Good Celeste

From FaitH

Contents

Overview


  • Foot Soldiers - In the early game, these are really only useful for exploring, but will be needed for absorbing kills at higher PS.


  • Riftian Enchantresses or RE - You only need 875 for the bonuses but having 1200 is also good.


  • Fire Elves and Elven archers - I don’t use either. Fire elves don’t do much damage to buildings plus they will throw off your long range/close range ratio.


  • Priests of Rift (PoR) should be the main unit in your army, as they are very efficient and provide your healing.


  • Mages of the Magic dome - The ratio should be 1 mage for every 4-5 PoR. These are Long Range, Trampling units.


  • Knights of Nothingness. They are horrible, but necessary to keep your army in balance. You should run the very minimum to keep the army in balance, but enough that you don't out of balance in multi-week wars. Military Academies (ToK-Warfare 100) will allow you to run even less of these.


  • Angels are a very powerful unit, but add alot of PS, don’t get any below 50K ps, and don’t get the max (1400) until around 200K ps. 1400 Angels will add 22,750 PS


  • Valkrine look very efficient and powerful, and are, but for the PS they add. They are really not worth using except in high (300K+) PS, if ever.


  • Daughter of Shadow, I can’t remember the last time I used unit. It only worth it if your army will be away constantly, since you can get the same effect on less frequent wars with a Karbon Kopy or a Reinforce Shadow Defense spell. Not getting these will save you 1625 PS. If you do use them than the max you need is 200.


  • Defenders of the Queen – If you are not going to attack, then these aren't bad. However, if you are going to attack they just add empty PS since they cant leave your province.


  • And finally the Catapults. Since they add a good chunk of PS, don’t have more than you will need (The absolute maximum ever will be 60). Usually 5 or 6 are fine; it depends on whether people in your range have built many towers.



Units

Starting Units

  Foot Soldier - 0 gold.
  Close Range: 1,  Long Range: 1, Defense: 1
  Unit Cost: 120,  Building Cost: 12000,  Unit per Building: 400
  Special Ability: Explores land
  Riftian Enchantress - 0 gold.
  Close Range: 3,  Long Range: 3, Defense: 12
  Unit Cost: 200,  Building Cost: 12000,  Unit per Building: 400
  Special Ability: +1% attack per 125 (Max 7% at 875 RE)
                   +1% experience per 10 (Max 75% at 750 RE)

Level 3

  Catapult - 6000 gold.
  Close Range: 0,  Long Range: 1, Defense: 20
  Unit Cost: 1700,  Building Cost: 40000,  Unit per Building: 133
  Special Ability: Negates towers (2 for war tower, 1 for watch/magic tower)

Level 4

  Elven Archers - 7000 gold.
  Close Range: 0,  Long Range: 10, Defense: 18
  Unit Cost: 190,  Building Cost: 18000,  Unit per Building: 400
  Special Ability: N/A
  Fire Elves - 7000 gold.
  Close Range: 0,  Long Range: 18, Defense: 7
  Unit Cost: 200,  Building Cost: 22000,  Unit per Building: 400
  Special Ability: Extra damage to buildings

Level 7

  Knights of Nothingness - 8000 gold.
  Close Range: 9,  Long Range: 0, Defense: 11
  Unit Cost: 215,  Building Cost: 14000,  Unit per Building: 400
  Special Ability: N/A

Level 8

  Defender of the Queen - 10000 gold.
  Close Range: 13,  Long Range: 13, Defense: 19
  Unit Cost: 260,  Building Cost: 22000,  Unit per Building: 400
  Special Ability: Cannot fight in an offensive wars

Level 9

  Priest of Rift - 15000 gold.
  Close Range: 4,  Long Range: 4, Defense: 15
  Unit Cost: 175,  Building Cost: 16000,  Unit per Building: 400
  Special Ability: Healing

Level 10

  Mage of the Magic Dome - 20000 gold.
  Close Range: 0,  Long Range: 14, Defense: 14
  Unit Cost: 200,  Building Cost: 16000,  Unit per Building: 200
  Special Ability: Trampling

Level 13

  Valkiry - 30000 gold.
  Close Range: 20,  Long Range: 18, Defense: 18
  Unit Cost: 300,  Building Cost: 32000,  Unit per Building: 200
  Special Ability: N/A

Level 16

  Angels - 50000 gold.
  Close Range: 17,  Long Range: 17, Defense: 17
  Unit Cost: 325,  Building Cost: 40000,  Unit per Building: 200
  Special Ability: 10% to 50% Army Defensive Bonus (50% at 2000 Angels)

Generals

Custom General

Special Ability: Either 10% healing or 10% trampling


Azrael Bloodfield

Special Ability: 10% Trampling.


Celeste

Special Ability: Goodhood II.

Start Up

Army Configurations

Good Celeste is hard to give a good army setup across the board, because the number of angels needed changes at various PS levels. Obviously, you also need to adjust your armies depending on your enemies. Here is a rough guide to how to setup your army and what PS you should have angels.


5:1 Priests of Rift to Mages of the Magic dome, as many Knights of Nothingness as you need to stay in balance, 400 Foot soldiers and 800-1200 Rifitan Enchantresses.


DO NOT use: Elven archers, Fire Elves, Valkirys, Defenders of the Queen. Catapults: Put off getting this as long as you have enough good targets without towers... and be careful and dont send for 2 weeks. With luck you wont have to get them before 100k ps.


Angels:

0-100k - 0 angels

100k-125k - 200 angels

125-150k - 200-600 angels

150k-175k - 600-1000 angels

175k-200k - 1000-1400 angels

Get angels too early, the bonus wont be enough for the PS, so don't be in a rush to get them straight away.


The reasons behind this guide:

Good celeste basically has only 2 good units: Angels and Priests of Rift. The rest of the units are around only to allow these to work well. The mages/knights of nothingness combo is rubbish, and you may wish to run an even higher priests:mages ratio. If for some reason you want to run a lower ratio, I would not suggest going below 4:1 Priests of Rift to mages.

If you don't want to worry about angels, go Evil Celeste instead and use the Giant/EA combo with Priests of Rift... it is a much better combination than mages/knights. The bonus from angels is what makes Good Celeste good.

Hints and Tips

Good Celeste takes a long time to get the ball rolling. It is ideally suited to a merchant class, because you can use tax money to grow before your army is good enough to fight.


A quick note on adjusting your armies to various enemies:

If you are fighting high trample enemies (Omega, Rift, Tolkien) primarily it is better to put off angels for longer and perhaps raise the PoR:Mages ratio to 6:1.

If you are fighting enemies with average levels of trample (Eternity, Infinity, Gigax) the above ratio is about right.

If you are fighting people with low trample (Celeste, Karla, Kirby) then it is better to get more angels, as having too high a heal isn't as useful as you are already hitting your cap.


When/if you get large (250k+) you're going to need more foot-soldiers to die in place of your good troops. If you run out of foot soldiers before the end of a run of offensive war, then you didn't bring enough along.


The Good Celeste End of Quest Bonus is 200k gp.