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-   -   Noob's shot at an R'lyeh AAR (http://forum.shrapnelgames.com/showthread.php?t=17788)

CharonJr February 18th, 2004 06:11 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Turn 19

Atlanasha managed to summon 3 more Greater Otherness which will add a very nice punch to any army I will deploy them in.

A good harvest in Hoburgdorf brought 50 gold as additional taxes and unrest was reduced by 20.

Enchantment reached level 4 and 45 points are needed till level 5, the remaining points will be put into construction.


Provinces: 10
Treasury: 486
Income: 857
Upkeep: 379
RP: 188
Fortification: 2
Temple: 1

Conjuration – 5
Alteration – 2
Evocation – 0
Construction – 2
Enchantment – 4 (researching, 5 next turn)
Thaumaturgy – 6
Blood Magic - 0

Fire gems: 5
Air: 8 (+1)
Water gems: 0 (+6)
Earth: 0
Astral gems: 3 (+4/+4)
Death: 18 (+2)
Nature: 29 (+3)
Blood: 29


Updated province information:

Devourer (6) – 40(s) -60(g) Trition Troopers and Triton Guards – Sea – Dom1 – 7k pop, 33 inc, 14 res – dom 2
Tiash (15) – 20(g)/30(s) – 40 (g) Militias and Heavy Infantries – Forest/Swamp – Dom4, 2.5k pop, 9 inc, 42 res – dom 5
Vepitre (14) – Pangaea – Plains - black candle 1
Kolermegor (5) – Pangaea – Forest – dom 1 - temple
Scythia (35) – 30-50 Light/Heavy Infantry and Crossbowmen – Mountains - general intel – black candle 1
Aran Plain (23) - Pangaea – 20 Satyrs and Satyr Hoplites – general intel – black candle 1
Gol Ryepe (46) – 40-70 Light Infantry – farm lands - general intel – black candle 2
Bright Woods (17) – 20 Woodsmen - forest - general intel – dom 1
The Weald (25) – 30-40 Light/Heavy Infantry and Crossbowmen – forest/mountain- general intel – dom 0
Soth Beaver (38) – 50-60 Triton troopers/guards – Sea – general intel – black candle 1
Baptizer (43) – 50-70 Triton troopers/guards – Sea – general intel
Bolfagon (63) – Ulm – 10 Militias – general intel
Feldan (51) – 40 Barbarians – Forest – general intel
Faran (60) – 40 Militias, Heavy Infantry and Archers – Plains – general intel

Pangaea has defeated the indies in Aran Plains (23) strengthening my resolve to go after Pangaea next.


My Provinces:

R’lyeh (10) – 29.740 pop, 100% tax, 0 UR, 284 inc, 72 res, 25 def, dom 6 – magic site (+3As/+2W)
Gol Phalas (26) – 12.840 pop, 90% tax, 3 UR, 54 inc, 8 res, 0 def, dom 1
Dunheim (28) – 11.480 pop, 100% tax, 2 UR, 54 inc, 4 res, 0 def, dom 2
Talito (36) – 7.890 pop, 100% tax, 0 UR, 27 inc, 13 res, 0 def, dom -1 - magic site (+2W, +1N)
Dershid (20) – 6.380 pop, 100% tax, 0 UR, 31 inc, 9 res, 0 def, dom 4 – magic site (+1W, +1As)
C’tis (27) – 32.790 pop, 100% tax, 0 UR, 215 inc, 108 res, 0 def, dom 1 – magic site (+)
Hoburgdorf (34) – 13.670 pop, 100% tax, 0 UR, 68 inc, 11 res, 0 def, dom 1
Abysia (40) – 26.690 pop, 100% tax, 0 UR, 117 inc, 40 res, 0 def, dom 0 – magic site (+)
Nifel (57) – 1.690 pop, 90% tax, 2 UR, 3 inc, 35 res, 0 def, dom -3 – magic site (+1Ai, +20prod)
Chilad (52) – 2.570 pop, 60% tax, 17 UR, 4 inc, 20 res, 0 def, dom -1

I keep bloodhunting in Dunheim (28) and am sending my other scout back to Gol Phalas (26).


My mage Qithas and his troops will attack Gol Ryepe (46) in addition to my commander with 13 Illithid Soldiers, 3 Illithids, 4 Otherness and 1 Formless Spawn.

