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EA Therodos; Help?
Topic Started: Apr 16 2016, 01:25 PM (872 Views)
tiredofshadow
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Zazakita
Can someone with a lot of experience playing EA Therodos, give me tips on an upcoming MP game on a good strategy. I recently tried them and quite like the look of them. My Pretender is a Awaken Ghost King with 4 air, 4 water, 4 earth, 2 astral, 4 death, 4 nature, and my scales were 3 turmoil, 3 sloth, 3 cold, 3 death, and 3 magic.

Thanks for your time.
Why...Just Why
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Itwastuesday
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*Spicy* Crew
You might want to mention that the game's using Summod and Worthy Heroes, one of which changes Tehrhodos... Somehow and the other nerfs it's super heroes I think.
Eagles may soar high, but weasels don't get sucked into jet engines.
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tiredofshadow
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Zazakita
Thanks itwastuesday.
Why...Just Why
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sum1won
Dom 5 Beta Team
note that summod changes therodos extensively. (sacreds are improved from vanilla; recruitment of sacreds scales with growth scales, new global).
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tiredofshadow
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Zazakita
Yes thank you I just took a look at the changes and I liked them as well.
Why...Just Why
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KoboldLord
*Spicy* Crew
There is only one player who ever came up with a credible multi-player strategy for Therodos, and his strategy was specifically nerfed to the point of functional removal in a recent patch. Fortunately, it appears that summod reverts the most damaging part of this change, so you can use that strategy in your game if you want.

Basically, Therodos is mostly terrible by the standards of EA. Its only mages that are good by EA standards are slow-to-recruit and cap-only, and its spectral freespawn are weak for any offensive role even by the standards of freespawn nations. Pre-patch and in summod, you'll mostly want to get by with its gold-recruit sacreds and the defensive advantages of starting underwater. Almost all pretender design points should be applied toward giving those sacreds as good of a bless as you can get, because that's all you've got to work with until late-game magic starts becoming available. A double major bless is affordable, as is a single major with two minors. You've got cap-only sacreds that are actually good and any-coastal sacreds that are good enough. Your spectral freespawn won't kill very well on their own, but they do block for your sacreds pretty well so they don't get swarmed and torn apart by numerically superior enemies, so make sure you bring enough.

Once you've started the game, you want to wave your scary sacreds around where other players can see them and snag as many coastal provinces as you can reach. Opponents that see your super-blessed sacreds will hopefully shy away from trying to take your coastal provinces early on, because at that point in the game they can't take the battle to you underwater and seizing your few coastal provinces isn't worth the cost when you consider they are already partially popkilled and your cap is impossible to capture.

One nice thing you do have is a forge bonus on some mages; make sure you use it. Use it a lot. Since you don't exactly have to worry about being rushed and your sacreds are powerful with minimal mage support, there's no reason not to rush very early for research boosters and gem income spells. Lightless lanterns are two gems each if you use a kabeiros with a hammer, so you can get a lot of them fast even if you only have a trickle of fire gems. You should be able to transition into the midgame faster than most other players and pick targets that don't have midgame spells yet.

You probably don't want to let the game continue to the endgame if you can help it. Opponents that you don't kill will catch up on research eventually, and you will be going into the endgame with fewer battle-worthy mages, no gold income, and no hope of breaking into blood because you don't have much population to hunt from. Try to grab a throne victory while everybody is distracted by some other major power.
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tiredofshadow
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Zazakita
Cool thanks for this guide! I'll tell u if it is successful
Why...Just Why
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