TwoBits wrote:Well, I think everyone is going to need to take a hand in forging eventually. Ulm was mentioned because of its obvious forge bonus, and Shinuyama because of its powerful multi-path mages. But that wont cover everything we need, although if those two can make an early push in Construction, that would certainly help.
Hoplo is playing a "point" nation, right? Are we sure we want him focusing on forging? I mean, later, it might be nice if he can help out (nice if everyone can do it), but early on, folks on "point" should be worried about fighting, not forging/banking/blood-hunting/etc...
Anyhow, it would be nice if Shinuyama or Agartha could get out some Hammers early. Unless Ulm gets lucky on a 10% random, they likely wont see E3 until Construction-4 and Earth Boots (at that point, I hope they'll be crapping out Hammers like s**t from a goose!).
Yes, Caeulum has a forge-bonus unit, but it's only W1 (so, up to W3 with boosters later on). It would be great if they could set up a Frost-Brand factory though (and whatever other water items) at some point.
With two of our Astral powers on the "point" (Arco and Pythium), can Bandar help out with Astral forging, in addition to Clams?
Shinuyama can do Clams too (and who else?), but would need a Water booster to get started.
What else needs covering, and who else can do it?
Well I am very happy NOT to forge of course
But I and I expect others are going to need forged stuff within the first year. Ermor's Cavalry have etherial so need magic weapons to hit reliably. And we have enemy buffed pretenders to consider. Many of us will need some early weapons if they try and eliminate some of us early.
So while everyone may forge at the end. I think we definitely need some forgers early. Preferably with Hammers. But certainly forging stuff within the first year. I put myself forward as an option mostly because after grabbing some early anti SC Thaumatergy I can live without any magic for a while. Even Construction 2 stuff will boost my Skrattis & Thugs better than the buffs I can cast would so battle magic and summons are not essential. Plus eventually I can forge blood unlike most nations.
It's all a trade off. I think we need some early forging and that will hurt the early forger. So who can do that with least harm to thenm and our team? If I am under pressure early I would want say Caelum to be able to parachute in some Lightning spamming Seraphs or throw down a few Seeking arrows rather than forging. While I just can't research anything that will make much of a difference.
What about Pan? He will be recruiting lots of Pans (hopefully) so picking up an E3 (over 25% per Pan) and so early hammers is likely. They can research or forge while still gathering up their large numbers of Maenead followers. What sort of spells do they need early? Pan's are not very good thugs and do they need to be with his armies?
I am not sure about Bandar. Yes they would be good at it and they are 'back'. But they have easy expansion without needing their battle mages (so they can all research) and they have excellent flying four armed sacred astral/air Thug sunmmons from summon 5 or 6. So they could get those (and the self buffs they need to make them work) pretty early which I think outweighs their usefulness as a forger. We need these as soon as possible. So I think they should research Conjuration and buff schools.
Bandar - along with Caelum and later Pythium should be our fire brigade. They can jump in and save a struggling Noob anywhere on the map. Or do a mass attack on a single Vet to all but kill him off in a turn. With pressure from that Vets neighbours and scouting they parachute in thugs tailored to kill off what they will meet in each territory and reduce him to his forts in a single turn. Leaving the noob neighbours to move in besiegers to finish off the job. Rinse and repeat
Well I am sure this is what the Vets would do in our position. Not sure whether we will have the skill to pull it off!