Posted September 09, 2014
Disclaimer: I play on Normal or Hard difficulty, without Insecticide.
Objective: Get spell skill as high as possible, as fast as possible. In a dream world, get enough spell skill to cast the Spell of Mastery in 1 or 2 turns.
My build:
-Large land masses will allow for more cities.
-Strong nodes provide more power each turn, even if they are harder to clear.
-Normal or Hard difficulty yield stronger nodes I think. Maybe it just increases defender strength and subsequent one time rewards. Impossible difficulty is more than I want to deal with.
-4 enemy Wizards, just because. Fewer wizards gives fewer spell trading opportunities and fewer enemies interfering, so this might be a wash.
To increase spell skill, I need lots of power to drop into the skill slider plus Archmage as a multiplier. Other directly applicable retorts are Node, Chaos, Nature, and Sorcery Mastery. Also, I want as many dark elf citizens as possible, since each provides a point of power.
I'm not sure about the last retort. Myrran (start with Dark Elves), Alchemy (covers mana shortages, helps units), Warlord (helps units), Sage Mastery (get missing spells faster), and Rune Mastery (cuts Spell of Mastery casting cost) would all help in different ways.
For spells, I need Change Terrain, Gaia's Blessing, and Raise Volcano (make tundra useful). Dark Rituals would also be excellent, edging out Stream of Life since Dark Rituals provides a power boost beyond getting each city to 25 pop. If we don't start on Myrror, then we want Move Fortress for the extra Power from a Myrror capital.
Naturally, we want as many Dark Elf citizens as possible, regardless of rebels (who still produce their one power).
If I don't start on Myrror, then I want to hit a tower of wizardry asap and conquer a dark elf city. Amusingly, lizards or gnolls might be best for this.
What else should I consider?
Objective: Get spell skill as high as possible, as fast as possible. In a dream world, get enough spell skill to cast the Spell of Mastery in 1 or 2 turns.
My build:
-Large land masses will allow for more cities.
-Strong nodes provide more power each turn, even if they are harder to clear.
-Normal or Hard difficulty yield stronger nodes I think. Maybe it just increases defender strength and subsequent one time rewards. Impossible difficulty is more than I want to deal with.
-4 enemy Wizards, just because. Fewer wizards gives fewer spell trading opportunities and fewer enemies interfering, so this might be a wash.
To increase spell skill, I need lots of power to drop into the skill slider plus Archmage as a multiplier. Other directly applicable retorts are Node, Chaos, Nature, and Sorcery Mastery. Also, I want as many dark elf citizens as possible, since each provides a point of power.
I'm not sure about the last retort. Myrran (start with Dark Elves), Alchemy (covers mana shortages, helps units), Warlord (helps units), Sage Mastery (get missing spells faster), and Rune Mastery (cuts Spell of Mastery casting cost) would all help in different ways.
For spells, I need Change Terrain, Gaia's Blessing, and Raise Volcano (make tundra useful). Dark Rituals would also be excellent, edging out Stream of Life since Dark Rituals provides a power boost beyond getting each city to 25 pop. If we don't start on Myrror, then we want Move Fortress for the extra Power from a Myrror capital.
Naturally, we want as many Dark Elf citizens as possible, regardless of rebels (who still produce their one power).
If I don't start on Myrror, then I want to hit a tower of wizardry asap and conquer a dark elf city. Amusingly, lizards or gnolls might be best for this.
What else should I consider?