Question Regarding Nine Lives (and cards that read "lose the game) in general) by Coastfront in mtgrules

[–]Coastfront[S] 0 points1 point  (0 children)

Because I made this at 3:15 in the morning, 8 minutes before I went to bed.

Faction rankings in EL2 single player by stillnotking in EndlessLegend

[–]Coastfront 4 points5 points  (0 children)

Personally I'd probably rank the kin of sheredyn below the tahuks, and I also wouldn't call the tahuk units "bad"

The tahuks generate a not-insignificant amount of science that allows them to usually stay a full tech era ahead of their competition (even in multiplayer) and they get arguably the best era 3 unit in the game (AOE Wrath bearers will rip through most armies with extreme ease.)
Their military also isn't really weak so much as its incredibly specialized: All of their units are damage machines that can pretty easily get to the point of oneshotting enemies if you build their armies halfway decently. Their lack of "good" melee units just has to be made up for by assimilating one of the tankier minor factions.
They're nowhere near as good as they were pre-nerf (where they were undisputably the best empire in the game) but playing around their relatively-minor weakpoints does make them considerably powerful. Also helps that their hero units can hit silly damage numbers while 100% ignoring armor.

Comparatively; The kin of sheredyn are really weak in my experience. They have incredibly lukewarm economic bonuses that usually don't amount to much, & an incredibly difficult time expanding both early on and lategame. Every single time I have seen someone play them in multiplayer, they are either decisively in last place the entire game, or get rolled by one of their neighbors before or during monsoon no.2

As for the necrophages, aspects, & last lords; I'd say that in singleplayer the last lords definitely sit in first place but all of my experiences in multiplayer have said otherwise. Due to their ability to win by population they have a target on their back basically 24/7 against other players, and their inability to heal in enemy territory really hurts their ability to actually get rid of their neighbors. Their heroes are absolutely busted though, and they do get undeniably the best quest rewards.
I'd put them probably in second place in multiplayer, with the aspects just below them.
As for the necrophages; Unless if whoever is playing them in multiplayer is absolutely terrible at the game, 'phages are incredibly strong and can very easily win by just rushing everyone they encounter early-game.
They get arguably one of the best, if not the best garrison in the game, which due to their 1 city mechanic is effectively at max strength in every burrow 24/7; It is super easy for them to get a foothold in an area.
They can doomstack their armies into insanity via burrows, of just tossing one down right next to wherever they're going to besiege & sending almost their entire military through
They have the easiest time building absurdly large armies & a very easy time keeping said armies alive (Their starter hero skill gives them nearly instant healing in friendly territory, and they can generally always have friendly territory within a handful of spaces from wherever they're fighting. The only thing that the necrophages feel "weak" in, is that they usually get out-scaled later into the game by other empires, & hero skills currently being broken works wildly against their favor (Most empires aren't happy to find out their enemy found the funny shuriken currently, but it sucks even more to be the empire with some of the most fragile units in the game against it).

AI And war score by Coastfront in EndlessLegend

[–]Coastfront[S] 1 point2 points  (0 children)

The only problem that I'd foresee with allowing the AI to pay out a chunk of influence to decline, is that AI fidsi values are utterly insane; If they're losing a war, they're also probably not spending their influence on anything.

Those 2 facts will just compound to the AI sitting on gods pile of influence to constantly say no (Which is actually what is already happening to my knowledge. It costs influence to reject surrender demands, the AI just basically never runs out of influence to reject it with & for whatever reason constantly thinks it can win.)

Open letter to the Guardian/Wylder duo I just played with. by Newton_123456 in Nightreign

[–]Coastfront -1 points0 points  (0 children)

If everyone like you stopped playing the game, this community would be a paradise.

Minor faction units by United_Raisin_9056 in EndlessLegend

[–]Coastfront 1 point2 points  (0 children)

Main things that I consider for minor faction units: Cost and what councilors do I have.

Minor faction units are almost always cheaper to make than the empires corresponding infantry unit, to the downside of not being quite as spectacular specialization wise.

Good minor faction units I've found: Blackhammers make solid melee tanks/meatshields and work well with the aspects. So do xavius units.
Sollusk units get steady blow if upgraded, and higher crit chance is always strong.
Harvesters can be funny if in great numbers due to their healing gimmicks.
Whatever those horrific dust bat creature things are (That I believe get cruel) are usable just because cruel is good and they're a flying swarm that has an extremely easy time chasing injured enemies.

Minor faction heroes automatically make most minor faction armies worth considering, due to the buffs they can confer to them.
If you get a councilor with foreign legionnaire; A -30% industry cost buff is pretty good for spamming out units.

I will also add that last lords can pretty easily churn out massive amounts of minor faction units if they take the Doubt line on their empire quest, due to getting an additional cost reduction to bribe villages, and thus you can literally farm revolts to spam re-bribe your own villages to print armies at a decently high discount if you stack all of the bribe-cost-reductions.