Togrul – my prophet - will stay in Abysia and continue preaching, I put 2 Things from the Void, 1 Formless Spawn, 1 Greater Otherness, 1 Otherness and 5 lobo guards under his command. I doubt that this will be enough to stop the defenders from repairing the walls, but think that it should be enough to deter them from trying to break the siege.

There are still some black candles in indi provinces (mainly 46 and 35) surrounding Abysia and I will have to try to bring those down, too.

Additinally there are some black candles in my newly aquired provinces around Abysia, too. In order to bring those down I will send my priest with the rest of my troops (6 lobo guards - no other leader has enough leadership to command them) to Nifel (57) in order to build a temple there.


My new mage has 1W, 3As and 2D and will cast acashic record on Nifel.


I am giving the Clam to one of my star child researchers and will forge another Clam.

I will recruit a starspawn mage and another Star Child, the remaining gold will be saved for building the temple in Nifel on the next turn.

To be continued...

CharonJr

[ February 18, 2004, 16:22: Message edited by: CharonJr ]

Arryn February 18th, 2004 06:17 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
What's Atlanasha's summoning skill now?

EDIT: max number of 'gems' on a leader, including slaves, is 30 of all types combined. So 29 is very close to your max.

[ February 18, 2004, 16:19: Message edited by: Arryn ]

CharonJr February 18th, 2004 06:19 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Taqwus,

thank you for telling me that Communicants will help with priestly magic, too, I have not realised this till now, since I have never tried it in combination with a priest http://forum.shrapnelgames.com/images/icons/icon12.gif

I have used them to empower my mages fairly often, but tend to only do this when I have advanced my research fairly high.

I think once I reach construction 7 or 8 (forge of the ancients/high level artifacts) I will send some of my star children out to support my mages/priests.

Thank you again for helping me to learn this game http://forum.shrapnelgames.com/images/icons/icon7.gif

CharonJr

CharonJr February 18th, 2004 06:32 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Atlanasha's summoning skill is now at 10 which is getting my hopes up about the chances to aquire a Vastness.

Once I get one I will have to start to empower/forge my way to Gift of Reason. I hope, that my gem acquisition program is running with full steam by this time.

Thank you for the information about the gems http://forum.shrapnelgames.com/images/icons/icon7.gif

CharonJr

Arryn February 18th, 2004 06:38 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
The earliest I've gotten a Vastness is summoning-9. Your chances after about summoning-12 to 14 is virtually nil, so if you don't get one soon you likely never will. Best of luck to you.

Taqwus February 18th, 2004 06:41 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Another random bit of weirdness you might want to try:
Darkness.
It's not exactly an easy spell for R'lyeh to cast based on its national mages, but if you can get there (with communion, this might be not that hard late-game), but it reduces the precision, attack and defence of every living thing on the battlefield. This matters a little less for illithids than for others, because mindbLasting always hits even if they're *blind* (so Solar Brilliance is also more of an option for R'lyeh than most, incidentally.) R'lyeh is also penalized less by Storms than many, due to lack of fliers or archers and again the prec-100 mindbLasts.
(Storms + Darkness + Stellar Brilliance would be overkill, but might be worth trying once. http://forum.shrapnelgames.com/images/icons/icon12.gif )

ioticus February 18th, 2004 06:49 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Charon, I think calling yourself a beginner is a gross misrepresentation.

CharonJr February 18th, 2004 06:50 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Arryn (sorry http://forum.shrapnelgames.com/images/icons/icon12.gif ),

I have read before that you can't summon a Vastness past 14 summoning, but IIRC in a game where I got 2 Vastenesses I got one fairly late (first one at 9, haven't checked the other one, but I think about 20+ turns later - but maybe I didn't get many summons during those turns and was still at 14 at this time).

Is there any reason for no more Vastness past 14 summonig ?

Taqwus,

hehe, yup, I did it once before (storm vs. indi archers), but I haven't thought about combining the different effects http://forum.shrapnelgames.com/images/icons/icon12.gif

Thank you again http://forum.shrapnelgames.com/images/icons/icon7.gif

CharonJr

[ February 18, 2004, 16:54: Message edited by: CharonJr ]

CharonJr February 18th, 2004 07:05 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Splooger,

thx (I guess http://forum.shrapnelgames.com/images/icons/icon12.gif ), but with less than 10 SP games under my belt (non of them played till the end) and no MP-games and with the new things I am learning on these forums every day, calling myself anything but a noob would be crazy.

