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ur-ea [2023/01/05 13:55]
joste [Combat Magic]
ur-ea [2023/01/05 13:57] (current)
joste update formate
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 Air Gudu can thug with ??Mistform?? and ??Mirror Image?? but they can also cast some non-self-buff spell-like ??Gift of Flight?? and ??Lighting Bolt??. Ugallu take air farther by airdropping in with ??Summon Air Elemental??s and fix the national hat problem with ??Arrow Fend??. Air Gudu can thug with ??Mistform?? and ??Mirror Image?? but they can also cast some non-self-buff spell-like ??Gift of Flight?? and ??Lighting Bolt??. Ugallu take air farther by airdropping in with ??Summon Air Elemental??s and fix the national hat problem with ??Arrow Fend??.
-=====Ritual Magic=====+===Ritual Magic===
 You are a contender in EA to get ??Mother Oak??. This will fuel your Nature expenditure, like putting up other nature globals like ??Gift of Health?? You are a contender in EA to get ??Mother Oak??. This will fuel your Nature expenditure, like putting up other nature globals like ??Gift of Health??
 Summoning ??Troll Shaman??s can be redundant but gets you Nature/Death cross paths, which allows things like boosting up to ??Lamia Queen?? for Blood access.  Summoning ??Troll Shaman??s can be redundant but gets you Nature/Death cross paths, which allows things like boosting up to ??Lamia Queen?? for Blood access. 
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   ***??Headdress of the Bull??** {{gems>5N}} {{path>N1}}. Grant the user +2 strength and a retinue of a ??Buffalo??. Great on a mage thug as it's a cheap item that boosts their damage and gives them a trampling animal to buy time for buffing. Also, Buffaloes are able to run over any would-be assassin.   ***??Headdress of the Bull??** {{gems>5N}} {{path>N1}}. Grant the user +2 strength and a retinue of a ??Buffalo??. Great on a mage thug as it's a cheap item that boosts their damage and gives them a trampling animal to buy time for buffing. Also, Buffaloes are able to run over any would-be assassin.
 =====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/infrastructure 
 +
 +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's strengths.//
 +
 +====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====
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 </WRAP></WRAP> </WRAP></WRAP>
-====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/infrastructure  
- 
-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. 
-====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 
  
  
ur-ea.1672926912.txt.gz · Last modified: 2023/01/05 13:55 by joste