All province should make good use of their mages. While some provinces use it with the main objective to strengthen their provinces with self spells, other ones are the responsible in cause damage on enemy with offensive spells.
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Training Wizards
First thing a province should care about its magic power is train the wizards.
Wizards are trained by Guilds, and take time to they be ready. So does not help you try to train wizards right before or during a war. You need to be constantly training them during peace time. The best moment to pump wizards is right after we finish a war you put 25% guilds to work on it.
Every province should worry in train their wizards. Even if you do not run the mage function, will be your wizards that will protect your land from enemy spells. And if you did not originally intend to have mage function, but your wizards become strong during the age, you can assume partially this function, causing damage on the enemy with your wizards.
Due to the nature of the training of wizards, is hard to stipulate a quantity each province should have, but doing it right you can easly reach 1 wpa on the first weeks and we can say 2 or 3 wpa possible is a good amount for those with no mage function. Province with mage function can reach 5 or 6 wpa during the age.
Producing Runes
Normally is nice we have supporters producing runes to our attackers. There are ages that the mystic personality produce the double of runes, so it becomes their duties to produce runes to the kingdom. In other case provinces with some magic function with lots of channeling science will be more efficient producing runes and sending it to those who need.
Guilds during war
Guilds, beyond train wizards, have two more functions:
Determines the chance and duration of self spell, and the duration of offensive spells on enemy.
Those who don´t have the function of cast duration spells on enemy (normally it is mystics duty), don´t need to keep a great amount of guilds on war, having only the necessary to cast self spell (8% is a good amount).
Those provinces that have the duty of cast duration spells, like Meteor Showers, on enemy, have in mind that the more guilds you have, the more your spells will last (with the maximum of 20% guilds). I recommend you go to war with this maximum of 20% guilds.
Mana
Your mana increase 3% each tick, if you do not have any bonus on it. Is very nice you go to war with
the maximum mana possible, close to 100%. On war or when a Kingdom becomes hostile with us, offensive spells against them costs less mana.
Self Spells:
There are more than 40 spells including self and offensive spells. Several of self spells are very useful and should be used constantly specially on war like:
Minor or Greater Protection should be always active, Magic Shield if you have not an excellent wpa, Nature´s Blessing to not get caught by drought or storm, and after be plagued each attempt will have 20% chance of cure the plague, Fertile lands if in need of produce more food, Love & Peace when you are in lack of peasants, Builder´s Boon when arrive acres from an attack, Inspire Army during all time and Patriotism when producing soldiers.
Anonymity: Is a very special spell that should be used wisely. When you attack with anonymity you receive 15% less gains and no honour. The good thing is that the enemy don´t knows who attacked and can´t ambush your attack. Anonymity is specially good to be used out of war when attacking for land, and on war when the enemy will have the chance of ambush your army (specially for races with elites that have low defense, like orcs). But normally don´t worth to use anonymity if you are attacking an enemy province that is being chained, since he will receive so many attacks and will only be allowed to ambush some of them.
Paradise: It is a possibility to you get some land, specially if you have great amount of guilds. But if your race have tree of gold is preferred use tree of gold and explore, so Paradise is normally good to elves and halflings grow a bit.
All these spells mentioned is allowed to all races. Besides that are spells that only some races have, and normally they are very good. I will not explain all, most are simple and its use is intuitive.
Tree of Gold: One of the greatest spell of the entire game, can produce lots of gold to the Kingdom. Provinces with supporter role that have Tree of Gold should always be ready to create lots of gold to aid friends or launch dragon.
Reflect Magic: This one is another amazing spell. An attacker that have the possibility of use it should keep it active 24 hours per day. Send back a MS to an enemy is great!
Town Watch: This spell increase a little your defense, giving to you 1 point for each 4 peasants. The problem is that the peasants are killed on battle. It is not a real problem when the enemy is taking your land (the peasants would be killed anyway due overpopulation), but if the enemy massacre you the damage can be devastating. So, use it wisely.