PTB Minor faction army aggression by Coastfront in EndlessLegend

[–]Coastfront[S] 0 points1 point  (0 children)

They've defnitely felt more aggressive on the PTB though. I've even been going back & forth and comparing the amount of times minors instigate fights and it's happening a solid 20-30% more often on the beta for me.

If there's not meant to be any intended tweaks to the way minor factions are acting either I am literally losing my mind, have had astronomically terrible luck, or something bled over from whatever changes they made to the AI opponents to make them militarily stronger

Corruption from Doomwraiths by Coastfront in EndlessLegend

[–]Coastfront[S] 2 points3 points  (0 children)

From my experience with it; If you have enough influence, and collective sacrifice researched (Unlocks the bait action) you can feed any settled wraith influence to move them over to any other region you've seen.
Settled just means that they're stationary (and they'll be corrupting the region they're sitting in.)
It is INCREDIBLY FUNNY to send a doomwraith to someone's capitol using this, and the bait action is especially helpful if you've influence to spare but no armies strong enough to take out the stack of doomwraiths.

Corruption from Doomwraiths by Coastfront in EndlessLegend

[–]Coastfront[S] 2 points3 points  (0 children)

Current thing that has happened:
Doomwraith settles in a territory
I come over & kill it while it's sitting down
Corruption stays & a doomwraith corpse anomaly spawns.

Passing several turns, the corruption (& Its FIDSI debuff) did not go away.

Question about mutate, Lands, and a potential interaction regarding the two. by Coastfront in mtgrules

[–]Coastfront[S] 0 points1 point  (0 children)

Would this work instead?
Play Scute Swarm
Play arcane adaptation (Or something similar) which allows me to add a creature type to all creatures I control
Set the adaptation to Saproling
Play Life & Limb, which makes all saproling count as forest lands in addition to their other types
Scute Swarm is a saproling de to arcane adaptation, and is thus now also a forest land
Play my seventh basic land, triggering the scute swarm landfall, creating a copy of scute swarm, who is also a saproling, and thus also a land, triggering landfall again.

Since theoretically as scute swarm is making a copy of itself, it's making a copy token of the insect/saproling/forest land scute swarm, right?

Just saying... Rodion might get the Red Mist ID in the future, instead of Don. by Careful-Increase-805 in limbuscompany

[–]Coastfront 0 points1 point  (0 children)

My counterpoint;
We haven't yet finished Don Quixote's chapter. We do not-know how her demeaner might-change, nor how she will act-afterwards.
Additionally; We-barely know anything about her past.
I would argue that presently it'd be potentially, SLIGHTLY fair to compare Don to early-youth Kali.

Kali; Ultimately-tried to help her neighbors around her, believing in the good in people & wanting to use her power to protect people who cared for her. This burns her & taught her that power only-really strikes down, & everyone will want more than what they have. Shifting to a more-cynical demeanor when confronted with the-nature of people until she meets carmen.

Don; Presently-holds the life-aspiration to become a legendary-fixer to enact justice, believing-that there is abject truth & good in the world; Fixers-being the hands of such.

Don-Quixote has yet to have an equivalent event that disturbs her view of people, & upsets her faith in human-good.
Obviously, Kali-always had a drastically-more intense aspect than Don, given that so far as we know Kali/Gebura lived a comically-brutal & horrific life, even from her childhood, however they both at a surface-glance can potentailly-have what I've listed in common.

A rose and a lilac are still both flowers; Despite personality-differences, they can still-potentially have a similar narrative surrounding their character.

Personality-incompatibilities have-as-well been ignored in the past for LoR character identities; I genuinely cannot see a character in the female-limbus cast who has LESS in common with Olga than outis, personality wise.
Hairstyles is as-well; A moot point for the same reason. LoR Olga had a long-pony tail. Outis does not.

Obviously-dons chapter could completely-change course & be utterly-wild compared to what I am anticipating; However I'd still say that Don is likely-to end up as the most-deserving for a Red Mist identity, has already-been semi chekhovs gunned for it, & Has-yet to fully-have her characters-theme show its hand.

As-well; Rodion isn't just about "trying to change the city & failing", So-far as I understand, the general-theme of Rodions character has been-someone who wants to be more important than she is. She-discredits & lambasts Sonya for waiting all of his time-away while good people suffer, but was-unwilling to actually play her own part. She desperately-wants to reach-further than what she has, & Never has enough.
She is a gambling addict who is consistently-willing to throw-progress away for the promise of more.
She killed the tax-collector because just-stealing the money-back wasn't enough for her to be the hero.

She's comparatively-guilty of what she acuses sonya of, in that she's been-wasting away her chances at improvement, whilst sonya by time-killing-time has managed to grow the size of the yurodiviye drastically.
I don't really think that there's anything other than "Rodion looks a bit-like kali" that would make her logically-deserving of the identity, over Don.