9888
« on: September 15, 2016, 07:58:48 am »
Probably the effects.
As for lemuria, the consuls are basically discount wrath lords that take no research, i.e. they're sodding amazing, quite possibly one of the best national summons in the game for their price and accessibility. That said, they totally don't need a triple bless to do just about everything you want them to do -- I usually go major WN, minor earth (though the latter is more for the actual casters). It's enough to take almost any indie province, and most throne ones, too, if you bring in three or four at a time. And that's all you need until you can get some research and forging going and start kitting the critters out and bringing in chaff screens and proper caster backup.
You can actually sorta' get away with taking a dormant or imprisoned pretender, since your native D income is pretty high and you can empower one of your starting units to be able to start bringing in your summons. It slows you down fairly substantially but once your consuls start rolling out there's not much indie province wise that can stop you, and you can put out one (i.e. what amounts to a new expansion army) every two or three turns, even assuming you don't find more death sites.
That said, the consuls are discount wrath lords -- they don't have the D3 that makes the lords so thuggable, and their basic weapon is utter shite. They're just about your best army leader, as well as really good thugs throughout the game and zogging incredible ones when you can first get them, but that's all they are. You can build a strategy that utilizes them heavily but if you go all in on em yer going to be right buggered -- you still need to leverage your casters and freespawn, and for all lemuria doesn't need much scale wise dropping that luck or magic is overall a pretty bad idea.