June 30th, 2022, 18:43
(This post was last modified: July 1st, 2022, 10:29 by rgp151.)
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Joined: Aug 2016
I've done Nature on Impossible without 11 books, but depends on which version of Impossible you mean. Not 1.5x Impossible, that is impossible. 1.3x Impossible, yes.
Its a summon strat, as with any of the elemental schools.
9 books + Conjuration + Nature Mastery. Best Race is clearly High Elves.
I like to start with a stack of 2 Bears and 6 Sprites or sometimes 2 Bears and just 4 Sprites if you find something weak enough. The hardest part about Nature is that Sprites are so powerful in nodes, so it can make taking early Nature nodes much more difficult than Sorcery or Chaos. Still you can find non-Sprite nodes and take them, or take Sorcery nodes, which can be pretty easy.
Build straight for Elven Lords. Take any heroes that have Mountaineering for the Pathfinding. Elven Lords are super powerful, and work really well with Web and some buffs. You may build Settlers to get on Adamantium/Mithril if you find a good place for that, but only a single Settler for a prime spot. Try only capturing towns for everything else.
You should be able to take Neutral Towns with your Bear/Sprite stack pretty easily. Focus on taking Neutral Towns and Neutral Encounters. Get nodes if you can, but its not the focus. The real payoff, however, is Basilisks with Pathfinding and Water Walking. That's the real killer. The problem with Nature, however, is poor resistance and little way to deal with Death Magic, but that's why you have High Elves, which have high resistance. So against Death (or Sorcery) rely your Elven Lords and Longbowmen. Against anything else, get those Basilisks out ASAP. Then follow-up with Gorgons. Use a Basilisk with Pathfinding and Water Walking, paired with Gorgons.
Use your Earth Lore for superior scouting to find neutral towns and capitals and be prepared to strike fast at capitals with Pathfinding Basilisks.