been trying this build again, and it shows off how different each game of MoM can be.

I started with High Elves and 11 Nature books on a fairly large continent. Strangely, there were very few nodes nearby, and most of those were guarded by Sky Drakes or Great Drakes, making them tough to crack (I still haven't gotten them, as a matter of fact). There were also no portal towers nearby, so it took a long time before I could access Myrror. The only neutrals nearby were a couple of gnoll cities, which I razed rather than captured. In fact, this whole game has been characterized by a lack of neutral cities. As far as I know, the ones I destroyed were the only two on Arcanus, and across the entirety of Myrror there was only one: a pathetically anemic dwarf city which still had only one citizen far into the course of the game when I finally captured it.

Luckily I started with mithril (but so did everyone else), and I managed to get five cites going with longbow garrisons before I ran into opposition. Luckily because once they came, they were hitting me from three sides at once. I took down Rjak (Death/Barbarians) who was on the far side of my continent. He never managed to get too big and was never much of a threat because he was in conflict with Freya (High Men/Nature) who was much more dangerous to me, despite starting on an island apart from my continent. She would cast water walking on her units and send them across to try to destroy my cities and plant colonies. I slowly beat her back, but she's still on her island.

Raven was the other annoyance. He had a city of halflings on an island off the other side of my continent. It was actually a really good spot for a city, but there wasn't room for any more colonies, so he was launching invasions to my continent almost from the very start of the game. I had a couple touch-and-go battles with large armies of slingers before I massed a bunch of Pegasi and took him out.

In this game I used Transmute and Change Terrain very offensively. Not only did I change Raven's mithirl lode to silver (and later Freya's too) and his gold to iron, I changed every plains square around enemy cities to forest in order to stunt their growth.

With no access to engineers for road building, I was really short on cash for a long time. My dwarf city is up and running now, so I should have roads. By now many of my cities are fully grown, and are cranking out trade good money, so I'm doing well.

Finally, there is no Adamantium anywhere on Myrror, although there's lots of mithril everywhere.

It's been a good game so far. Very satisfying as an empire building experience, with slow, steady progress. Things have picked up since I got The Wind Mage and created a couple movement artifacts for him. I use him to plant new colonies on Myrror quickly. I was very vulnerable early, since usable nodes were so scarce and/or tough. I think this hurt my rivals too though. Lo Pan is my last big opponent. He's got about six cities on a continent about 2/3 the size of mine. His amusing Corruption attacks get mopped up by my Gaia's Blessing spells, but he keeps sending large armies of hell hounds and wolf riders, so I'm going to have to take him down soon. Or cast the Spell of Mastery.
Post edited February 14, 2014 by UniversalWolf
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UniversalWolf: I've been trying this build again, and it shows off how different each game of MoM can be.

I started with High Elves and 11 Nature books on a fairly large continent. Strangely, there were very few nodes nearby, and most of those were guarded by Sky Drakes or Great Drakes, making them tough to crack (I still haven't gotten them, as a matter of fact). There were also no portal towers nearby, so it took a long time before I could access Myrror. The only neutrals nearby were a couple of gnoll cities, which I razed rather than captured. In fact, this whole game has been characterized by a lack of neutral cities. As far as I know, the ones I destroyed were the only two on Arcanus, and across the entirety of Myrror there was only one: a pathetically anemic dwarf city which still had only one citizen far into the course of the game when I finally captured it.

Luckily I started with mithril (but so did everyone else), and I managed to get five cites going with longbow garrisons before I ran into opposition. Luckily because once they came, they were hitting me from three sides at once. I took down Rjak (Death/Barbarians) who was on the far side of my continent. He never managed to get too big and was never much of a threat because he was in conflict with Freya (High Men/Nature) who was much more dangerous to me, despite starting on an island apart from my continent. She would cast water walking on her units and send them across to try to destroy my cities and plant colonies. I slowly beat her back, but she's still on her island.

Raven was the other annoyance. He had a city of halflings on an island off the other side of my continent. It was actually a really good spot for a city, but there wasn't room for any more colonies, so he was launching invasions to my continent almost from the very start of the game. I had a couple touch-and-go battles with large armies of slingers before I massed a bunch of Pegasi and took him out.

In this game I used Transmute and Change Terrain very offensively. Not only did I change Raven's mithirl lode to silver (and later Freya's too) and his gold to iron, I changed every plains square around enemy cities to forest in order to stunt their growth.

With no access to engineers for road building, I was really short on cash for a long time. My dwarf city is up and running now, so I should have roads. By now many of my cities are fully grown, and are cranking out trade good money, so I'm doing well.

Finally, there is no Adamantium anywhere on Myrror, although there's lots of mithril everywhere.

It's been a good game so far. Very satisfying as an empire building experience, with slow, steady progress. Things have picked up since I got The Wind Mage and created a couple movement artifacts for him. I use him to plant new colonies on Myrror quickly. I was very vulnerable early, since usable nodes were so scarce and/or tough. I think this hurt my rivals too though. Lo Pan is my last big opponent. He's got about six cities on a continent about 2/3 the size of mine. His amusing Corruption attacks get mopped up by my Gaia's Blessing spells, but he keeps sending large armies of hell hounds and wolf riders, so I'm going to have to take him down soon. Or cast the Spell of Mastery.
Thats what I like about MoM,so many different ways to play,just changing a tort or a couple magic books can give you a different experience.
So many ways to have a satisfying game.