But I think that playing strategy-games for about 20 years (pc & boardgames) is helping with some basics.

Btw, what are the points which make you consider me anything but a beginner ?

E.g. from what I have read on these forums I consider my rate of expansion to be way to slow to survive in any kind of competetive environment.

CharonJr

Arryn February 18th, 2004 07:10 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Quote:

Originally posted by CharonJr:
Is there any reason for no more Vastness past 14 summonig?
<font size="2" face="sans-serif, arial, verdana">The reason IW gave is game balance. BTW, no one knows the exact number. The odds just keep getting worse from about 10 or 12 onwards. I consider 9-10 to be a moderate level, but apparently IW considers it to be high, and 14 is very high. They called my summoning-36 to be "absurd". I just call it very lucky.

ioticus February 18th, 2004 07:23 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Quote:

Originally posted by CharonJr:

Btw, what are the points which make you consider me anything but a beginner ?

<font size="2" face="sans-serif, arial, verdana">I'm just basing it on how well you seem to be doing in the current game, the way you explain your actions and the amount of info you provide in your AAR. You come across as someone very knowledgable about the game. But then again I only have 2 games under my belt in which I got creamed by easy AI.

CharonJr February 18th, 2004 07:50 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Quote:

Originally posted by Arryn:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by CharonJr:
Is there any reason for no more Vastness past 14 summonig?

<font size="2" face="sans-serif, arial, verdana">The reason IW gave is game balance. BTW, no one knows the exact number. The odds just keep getting worse from about 10 or 12 onwards. I consider 9-10 to be a moderate level, but apparently IW considers it to be high, and 14 is very high. They called my summoning-36 to be "absurd". I just call it very lucky. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hmm, ok, I tend to get my summoners up to 30+, too, mostly I give them the Chalice to cure them of their feeblemindness since I don't have to worry about them being attacked by the knights. Bodyguards who are able to defeat things from the void tend to be able to defeat knights, too http://forum.shrapnelgames.com/images/icons/icon12.gif

CharonJr

CharonJr February 18th, 2004 08:18 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Turn 20

Enchantment reached level 5 and construction is up to level 3.

Acashic record revealed 2 Wells of Pestilance (+1D, improves death). Are 2 Wells cumulative concerning the death improvement ?

The battle in Gol Ryepe (46) went very well again. There was a mage (2W) with his Jotun Giant bodyguard in addition to 60 light infantries. On the second turn my enslave mind managed to control the giant who immediatly turned and killed the mage – nice move there http://forum.shrapnelgames.com/images/icons/icon12.gif . The light infantry kept advancing but lost about 50% of its troops before coming into close combat range – partially due to fighting their own mind enslaved troops. After the first round of close combat – my summons + enslaved knight were able to kill about 6 troops – the infantry routed. This battle was won without a single casualty on my side, I actually managed to get the giant and 1 light infantry due to enslave mind.


Provinces: 11
Treasury: 624
Income: 890
Upkeep: 407
RP: 229
Fortification: 2
Temple: 1

Conjuration – 5
Alteration – 2
Evocation – 0
Construction – 3 (researching, will reach 5 on the next turn)
Enchantment – 5
Thaumaturgy – 6
Blood Magic - 0

Fire gems: 5
Air: 9 (+1)
Water gems: 6 (+6)
Earth: 0
Astral gems: 12 (+4/+5)
Death: 22 (+4)
Nature: 32 (+3)
Blood: 29


Updated province information:

Devourer (6) – 40(s) -60(g) Trition Troopers and Triton Guards – Sea – Dom1 – 7k pop, 33 inc, 14 res – dom 2
Tiash (15) – 20(g)/30(s) – 40 (g) Militias and Heavy Infantries – Forest/Swamp – Dom4, 2.5k pop, 9 inc, 42 res – dom 5
Vepitre (14) – Pangaea – Plains - black candle 1
Kolermegor (5) – Pangaea – Forest – dom 1 - temple
Scytha (35) – 30-50 Light/Heavy Infantry and Crossbowmen – Mountains - general intel – black candle 1
Aran Plain (23) - Pangaea – 60 Satyrs and Satyr Hoplites – general intel – black candle 1
Bright Woods (17) – 20 Woodsmen - forest - general intel – dom 1
The Weald (25) – 30-40 Light/Heavy Infantry and Crossbowmen – forest/mountain- general intel – dom 0
Soth Beaver (38) – 50-60 Triton troopers/guards – Sea – general intel – black candle 1
Baptizer (43) – 50-70 Triton troopers/guards – Sea – general intel
Bolfagon (63) – Ulm – 10 Militias – general intel
Feldan (51) – 40 Barbarians – Forest – general intel
Faran (60) – 40 Militias, Heavy Infantry and Archers – Plains – general intel
Glimmering Fields (61) – 40 Militia, Archers and Heavy Infantry – Farm lands – general intel
Giant’s Rest (67) – 40 Light Infantry – Mountain/Wastes – general intel


My Provinces:

R’lyeh (10) – 29.740 pop, 100% tax, 0 UR, 284 inc, 72 res, 25 def, dom 6 – magic site (+3As/+2W)
Gol Phalas (26) – 12.810 pop, 100% tax, 0 UR, 66 inc, 9 res, 0 def, dom 1
Dunheim (28) – 11.480 pop, 90% tax, 3 UR, 48 inc, 4 res, 0 def, dom 3
Talito (36) – 7.840 pop, 100% tax, 1 UR, 24 inc, 12 res, 0 def, dom -1 - magic site (+2W, +1N)
Dershid (20) – 6.380 pop, 100% tax, 0 UR, 31 inc, 9 res, 0 def, dom 4 – magic site (+1W, +1As)
C’tis (27) – 32.790 pop, 100% tax, 0 UR, 215 inc, 108 res, 0 def, dom 1 – magic site (+2D/+2N/+1W, +20prod, +10gold)
Hoburgdorf (34) – 13.670 pop, 100% tax, 0 UR, 68 inc, 11 res, 0 def, dom 1
Abysia (40) – 26.530 pop, 100% tax, 0 UR, 117 inc, 40 res, 0 def, black candle 1 – magic site (+)
Nifel (57) – 1.680 pop, 100% tax, 0 UR, 4 inc, 36 res, 0 def, dom -3 – magic site (+1Ai, +1D/D imp, +1D/D imp, +20prod)
Chilad (52) – 2.590 pop, 80% tax, 9 UR, 6 inc, 22 res, 0 def, dom -1
Gol Ryepe (46) – 19.730 pop, 50% tax, 22 UR, 27 inc, 7 res, 0 def, black candle 2

I keep bloodhunting in Dunheim (28) and Gol Phalas (26).

The Abysian dominion is back to 1 in Abysia despite preaching, I hope the temple I will build this turn in Nifel will help. But to get the dominion there up faster I will set my priest to preach there, too.

The report about 60 Pangean troops in Aran Plains (23) is not very reassuring. I hope that I will preach out the Abysian pretender before Pangaea is going to be a real problem.


The 2 provinces to the north/northeast of Gol Ryepe are tempting me due to their fairly light defenses. I could either increase my income or get another province which might give me an additional gem income. But I have to think about the potential threat of Pangaea, too, which would force me to ignore the 2 provinces and move my forces to Scytha (35).

I decide to keep playing this one agressively and take Glimmering Fields this turn and hope to be able to take Giant’s rest on the next one. If Pangeae declares war I should be able to invade from R’lyeh with enough firepower to make him return to his capital soon. If I have to I will send 4 of my star children with this force in order to add some more punch http://forum.shrapnelgames.com/images/icons/icon12.gif


I am giving the Clam to one of my star child researchers and lack the gems to forge a new one this turn.

I will recruit a starspawn mage and another Star Child.

To be continued...

CharonJr

Arryn February 18th, 2004 08:23 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
I doubt that you have the dominion strength to preach out the Abyssian pretender in his home base, unless you use a temple, a prophet, and a pretender in an adjacent province. And even then you may not succeed.

CharonJr February 18th, 2004 08:37 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Quote:

Originally posted by Arryn:
I doubt that you have the dominion strength to preach out the Abyssian pretender in his home base, unless you use a temple, a prophet, and a pretender in an adjacent province. And even then you may not succeed.
<font size="2" face="sans-serif, arial, verdana">Hmm, like I said, I haven't tried it before, that's why I will continue trying in order to show people how hard this seems to be.

But I will try to surround Abysia with temples (I need some anyway) and while the "siege" of Abysia is binding some of my troops I am able to keep conquering some indi provinces - even if this is further slowing my expansion down.

But it sounds like preaching an pretender out is no real option in a competetive game.


When I finish this AAR I will ask the pros here to comment about the mistakes I made and am fairly certain that there is a LOT to improve my gameplay http://forum.shrapnelgames.com/images/icons/icon12.gif


Thx http://forum.shrapnelgames.com/images/icons/icon7.gif

CharonJr

February 18th, 2004 08:47 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
The quickest way to preach out a Pretender is to build a Temple (or temples) in adjacent provinces and churn out Priests and send them in to the capital and preach. 4 or 5 of those and he should be dead.

Arryn February 18th, 2004 09:00 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Quote:

Originally posted by Zen:
The quickest way to preach out a Pretender is to build a Temple (or temples) in adjacent provinces and churn out Priests and send them in to the capital and preach. 4 or 5 of those and he should be dead.
<font size="2" face="sans-serif, arial, verdana">Provided that there are no other provinces with that pretender's dominion, and that the enemy pretender doesn't have such a high dominion that it renders the efforts of the 4-5 priests futile.

But, as you say, if you've been able to surround the enemy capital with temples, by that time the enemy likely only has the one province and 4-5 temple-backed priests should make short work of the false god. In my AAR, I'm still puzzled as to how I was able to get positive dominion in the Pythium capital and still not kill that pretender. A very odd result, based on what I've seen in my other SP games, where I have preached out gods in the past.

CharonJr February 18th, 2004 09:58 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Turn 21

Construction is up to 5 and I will bring it to level 6 this turn (enough for +1S cap IIRC). I will stop there since I lack the resources for Forge of the Ancients at the moment. The remaining points will be put into conjuration since I will need some more troops soon.

The battle in Glimmering Fields (61) was won without losing a single one of my soldiers again. My forces will continue to Giant’s rest (67).

Shadul Ummush offered to join my forces, he is a 5W, 10RP, 25 leadership leader who will be my new Clam forger for now, but his main job will be summoning later on.

Atlanasha summoned another Greater Otherness this turn bringing her summoning up to level 11.


Provinces: 12
Treasury: 622
Income: 976
Upkeep: 452
RP: 229
Fortification: 2
Temple: 2

Conjuration – 5 (researching)
Alteration – 2
Evocation – 0
Construction – 5 (researching, will reach 6 on the next turn)
Enchantment – 5
Thaumaturgy – 6
Blood Magic - 0

Fire gems: 5
Air: 10 (+1)
Water gems: 2 (+6)
Earth: 0
Astral gems: 21 (+4/+5)
Death: 26 (+4)
Nature: 35 (+3)
Blood: 29


Updated province information:

Devourer (6) – 40(s) -60(g) Trition Troopers and Triton Guards – Sea – Dom1 – 7k pop, 33 inc, 14 res – dom 2
Tiash (15) – 20(g)/30(s) – 40 (g) Militias and Heavy Infantries – Forest/Swamp – Dom4, 2.5k pop, 9 inc, 42 res – dom 5
Vepitre (14) – Pangaea – Plains - black candle 1
Kolermegor (5) – Pangaea – Forest – dom 1 - temple
Scytha (35) – 30-50 Light/Heavy Infantry and Crossbowmen – Mountains - general intel – black candle 1
Aran Plain (23) - Pangaea – 60 Satyrs and Satyr Hoplites – general intel – black candle 1
Bright Woods (17) – 20 Woodsmen - forest - general intel – dom 1
The Weald (25) – 30-40 Light/Heavy Infantry and Crossbowmen – forest/mountain- general intel – dom 0
Soth Beaver (38) – 50-60 Triton troopers/guards – Sea – general intel – black candle 1
Baptizer (43) – 50-70 Triton troopers/guards – Sea – general intel
Bolfagon (63) – Ulm – 10 Militias – general intel
Feldan (51) – 40 Barbarians – Forest – general intel
Faran (60) – 40 Militias, Heavy Infantry and Archers – Plains – general intel
Giant’s Rest (67) – 40 Light Infantry – Mountain/Wastes – general intel

Pangaea has build a temple in Vepitre (14).


