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Kingdoms and Legendaries
#11
I'm fine with it. The Giants suck, they should have something going for them.
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#12
(02-05-2026, 03:06 PM)JohnnyUtah Wrote: I'm fine with it. The Giants suck, they should have something going for them.

Suck because of the cost of troops? No magic? When they first appeared as a new kingdom they smoked everyone, they got a nerf? Curious on your thoughts.
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#13
I don't know about smoking anyone. Valhalla shows 3 wins all time for the Giants.

I find that the burden of feeding and paying the troops makes it very difficult to develop the resources to do anything as the Giants. My 150k group consumes 69k food and 64k gold every turn.
It taken me 30 turns to have enough resources to move my one army around (i.e. no wintering group) and start raising my p2/p3 wizards at the same time. The giants don't get Industrious, and it takes 76k gold (Assuming you pass the rite of magi first try) to raise an adept to P3 to start doing any hidden ore/fertile fields. There's no way you get an wizards up to p6/p7 to get intrinsic dire wolf familiar or true seeing, so you spend the whole game hoping nobody comes in with an invisible patrol to kill your crappy P2/P3 wizards (no death immunity).

You still have to rush out to gain a second region right away, but without flight you can't do much about other players turtling in sea pop centers so getting to 5 regions early doesn't seem very doable. By mid game all better magic kingdoms have passed you bye.

I'm probably not playing them right. <shrug>
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#14
lol… I agree about cost… this was a new kingdom added and those wins happened pretty quick, then it was toned down I think…

Had seafaring, dynasty, and trackers trait removed, Not sure why it got worse playing as those don’t have much impact on late game.
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#15
The GI has some magical challenges.

*They get Dispel Dome at 5; kingdoms like the NO get it at 3
*Regional spell protection is not until 5 in the form of Protect from Regional Effect and Dispel Regional Effect
*Blindling Light (a good protection vs evil regional spells) isn't gained until 6

This results in the GI's p-5 wizards often being overworked. They need to dispel potential domes but also need to protect from Demonic Visions. And a p-5 for the GI is no easy thing; it is a lot of gold for a kingdom which needs a lot of gold (and food!) for troops. The RD has similar issues, but a bit less so due to superior movement and the auto-healing via Phoenixes.
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