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Originally Posted by Pex
Pikemen and Priests - ok, but as for Magician and Paladins it takes ages for you to be able to produce them. By that stage, most of the other races have cool units too, or you are powerful enough Wizard with good heroes that you don't care about what units you can make.
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While I agree that Paladins and Magicians are not that hot overall because of building requirements, it's still a major improvement over Orcs who have nothing useful that High Men don't have. And if you have high income from other cities, you can sacrifice development at those cities in exchange for high end units in a single city.
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I'll give it a try, next time I decide to play MoM. To be honest, I haven't played it for ages now.
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Come play in my tournament

It can be found
here.
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Btw, there's something I wanted to ask you guys. If you select 'Alchemy' trait, all your troops start with magical weapons. But, if your city has an access to mithril deposit, you still don't get mithril weapons unless you have Alchemist Guild in the city as well. Do you think that's a deliberate feature or a bug?
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Quite certain that's a deliberate feature. And it also has the effect of making Alchemist's Guild play a role even if you have Alchemy.
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Also, do your long range weapons count as magical as well or only melee ones?
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All bow and sling attacks get the +1 bonus from magical weapons as well. Ranged magic attacks do not.
How useful Alchemy is has a lot to do with your approach to army building. If you're going for 1-2 production centres producing high end units then it's of lesser use. If you're going for a large number of production centres producing low end units then it's massively useful. And regardless, the conversion bonus is extremely valuable.
Thanks horseman, I'll type up a post about it.