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[[Magic]] is a faction in the [[Magitech]] [[techtree]]. It is generally regarded as harder to use than its counterpart, [[Tech]], but has the potential to be more powerful and have more versatile strategies in the hands of an experienced player.
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==Tips==
This is basic outline for playing as magic. Most of its actually common sense.
 
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*There are two ways to win in magic. The fast way, and the fun way. The fast way is daemon rushing. We have to be really quick, making lots of daemons and battlemages before the foe has made too many units. Check out the video on youtube to see how it's done. This method is so fast that you can play beat the computer in less than five minutes. Its not as fun though, since you don't get to build most of the buildings and the most powerful unit would be the lowly battlemage. The fun way is the way many play. It's a little harder because you have to survive tech's assualts (assuming you're playing against tech) But the strategy is to make dragons. That means you'd have to make a number of buildings to access the archmage tower, get the dragon call upgrade, and have a few summoners start calling dragons. While doing this, you may as well get some of the mighty [[Archmage|archmages]]. Now attack the foe and watch them fall to such power. This is much more enjoyable than daemon rushing, but takes much longer.
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*Magic doesn't have any good defensive buildings, since it's tower of souls can only attack air. Build one somewhere though, in case the foe sends airships, this is a great way to get rid of them. But what about the more popular ground units? How do we defend against them? Easy, Golems. Golems can't really move very much, but they are great base defenders. Make sure they don't get stuck behind buildings with their large size, though.
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*Be wary of behemoths. While they seem big and powerful, they are slow, and their large size has them having trouble getting to the foe. They are easily taken down before they can reach the foe, so it may be a better idea to just stick to the mages.
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*Mages can easily miss moving targets. To counter this, send out some daemons to meet targets first, that way when the foe stops to attack the daemons, you can hit them easily with your mages. However, the archmage can kill the daemon too, though daemons are far cheaper and more disposable than the expensive and slow to produce Archmages.
   
 
==Getting Started==
=== Beginning units/ resources ===
 
 
#Make as many initiates as you can. Thus will be five, limited as you are by the energy wells currently available. all 3 initiates should mine for gold.
1 Stone Golem
 
 
#The first initiate produced should mine for stone (You will not yet be able to afford an energy well)
 
#The next initiate should produce the energy well. The next one should help repair it.
 
#The third initiate should begin on the summoning guild. If done, the initiates creating the energy well should help build the summoning guild.
 
#All other initiates produced should help mine gold.
   
 
==Development==
3 Initiates
 
 
#Continue to produce initiates. Most of them should mine for gold, though allow a total of two or three to mine for stone.
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#Keep producing initiates from the mage tower. Convert most to battlemages, though some can be used to help harvest resources and construct buildings. Note that buildings are of much less priority over morphing your initiates into battlemages.
 
#The summoner should produce daemons as possible.
 
#when summoning guild is complete, create another summoner and research ancient summoning. Once complete, you can switch summoning daemons for ghost armour. These are more expensive, but far more efficient in terms of use.
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#When your base is stable, construct a library. When possible, perform the upgrades in the library to strengthen your units.
   
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==End Game==
1 Mage Tower
 
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#Constructing an archmage tower and having it perform the Dragon Call upgrade opens the door to both the Archmage and the Dragon. Produce some of both in moderation, keeping in mind the slow production speed and high costs of the dragon, and the vulnerability of the archmage.
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#Once ready, attack the foe. About 32 units is generally enough. Focus on a diverse mixture of units, with particular emphasis on the battlemages, which will make up the core of your army.
   
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==Rushing==
1 Energy Well
 
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Magic is suitable for [[Strategies#Rushing|rushing]], by utilizing the fact that initiates can be morphed to battlemages without having to construct a building or achieve any other requirements. Combined with daemons from the summoner, some initiates harvesting resources, and some good tactics, you can defeat the foe before they are even prepared. Note that this is best done on a small map, as large maps take too long to reach the foe, giving them time to prepare.
   
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==See Also==
1 Summoner
 
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*[[Magic]]
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*[[Strategies]]
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*[[Strategies/Tech|Tech Strategies]]
   
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{{Stub}}
1 Daemon
 
 
=== Getting Started ===
 
1. Make as many initiates as you can. Thus will be five, limited as you are by the energy wells currently available. all 3 initiates should mine for gold.
 
 
2. The first initiate produced should mine for stone (You will not yet be able to afford an energy well)
 
 
3. The NEXT initiate should produce the energy well. The next one should help repair it.
 
 
4. The third initiate should begin on the summoning guild. If done, the initiates creating the energy well should help build the summoning guild.
 
 
5. All other initiates produced should help mine gold.
 
 
=== Development ===
 
1. Continue to produce initiates. Most of them should mine for gold, though allow a total of two or three to mine for stone.
 
 
2. Keep producing initiates from the mage tower. Out of every five, two should be promoted to battlemages.
 
 
3. The summoner should produce a daemon for every battle mage you have.
 
 
4. when summoning guild is complete, create another summoner and research ancient summoning. When finished, produce ghost armors, one per every two daemons. Also produce two or three more summoners
 
 
5. Build library will the three initates that constructed the summoning guild.
 
 
6. When library is complete, research energy sharpening.
 
 
7. When library is complete, build archmage's tower.
 
 
8. When archmage's tower is complete, promote one of every four or five battlemages to an archmage.
 
 
9. Begin stockpiling resources
 
 
=== Attacking phase ===
 
1. Assemble army. Make sure melee units are in front of the main body of the army. Army should have around:
 
 
10 ghost armors
 
 
20 daemons
 
 
25 battlemages
 
 
5 archmages
 
 
4 summoners
 
 
2. Begin researching dragons and behemoths.
 
 
3. Send out your army. Remember to move one group at a time gradually into the wilderness(leapfrog)
 
 
4. When you come upon your enemy, attack full force. try to keep archmages in the back, preferably behind trees. Leave summoners somewhat behind and have them produce several daemons. can also morph to drake riders if you so desire.
 
