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ur-ea [2023/01/05 02:26] ajr [Ritual Magic] cleanup |
ur-ea [2023/01/05 13:57] (current) joste update formate |
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*Enchantment 3: ??Strength of Giants??, ??Gift of Flight??, ??Cloud Trapeze?? (at Ench4) | *Enchantment 3: ??Strength of Giants??, ??Gift of Flight??, ??Cloud Trapeze?? (at Ench4) | ||
*Conj 5: | *Conj 5: | ||
- | ==== National spells | + | |
+ | ====Magic Access==== | ||
+ | |||
+ | Ur has a wide array of mages with a variety of requirements - capital-only, | ||
+ | |||
+ | ** Elemental ** | ||
+ | * No {{misc: | ||
+ | * {{path> | ||
+ | * {{path> | ||
+ | * {{path> | ||
+ | ** Sorceries ** | ||
+ | * {{path> | ||
+ | * {{path> | ||
+ | * {{path> | ||
+ | * No {{misc: | ||
+ | ** Notable cross-paths ** | ||
+ | * {{path> | ||
+ | * | ||
+ | ==== National spells==== | ||
***??Herd of Buffaloes??: | ***??Herd of Buffaloes??: | ||
Line 186: | Line 204: | ||
***??Call Apkallu??: | ***??Call Apkallu??: | ||
- | ====Magic Access==== | ||
- | Ur is a Nature power. Enkidu Shaman can be {{path> | ||
- | |||
- | Enkidu Shaman can also do Earth with a possible {{path> | ||
- | |||
- | With a ??Skull Staff?? Bone Readers can get you {{path> | ||
- | |||
- | Though situationally less useful Ur also has ways to climb water as {{path> | ||
- | You have {{path> | + | ====Notable Generic |
- | ====Combat | + | ===Combat Magic=== |
Ur has a lot of high path mages both in and out of forts. | Ur has a lot of high path mages both in and out of forts. | ||
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Air Gudu can thug with ?? | Air Gudu can thug with ?? | ||
- | ====Ritual Magic==== | + | ===Ritual Magic=== |
You are a contender in EA to get ??Mother Oak??. This will fuel your Nature expenditure, | You are a contender in EA to get ??Mother Oak??. This will fuel your Nature expenditure, | ||
Summoning ??Troll Shaman??s can be redundant but gets you Nature/ | Summoning ??Troll Shaman??s can be redundant but gets you Nature/ | ||
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Gudu also love to ??Cloud Trapeze??. | Gudu also love to ??Cloud Trapeze??. | ||
====Magic Items==== | ====Magic Items==== | ||
- | Alot of your mages have the chassis and paths to thug, not to mention having | + | Many of your mages have the chassis and paths to thug, and you have access to many of the good forging |
- | ===National | + | ===National |
- | ***?? | + | ***?? |
=====Strategy===== | =====Strategy===== | ||
+ | |||
+ | ====Early Game==== | ||
+ | FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/ | ||
+ | |||
+ | Your troops are not that good against most other more numerous or elite troop types. Ur's ability to more quickly resummon their slain pretender makes an expander Pretender expander or a defensive Titan a more viable early game strategy. | ||
+ | |||
+ | It will cut into your mage turns, but you should be recruiting several ??Enkidu Elder??s during expansions - not only are they great and super cheap commanders, but they will also save you gold in the long run as they passively raise the PD strength each turn for free. They should be the guys building forts if possible. | ||
+ | |||
+ | You can use 15-ish Ur-Guard with a well-positioned Mushussu for that Fear aura as your initial expansion expeditions. | ||
+ | |||
+ | When making forts you're paying an extra 150{{gold}} and one more turn to build your cities. They suck at defense for the price but you're getting that bonus commander recruitment right away (so actually faster and cheaper in the grand scheme of why you're building forts). You could also upgrade to walled cities to be just as defensive as other fortresses, but that is more money and turns than you need to spend. | ||
+ | ====Power Curve==== | ||
+ | //This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation' | ||
+ | |||
+ | ====Expansion Strategies==== | ||
+ | //List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.// | ||
====Pretender==== | ====Pretender==== | ||
Line 236: | Line 262: | ||
</ | </ | ||
- | ====Early Game==== | ||
- | FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/ | ||
- | |||
- | Your troops are not that good agent most other more numerous or elite troops types. Ur's affinity to more quickly resummon their slain pretender makes an Predenter expander or a defensive Titan a more viable Early game strategy. | ||
- | |||
- | will cut into your mage turns, but should be recruiting several ??Enkidu Elder??s during expansions, not only great and supper cheap commanders, but also will in the long term save you gold as they passively raise the PD strength each turn for free. They Should be the guys building forts if possible. | ||
- | |||
- | 15-ish Ur-Guard with a well-positioned Mushussu for that Fear aura as your initial expansion expeditions. | ||
- | |||
- | when making forts your paying an extra 150{{gold}} and one more turn to build your cities. Suck at defense for the price but your getting that bonus commander recruitment right away (so actually faster and cheaper in the grand scheme of why your building forts). You could also upgrade to walled cities to be just as defensive as other fortresses, but that is more money and turns than you need to spend. | ||
- | ====Mid Game==== | ||
- | FIXME what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for | ||
- | |||
- | |||
- | ====Late Game==== | ||
- | How do you close out the game if you are in it, is the high level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly | ||