Incidentally, regarding the earlier discussions about splitting, I have frequently been able to carry on with massive clans for most of the endgame. It all depends on what kind of "split events" you get.
> Any other "I never do this" choices?
>
> (For reference, the choices are
>
> Children
As above.
> Crops
Depends on the situation. But if I have spare magic, it goes here.
> Diplomacy
Very rarely. Really only useful if one wants to end a few feuds quickly.
> Health
If the clan has a lot of sick or wounded, otherwise never.
> Herds
Always.
> Hunting
Never.
> Mysteries
Only if I have plans to sacrifice. So quite often in the early game.
Late game, when most stuff is discovered, never.
> Quests
When planning Heroquests, of course.
> Trade
Almost never.
> War
Spare magic goes here. Seems like a better use than during battle,
especially on the harder game settings.
> and in the late game,
>
> Destiny
A fair amount, since this seems to drive the end game.
> Heroism.)
Always. Anything that improves one's leaders is a good thing.
Regards,
Michael A.
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