I play Patala, think "wow, this is a cool nation. But aw man, Zan doesn't have a guide on them." Then 48 hours later this materializes. Truly the RL Pantokrator has answered my prayers.
Great video. The monkey nations (excluding Lanka) all seem like they require incredible finesse to play. There are so many opportunities for things to go wrong - basically everything you mentioned in the video. Friendly fire archers, lower prot sacreds, slow to retreat mages, and a huge number of summons to choose between all having their own quirks. Nonetheless, they're great fun to mess around with in SP. They also feature one of my favorite mages for SP, the Rudra. Super expensive but easily lichcraft-able, giving you a very versatile immortal mage.
Some addendums: I'm toying with the idea of three more videos, long and rant style. - Fateweaving & Naga - Deep dive why I chose the imprisoned builds I chose. Also add my personal version of them, which is +7Str, +10CR (including larger) - Reincarnation If I do this I may not do the at a glance next week. We'll see how much time I can scrounge together. Its very important and I did not clarify: All the titans in this video can magic phase. This is a big deal when using Titans. I mentioned the Siddha can teleport, and I meant this as the very rare normal phase movement teleport. It can be anywhere on the map in 1 turn in the normal movement phase. It, and the other titans, also can magic phase teleport with either cloud trapeze or astral teleport. I'll add more info here as I remember.
I like the short take videos like this. Though in most cases I would like it to have a supplement on those things that you only touched on but might be important to know. For example, the value of fateweaving, and the reincarnation mechanic. Patala is one of those nations that I want to love but just cannot make it work for me (skill issue). The lore is quite fun, and the units are cool.
I really, really want to make separate videos on both of those. And another one on pretender design. This video was originally SUPER LONG. I think I got pretty hype over it and didn't realize. Maybe next week I drop some small videos on those topics instead of an at a glance.
Not sure about being pulled in different directions by lower protection sacreds (cave/summons) v self point buffing etheral mages. Seems to mean that it is not worth taking protection blesses that get superceded later? So how are larger numbers of low protection units buffed before Alt6? Or is rushing that a major thing?
So I would not recommend actually using the unarmored naga in the early game when you can't buff them yet. Later on we'll use them because they don't have 8 MR and we can bring them up to 15/18 protection with stoneskin/ironskin. Still not great, but its something to fill the gaps between the real sacreds we are summoning and the armored naga. Pretty much we will use them because they are there, not because they are good. The monkey's will get us through the early game, massed summoned sacreds will get us through the end. Don't be afraid to sacrifice countless markata/vanara to draw enemy arrowfire and evocations away from the real units. I like hardskin as a bless if that is a route players want to pursue. So many ways to form a bless for this nation.
The problem is u can’t really count on your nagas since they only capital recruits so you will have a lack of them all the time. Plus many of nation troops are able to deal with their protection (no helmet slot). While your other monkey army is pretty weak for LA. At least because they don’t have enough survivability and only two handed gorilla can deal with some man armor. But it will die easily. Elephants good for expansion but they won’t do much against player. Going blood magic when u don’t have ab ability to recruit anyone with blood path. Until 6th blood research level... Meh. So how to survive until u will be able to get into all those necessary researches in mid game? Buffs and summons. It’s just sound like it may work if all around you are dealing with themselves, completely forgot that u exist. P.S. (Talking about MP games, not SP)
I play Patala, think "wow, this is a cool nation. But aw man, Zan doesn't have a guide on them." Then 48 hours later this materializes. Truly the RL Pantokrator has answered my prayers.
I was pretty hype for this guide. Had a game ready to go for dom5, but then 6 suddenly appeared...
Great video. The monkey nations (excluding Lanka) all seem like they require incredible finesse to play. There are so many opportunities for things to go wrong - basically everything you mentioned in the video. Friendly fire archers, lower prot sacreds, slow to retreat mages, and a huge number of summons to choose between all having their own quirks. Nonetheless, they're great fun to mess around with in SP.
They also feature one of my favorite mages for SP, the Rudra. Super expensive but easily lichcraft-able, giving you a very versatile immortal mage.
I hadn't considered making a Rudra a lich! Some later dom6 tech eludes me, but thats a fantastic idea!
Some addendums:
I'm toying with the idea of three more videos, long and rant style.
- Fateweaving & Naga
- Deep dive why I chose the imprisoned builds I chose. Also add my personal version of them, which is +7Str, +10CR (including larger)
- Reincarnation
If I do this I may not do the at a glance next week. We'll see how much time I can scrounge together.
Its very important and I did not clarify: All the titans in this video can magic phase. This is a big deal when using Titans. I mentioned the Siddha can teleport, and I meant this as the very rare normal phase movement teleport. It can be anywhere on the map in 1 turn in the normal movement phase. It, and the other titans, also can magic phase teleport with either cloud trapeze or astral teleport.
I'll add more info here as I remember.
I like this guide format, good video Zan
Thanks Sombre, that means a lot!
I like the short take videos like this. Though in most cases I would like it to have a supplement on those things that you only touched on but might be important to know. For example, the value of fateweaving, and the reincarnation mechanic. Patala is one of those nations that I want to love but just cannot make it work for me (skill issue). The lore is quite fun, and the units are cool.
I really, really want to make separate videos on both of those. And another one on pretender design. This video was originally SUPER LONG. I think I got pretty hype over it and didn't realize. Maybe next week I drop some small videos on those topics instead of an at a glance.
I'll take any content you will provide.
Did you consider the heroism-version of the pretender but bumping up the FR to +10 and lowering heroism to 3?
That is probably a significantly better build.
A twofer this week?!?!?!?! WHOOOOOOOOOOOP
Papa whaaaa?
Not sure about being pulled in different directions by lower protection sacreds (cave/summons) v self point buffing etheral mages. Seems to mean that it is not worth taking protection blesses that get superceded later? So how are larger numbers of low protection units buffed before Alt6? Or is rushing that a major thing?
So I would not recommend actually using the unarmored naga in the early game when you can't buff them yet. Later on we'll use them because they don't have 8 MR and we can bring them up to 15/18 protection with stoneskin/ironskin. Still not great, but its something to fill the gaps between the real sacreds we are summoning and the armored naga. Pretty much we will use them because they are there, not because they are good.
The monkey's will get us through the early game, massed summoned sacreds will get us through the end. Don't be afraid to sacrifice countless markata/vanara to draw enemy arrowfire and evocations away from the real units.
I like hardskin as a bless if that is a route players want to pursue. So many ways to form a bless for this nation.
@@ZanGames Thanks I was thinking crystal soul Hardskin +air (with resilience of earth/precision/undream) or + fire (2 FR +2)
The problem is u can’t really count on your nagas since they only capital recruits so you will have a lack of them all the time. Plus many of nation troops are able to deal with their protection (no helmet slot).
While your other monkey army is pretty weak for LA. At least because they don’t have enough survivability and only two handed gorilla can deal with some man armor. But it will die easily.
Elephants good for expansion but they won’t do much against player.
Going blood magic when u don’t have ab ability to recruit anyone with blood path. Until 6th blood research level... Meh.
So how to survive until u will be able to get into all those necessary researches in mid game? Buffs and summons.
It’s just sound like it may work if all around you are dealing with themselves, completely forgot that u exist.
P.S. (Talking about MP games, not SP)