War Spoils: A very good spell but that also need to be used wisely. It protects you from be ambushed and send the land taken by an attack directly to you. The problem is that after do that you become more susceptible in be chained, since no more lands are arriving from your attack, and provinces will have higher gains against you that already attached the new lands.
Bloodlust: Another great magic that should be always used to kill enemy troops.
Invisibility: Good when you will run a lot of thievery opperation.
Mages Fury: Good when you will run a lot of offensive spells.
Offensive Spells:
Let´s look closely to each one of these spells and talk how it should be used on war. Our T/Ms should be well coordinated to not do bullshit during war.
Meteor Shower: The most destructive spell on Utopia, MS can only be casted by the mystics and it is their mainly function keep the entire enemy KD with MS. Maybe mystics enemies can be saved by MS, but there is no excuse to all the rest have MS on their heads.
Underpopulate: Underpopulate is kill the enemies peasants. If we deeply underpopulate, the province will not be able to pay their troops, and some will leave. Although underpopulate strategy can be helped by thieves with kidnapping, and attackers with massacre, normally is the mages the most important actors of this strategy. There is a combination of 6 spells to do it appropriately:
1 - Fireball: Is the base of the strategy, killing directly the peasants. If we leave a province with 3 peasants per acre we can consider he is underpopulated, this province will not be producing surplus of gold and his BE (build efficiency) will decrease a lot. But a deeply underpopulate should leave a province with 1, or even half peasant per acre.
2 - Storms and MS: These two spells help killing the peasants during the time.
3 - Chastity: Prevent any population growth, should be used, of course, AFTER kill the peasants.
4 - Greed: Increase the military wages by 20%, making more difficult to underpopulate province pay his wage.
5 - Explosion: After the province is underpopulated he will need to ask for aid, explosions will make he loose a portion of it.
Tornadoes: Is always a good option when you don´t have other specific duty. You can simple tornado a province in your range. It is also useful when we want to decrease the NW of some province to his NW get close to some of our attackers.
Nightmares: A wonderful way to start a chain on enemy. Nightmare helps to decrease a lot the defense and when troops come back after a time, the province will be even more overpopulated.
Pitfalls: Make sure that always we attack an enemy we put pitfall on him! It increases in 25% troops death and it is VERY important.
Burning Resources: Normally is thieves duty rob the enemy resources, but sometimes it is not possible, like when the enemy has huge tpa. In this occasion the mages should get in to destroy the enemy´s resource. There are one spell to each one of the resources:
Fool´s Gold: Destroy a portion of enemy´s gold
Lightining Strike: Destroy a portion of enemy´s runes
Vermin: different from the other two spells, it is a duration spell, that will increase the food decay.
Mystic Vortex: Can be used both on ally to remove bad spells, on our enemies with intention of remove good spells. I know noone like to have MS running on their heads, but it is a hard and expensive spell, so, many time we need to tolerate this, because Mystic Vortex on ourselves should be used only if our mages have already completed their obligations on the enemy.
Land Lust: It is a nice spell that can be used if you was chained! When you get chained your WPA increase a lot, allowing you to perform spells that was not possible before. Land Lust is very good in this situation! Also can be used by our mages on end of war to take some land, but just on end of war!
Drought: A simple spell that can be used on attackers, killing horses, reducing draft and reducing in 25% the production of food. It is very useful if we want to starve someone! But remember that drought cancel storm, and vice versa, so we never cast drought on someone we are underpopulating.
Expose Thieves: Good to be used against enemy thieves, reducing his stealth.
Amnesia: Good to be used on pre war or first day of war, removing a lot of science bonus of some province. Specially useful against provinces with good amount of science.
Sucess Ratio
To finish this post let´s think what is a good ratio of sucess.
2 sucess in 3 attempts is considered a good ratio of sucess, and if you are geting it can continue.
1 sucess in every 2 attempts is possible, but think you are loosing 50% of your destructive potencial. So only accept it if what you are doing is important.
1 sucess in every 3 attempts or everything less than that is unacceptable, choose another target, or simple wait for a better moment to you use your wizards.
And here a tip when you are trying to put a duration spell on someone: After try 3 times without sucess, forget it! Leave it to someone else.

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