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The Thread of Many Questions
Topic Started: Sep 2 2013, 05:52 AM (51,362 Views)
suppenit
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*Spicy* Crew
Other consideration is to wage constant wars to let Lifelong protection pay for itself. Five imps called timely cost just one blood slave, Lifelong Protection brings back 2 imps = 0.4 blood slaves per turn. To make it worth you have to keep commander in battle for total 20 / 0.4 = 50 turns. It is five battles assuming there are 10 decisive rounds when imps are desired.

Commanders should appear in right place in right time during all this time and stay alive - it isn't guaranteed. And when some time exceeds commanders are being eaten by horrors anyway.
aka olli!, bumpjack
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Johannes
*Spicy* Crew
suppenit,Apr 11 2017
10:37 PM
Other consideration is to wage constant wars to let Lifelong protection pay for itself. Five imps called timely cost just one blood slave, Lifelong Protection brings back 2 imps = 0.4 blood slaves per turn. To make it worth you have to keep commander in battle for total 20 / 0.4 = 50 turns. It is five battles assuming there are 10 decisive rounds when imps are desired.

Commanders should appear in right place in right time during all this time and stay alive - it isn't guaranteed. And when some time exceeds commanders are being eaten by horrors anyway.

That's not a good comparison.For casting Imps in battle, your limiting factor isn't how many slaves you have, but how many B mages you have and want to bring to the battle.

A Lifelong Protection you can forge in one mageturn once you have the slaves, then the carrier can be any commander who's constantly fighting - even a blood mage casting more Imps, if you like that, but neither is really eating the other's supply in even that case.
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suppenit
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*Spicy* Crew
Lifelong protections are weak replacement for blood mages because of low density of imps summoned. If you have invested in five protections it costs 100 blood slaves and five turns of B4 mages. Commanders with these items will produce ten imps per round, it is two Summon Imp casts per round, two lowly B1 mages can support it for two most decisive rounds. Four B1 mages replace it for four decisive rounds - most of battles are decided in a few of rounds and four rounds is enough.

Two or four B1 mages time usually is lesser investment than a number of high-path blood mage turns and hundred of slaves.
aka olli!, bumpjack
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KoboldLord
*Spicy* Crew
You can't bring a spare b1 into an assassination, and you often want your spare b1s hunting additional provinces rather than running into combat where they're just going to get killed by battlefield-clearing spells like rain of stones. Or you might have super-expensive b1s that you'd rather assign other battlefield tasks, such as vanjarls. Or you might even choose to script 100% of your battle b1s to leech instead of summon imps because leech is better, but still want some imps. Lifelong protection gives you a trickle of freespawn off of any commander.

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suppenit
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*Spicy* Crew
Nation with expensive B1 mages like Vanjarls has super ultra duper expensive B4 time, also one hundred blood slaves investment collected by expensive B1 hunters is expensive as hell as well. Lifelong Protection becomes proportionally more expensive together with blood mage relative price.

Other problem is imps are critical in one or two decisive battles only per war. If there are no wars with decisive battles in next years - Lifelong considerable investment rots away as horror marks stack. Flying commanders with Lifelong Protections are better because they participate in ordinary battles, but there are only some blood nations who have access to flying commanders: Pangea, Vanheim (extra investment for boots), Helheim, Lanka (extra investment for boots). So people don't use Lifelong Protection much.
aka olli!, bumpjack
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Embarec
Tartarian
So mostly it seems like it's just a price and slot thing. .. .Honestly if that's the case I could see it pretty decent on, say, Abyssia. Send in some flying chaff to distract enemies (possibly/hopefully even enemy mages) while your spell combos start building up.... Although there's other options for that too, honestly. Including just buying demons.
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Type100
Tartarian
How exactly does unrest work with Chaos Power? How much unrest = 1 turmoil etc.
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Zonk
Dom 5 Beta Team
From clicking on the Chaos Power ability icon: "Every 15 points of unrest count as one more turmoil."
Note you still can't go above Turmoil 3.
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suppenit
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What if there is Order 3? Do 90 unrest count as +6 to stats to have resulting +6 for turmoil -3 for order = +3 capped? Or it is -3 for order + 3 for turmoil capped = 0?
aka olli!, bumpjack
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KoboldLord
*Spicy* Crew
Order 3 is treated as turmoil -3. You do indeed get the full chaos power if you pillage everything hard enough.
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Krautpile
Markata
If you are in a disciple game and a disciple nation casts a global that affects dominion (Gift of Health for example). Does every nation on the team benefit from it? Or only the casting nation?
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Warspirit
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Tartarian
Every nation on the team.

I have Gift of Health up now as a disciple in a MP disciple game and it affects my teammate's units.
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Krautpile
Markata
That is fantastic. I was hoping it worked that way.
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