
While draconians eschew artificial armor, their ability to bombard enemy fortifications and formations with area-of-effect fireballs makes them effective at taking enemy cities, particularly when combined with flying units later in a game. Even spellcasting class units often have the ability to project fire in addition to their regular abilities. With the Dungeons, upgrading it goes very quickly I have good gold income so I can easily spare 50g to speed up production on anything that takes two turns instead of just one.Summary Like their dragon ancestors, draconians have a strong affinity to Fire – many of their units have high resistance or even immunity to fire, all of their inherent ranged units have fire-based attacks, and their priests have the ability to add significant additional fire damage to the attacks of other draconians. I focus Maat’s production on buildings for the time being. In the process, I’ll pick up a bunch of generally- and situationally-useful spells, like Desecration and Scorched Earth. What’s the point of building powerhouse killers if they have to take a breather after every fight? It’s not currently in my available research options, though, so I start going through other low-hanging fruit to try to clear a space for it. It’ll stack with Vampiric Hunger to give units Greater Lifestealing. What I really need right now is Embrace Darkness, which gives a city’s produced units Life Stealing.

I can research Dread Reapers right now, but it’ll take like ten turns and there’s other stuff I need more immediately (this is totally the train of thought that led me to not getting Eternal City, if you’ve been following along ).


I’m also keeping an eye on Sage - the two bonus spells are sometimes really good, and whoever gets it first is likely to get the Paragon unit as well.
