"Don't create a pretender that needs time to research his essential stuff or is imprisoned." I understand the concept of imprisoned, I imagine it's kind of like, "Get out of jail on x turn." But, what is, "essential stuff"? Again, I understand the words and what they mean, but, as pertains to the game, and specifically pretenders, what is, "essential"?
Any help you folks can give is appreciated.
OK... this is a huge topic. Pretender design is simple to play around with, but takes eons to master. Basically put (and this is a super surface and general description), the options boil down to this:
Take an awake pretender: This guy is available from day one, and is typically used either as an awake expander to help build your empire quickly, or maaaybe to help jumpstart your research from day 1. The downside to this strategy is that you lose a lot of design points, ergo potential, for your pretender.
Dormant Pretender: These guys show up around turn 12. I would say this is the typical option to try to use. If you've got some decent troops that can handle expanded your empire and being able to handle someone that rushes you, this gives you a lot more potential for your pretender.
The Imprisoned pretender doesn't show up until turn 36ish... it's a big gamble. You get a lot more points to use, but their no good if you're not around to use them. On small maps, or with aggressive people, it can be difficult. Again, it can work, but you need to have a plan and be willing to accept the risks.
Generally pretender design hinges around this (super general and surface again):
Awake Expander: Ready to go right away and win fights vs indies. Also, nice to have around to discourage, or smash, an early rush
A "Scales" Pretender: A pretender who will spend many points on buffing their scales, namely Order, Productivity, Growth, Luck and Magic. These values affect all the provinces under your dominion, and can make a HUGE difference in the long term when it comes to income and gems for your nation. A good nation with strong scales will in the long run be in a good position as the game goes in to the mid and later portions.
A "Bless" Build.... the magic your pretender is designed to use can bestow "bless" benefits on any sacred your nation may have. There is a huge list of give and takes, depending on how much points you want to spend. Suffice to say, for certain nations, their sacred troops can becoming uber-powerful when they have a powerhouse bless. Or that powerhouse bless can make your sacred mages better equipped to resist magic, become lightning, fire, cold or poison resistant.
Some design their pretenders to have lots of magic in a path that may not normally be available to their nation. I've seen pretenders designed to be able to pull off a specific powerful global spell as soon as possible. Or able to cast a super powerful battlefield spell.
Designs can incorporate any of the above in any combination. It's mind boggling at first, but epic fun, and allows for limitless replay and tinkering. Many forums or discord groups have entire sections on designing Pretenders.
Hope that wasn't too wordy... please feel free to keep the questions coming.
(Edit: Sorry Al... didn't mean to repeat too much LOL)