My Provinces:

R’lyeh (10) – 29.740 pop, 100% tax, 0 UR, 284 inc, 72 res, 25 def, dom 5 – magic site (+3As/+2W)
Gol Phalas (26) – 12.730 pop, 100% tax, 0 UR, 66 inc, 9 res, 0 def, dom 2
Dunheim (28) – 11.480 pop, 90% tax, 3 UR, 48 inc, 4 res, 0 def, dom 2
Talito (36) – 7.790 pop, 100% tax, 0 UR, 28 inc, 13 res, 0 def, dom -1 - magic site (+2W, +1N)
Dershid (20) – 6.380 pop, 100% tax, 0 UR, 33 inc, 9 res, 0 def, dom 5 – magic site (+1W, +1As)
C’tis (27) – 32.790 pop, 100% tax, 0 UR, 210 inc, 108 res, 0 def, dom 1 – magic site (+2D/+2N/+1W, +20prod, +10gold)
Hoburgdorf (34) – 13.670 pop, 100% tax, 0 UR, 64 inc, 11 res, 0 def, dom 1
Abysia (40) – 26.370 pop, 100% tax, 0 UR, 108 inc, 40 res, 0 def, black candle 1 – magic site (+)
Nifel (57) – 1.670 pop, 100% tax, 0 UR, 4 inc, 36 res, 0 def, dom -2 – magic site (+1Ai, +1D/D imp, +1D/D imp, +20prod)
Chilad (52) – 2.600 pop, 80% tax, 8 UR, 7 inc, 22 res, 0 def, dom -1
Gol Ryepe (46) – 19.610 pop, 90% tax, 4 UR, 61 inc, 8 res, 0 def, dom -2
Glimmering Field (61) – 25.120 pop, 70% tax, 11 UR, 60 inc, 10 res, 0 def, dom -1


I keep bloodhunting in Dunheim (28) and Gol Phalas (26).

The first temple (Nifel) is up and I will move my priest to Talito to build another one.


My new mage is 2W, 4S and I will send him – with 4 Greater Otherness, 5 Illithid Soldiers and 1 Illithid - right towards Scytha (35) in order to prevent Pangaea from expanding there. For a later war it will surely help to have additional troops there, too.

My forces in Glimmering Fields will continue towards Giant’s Rest (67) and I will bring these forces down towards Pangaea after this battle, too.


I will recruit a starspawn mage, a Star Child and 3 Illithid Soldiers on this turn.

If I get lucky I will get another 4S mage this turn, but with 6 construction and 10 astral gems I will have another option to get my mages up to 4S.

I think I will attack Pangeae in 2-3 turns from now with 2-3 4S mages and about 30 troops, at least two-third of those being void summons or Illithids. The forces from the north should be able to put some preasure on Pangaea 2 turns after this. Normally I would like to wait till I would be able to strike with both my forces at once, but want to distrub Pangaea as soon as possible.

To be continued...

CharonJr

CharonJr February 19th, 2004 11:21 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Turn 22

Construction reached level 6 and I will put all points into Conjuring now and will reach level 6 this turn.

The battle in Giant’s Rest vs. the indies was easy again, just 3 crossbowmen and about 30 light infantry. I didn’t lose a single man and even got 1 light infantry due to enslave mind.

Ulm attacked me in my newly aquired province of Giant’s Rest with about 20 Foul Servants and 1 Elephant. I managed to enslave the Elephant on the second turn and the other troops routed immediatly. Sadly (and I have no idea why) I was not able to keep the Elephant, despite him neither being killed nor seriously wounded – I still have remaining slots in my armies, too.

Due to low supplies my troops are starving in Giant’s Rest, but I will move all of them on this turn anyway.

4 bloodslaves were found in Gol Phalas and 200 additional taxes were levied.


