Posted October 11, 2014
UniveralWolf suggested an interesting idea in a different thread. I've decided to try it out, but I'm uncertain of what my wizard build should be.
The idea is this: win without ever adding to your casting skill. A possible addition to this restriction is to win with the minimum amount of casting skill (which is actually zero!). A quick check confirms that you start the game with 2 points of casting skill for every spell book you start with. This means that an 11 book start gets 22 casting skill, while a 6 retort start gets 0 casting skill. The more books you start with, the easier it will be (to an extent).
The implications for a zero spell skill challenge:
-I'm pretty sure Impossible becomes exactly that: impossible. Your only feasible response to any enemy spells is normal units. Paladins are great, but they may have some trouble stopping Armageddon.
-Warlord becomes even better since your main source of power comes from normal units. Heroes are mainly supplements without the casting ability to create artifacts. Summons, of course, need some casting skill to emerge.
-Alchemy generates lots and lots of gold. No spell skill means no spells, which means you don't need mana and you don't really need research either (maybe for gifting for diplomacy? Nah). You'll have half of lots and lots of gold if you don't take alchemy. Sadly, Mana Focusing requires 4 books of one color, so you'd have to have a minimum of 8 spell skill to use it. Alchemy also gives magic weapons to all units you build, which is extra good here as well.
-Your starting race needs to be able to move quickly and without support. Lizardmen and Draconians seem to be the best for this, since both have decent early units available (javelineers and doom drakes) and don't have to worry about water. Slingers aren't so overpowered without support, and I'm not sure if they are fast enough. Gnolls are a possibility, since they are really fast out of the gate, but they may have some issues with water. With Alchemy, Trolls start to really look attractive, since you don't replace losses from battles you win. I'm not sure about most of the more civilized races. Maybe they'll make great slaves (once again) since mana and gold will be rolling in steadily after you get started.
I'll be playing on normal difficulty. I'm leaning toward a 6 retort build with Draconians. Fast, decent units, everything flies. A spearman and a wall can guard the city from most units. I'd like to hear suggestions, though.
The idea is this: win without ever adding to your casting skill. A possible addition to this restriction is to win with the minimum amount of casting skill (which is actually zero!). A quick check confirms that you start the game with 2 points of casting skill for every spell book you start with. This means that an 11 book start gets 22 casting skill, while a 6 retort start gets 0 casting skill. The more books you start with, the easier it will be (to an extent).
The implications for a zero spell skill challenge:
-I'm pretty sure Impossible becomes exactly that: impossible. Your only feasible response to any enemy spells is normal units. Paladins are great, but they may have some trouble stopping Armageddon.
-Warlord becomes even better since your main source of power comes from normal units. Heroes are mainly supplements without the casting ability to create artifacts. Summons, of course, need some casting skill to emerge.
-Alchemy generates lots and lots of gold. No spell skill means no spells, which means you don't need mana and you don't really need research either (maybe for gifting for diplomacy? Nah). You'll have half of lots and lots of gold if you don't take alchemy. Sadly, Mana Focusing requires 4 books of one color, so you'd have to have a minimum of 8 spell skill to use it. Alchemy also gives magic weapons to all units you build, which is extra good here as well.
-Your starting race needs to be able to move quickly and without support. Lizardmen and Draconians seem to be the best for this, since both have decent early units available (javelineers and doom drakes) and don't have to worry about water. Slingers aren't so overpowered without support, and I'm not sure if they are fast enough. Gnolls are a possibility, since they are really fast out of the gate, but they may have some issues with water. With Alchemy, Trolls start to really look attractive, since you don't replace losses from battles you win. I'm not sure about most of the more civilized races. Maybe they'll make great slaves (once again) since mana and gold will be rolling in steadily after you get started.
I'll be playing on normal difficulty. I'm leaning toward a 6 retort build with Draconians. Fast, decent units, everything flies. A spearman and a wall can guard the city from most units. I'd like to hear suggestions, though.