 
5. If possible, send reinforcements.
 
 
6. Keep a tab on your base. Produce a pair of behemoths with initiates, and a pair of dragons. This will expensive, but you should be able to afford it at this point.
 
 
=== Advanced Phase ===
 
1. Forget the basic tech tree. Leave them as defense, but produce no more.
 
 
2. Produce many, many summoners.
 
 
3. Have most morph to drake riders. Others should produce dragons.
 
 
4. Initiates should produce behemoths, mine for gold and harvest wood.
 
 
5. Assemble army. Drake riders are strong and fast, so these will be our skirmishers and scouts. Send out behemoths as tank units. dragons will provide air support and spash damge.
 
 
=== W. I. N. ===
 
1. A single drake rider finds your enemy base and does (some) damage before being destroyed.
 
 
2. A stampede of drake riders assaults your opponent.
 
 
3. a wing of dragons descends upon your enemy, pelting his hapless units with dragonfire.
 
 
4. A towering row of tank-like behemoths descends upon your opponent, mercilessly pounding the survivors and the structures into dust.
 
 
5. You obliterate your opponent mercilessly, as he would have done to you. Except he didn't. Congrats. You win.
 
 
=== To get past the second wave ===
 
Build up on gold. You won't need stone or any other crap like that, well maybe you do. Have about 10 initiates on working on gold and about 4 on wood and 4 on stone. Now with your summoner make as many daemons as you can. Once your gold gets down wait for it to go up and do the same. Now wait until your resources are high with wood like about 500 since you won't be using it yet and promote them all to battlemages. From here on make an initiate and make a energy node. Then promote. Once you have about 16 daemons or more start making battlemages from the initiates that mined stone.
 
 
You should be able to swarm your enemy like this. And kill them before they make powerful units.
 
 
Source: http://glest.org/glest_board/index.php?topic=4637.msg31359#msg31359
 

Revision as of 05:04, 23 February 2011

Magic is a faction in the Magitech techtree. It is generally regarded as harder to use than its counterpart, Tech, but has the potential to be more powerful and have more versatile strategies in the hands of an experienced player.

Tips

  • There are two ways to win in magic. The fast way, and the fun way. The fast way is daemon rushing. We have to be really quick, making lots of daemons and battlemages before the foe has made too many units. Check out the video on youtube to see how it's done. This method is so fast that you can play beat the computer in less than five minutes. Its not as fun though, since you don't get to build most of the buildings and the most powerful unit would be the lowly battlemage. The fun way is the way many play. It's a little harder because you have to survive tech's assualts (assuming you're playing against tech) But the strategy is to make dragons. That means you'd have to make a number of buildings to access the archmage tower, get the dragon call upgrade, and have a few summoners start calling dragons. While doing this, you may as well get some of the mighty archmages. Now attack the foe and watch them fall to such power. This is much more enjoyable than daemon rushing, but takes much longer.
  • Magic doesn't have any good defensive buildings, since it's tower of souls can only attack air. Build one somewhere though, in case the foe sends airships, this is a great way to get rid of them. But what about the more popular ground units? How do we defend against them? Easy, Golems. Golems can't really move very much, but they are great base defenders. Make sure they don't get stuck behind buildings with their large size, though.
  • Be wary of behemoths. While they seem big and powerful, they are slow, and their large size has them having trouble getting to the foe. They are easily taken down before they can reach the foe, so it may be a better idea to just stick to the mages.
  • Mages can easily miss moving targets. To counter this, send out some daemons to meet targets first, that way when the foe stops to attack the daemons, you can hit them easily with your mages. However, the archmage can kill the daemon too, though daemons are far cheaper and more disposable than the expensive and slow to produce Archmages.

Getting Started

  1. Make as many initiates as you can. Thus will be five, limited as you are by the energy wells currently available. all 3 initiates should mine for gold.
  2. The first initiate produced should mine for stone (You will not yet be able to afford an energy well)
  3. The next initiate should produce the energy well. The next one should help repair it.
  4. The third initiate should begin on the summoning guild. If done, the initiates creating the energy well should help build the summoning guild.
  5. All other initiates produced should help mine gold.

Development

  1. Continue to produce initiates. Most of them should mine for gold, though allow a total of two or three to mine for stone.
  2. Keep producing initiates from the mage tower. Convert most to battlemages, though some can be used to help harvest resources and construct buildings. Note that buildings are of much less priority over morphing your initiates into battlemages.
  3. The summoner should produce daemons as possible.
  4. when summoning guild is complete, create another summoner and research ancient summoning. Once complete, you can switch summoning daemons for ghost armour. These are more expensive, but far more efficient in terms of use.
  5. When your base is stable, construct a library. When possible, perform the upgrades in the library to strengthen your units.

End Game

  1. Constructing an archmage tower and having it perform the Dragon Call upgrade opens the door to both the Archmage and the Dragon. Produce some of both in moderation, keeping in mind the slow production speed and high costs of the dragon, and the vulnerability of the archmage.
  2. Once ready, attack the foe. About 32 units is generally enough. Focus on a diverse mixture of units, with particular emphasis on the battlemages, which will make up the core of your army.

Rushing

Magic is suitable for rushing, by utilizing the fact that initiates can be morphed to battlemages without having to construct a building or achieve any other requirements. Combined with daemons from the summoner, some initiates harvesting resources, and some good tactics, you can defeat the foe before they are even prepared. Note that this is best done on a small map, as large maps take too long to reach the foe, giving them time to prepare.

See Also


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