Provinces: 13
Treasury: 781
Income: 977
Upkeep: 489
RP: 241
Fortification: 2
Temple: 3

Conjuration – 5 (researching)
Alteration – 2
Evocation – 0
Construction – 6
Enchantment – 5
Thaumaturgy – 6
Blood Magic - 0

Fire gems: 5
Air: 11 (+1)
Water gems: 8 (+6)
Earth: 0
Astral gems: 6 (+4/+6)
Death: 30 (+4)
Nature: 38 (+3)
Blood: 29


Updated province information:

Devourer (6) – 40(s) -60(g) Trition Troopers and Triton Guards – Sea – Dom1 – 7k pop, 33 inc, 14 res – dom 2
Tiash (15) – 20(g)/30(s) – 40 (g) Militias and Heavy Infantries – Forest/Swamp – Dom4, 2.5k pop, 9 inc, 42 res – dom 5
Vepitre (14) – Pangaea – Plains - black candle 1
Kolermegor (5) – Pangaea – Forest – dom 1 - temple
Scytha (35) – 30-50 Light/Heavy Infantry and Crossbowmen – Mountains - general intel – black candle 1
Aran Plain (23) - Pangaea – 50-60 Satyrs and Satyr Hoplites – general intel – black candle 1
Bright Woods (17) – 20 Woodsmen - forest - general intel – dom 1
The Weald (25) – 30-40 Light/Heavy Infantry and Crossbowmen – forest/mountain- general intel – dom 0
Soth Beaver (38) – 50-60 Triton troopers/guards – Sea – general intel – black candle 1
Baptizer (43) – 50-70 Triton troopers/guards – Sea – general intel
Bolfagon (63) – Ulm – 10 Militias – general intel
Feldan (51) – 40 Barbarians – Forest – general intel
Faran (60) – 40 Militias, Heavy Infantry and Archers – Plains – general intel

My northern provinces are surrounded by Ulm and Jotun to the north and northeast, the west is held by indies.

To the east of my capital Vepitre (14) and its temple have no Pangaean troops, tempting me to attack right now, but I will need to build up/move my troops for at least another turn in order to be able to reach the Pangaean capital with sufficient forces on the turn after my initial attack. This should prevent Pangaea from sending harresment troops into my undefended rear areas.


My Provinces:

R’lyeh (10) – 29.740 pop, 100% tax, 0 UR, 284 inc, 72 res, 25 def, dom 6 – magic site (+3As/+2W)
Gol Phalas (26) – 12.740 pop, 80% tax, 7 UR, 41 inc, 8 res, 0 def, dom 1
Dunheim (28) – 11.470 pop, 80% tax, 8 UR, 39 inc, 4 res, 0 def, dom 2
Talito (36) – 7.740 pop, 100% tax, 1 UR, 27 inc, 12 res, 0 def, dom -1 - magic site (+2W, +1N)
Dershid (20) – 6.380 pop, 100% tax, 0 UR, 35 inc, 9 res, 0 def, dom 5 – magic site (+1W, +1As)
C’tis (27) – 32.790 pop, 100% tax, 0 UR, 210 inc, 99 res, 0 def, dom 1 – magic site (+2D/+2N/+1W, +20prod, +10gold)
Hoburgdorf (34) – 13.670 pop, 100% tax, 0 UR, 68 inc, 9 res, 0 def, dom 1
Abysia (40) – 26.210 pop, 100% tax, 0 UR, 108 inc, 40 res, 0 def, dom -1 – magic site (+)
Nifel (57) – 1.660 pop, 100% tax, 1 UR, 3 inc, 35 res, 0 def, dom -2 – magic site (+1Ai, +1D/D imp, +1D/D imp, +20prod)
Chilad (52) – 2.610 pop, 90% tax, 5 UR, 8 inc, 22 res, 0 def, dom 0
Gol Ryepe (46) – 19.490 pop, 100% tax, 2 UR, 74 inc, 8 res, 0 def, dom -2
Glimmering Field (61) – 24.970 pop, 100% tax, 0 UR, 108 inc, 12 res, 0 def, dom 0
Giant’s Rest (67) – 1.620 pop, 60% tax, 19 UR, 0 inc, 23 res, 0 def, dom 0

I keep bloodhunting in Dunheim (28) and Gol Phalas (26).

I am building another temple in Talito (36).


I got a 1W, 4S and 1D mage this turn and I will send him – with 3 Illithid Soldiers and 7 Lobo Guards – to Gol Phalas (26) right next to Vepitre (14).

My mage Qithas and his summons will move from Giant’s Rest (67) to Abysia (40) while my commander with his slower Illithid troops will only be able to move to Gol Ryepe (46).

My other army (1 4S mage, 4 Greater Otherness and some Illithids/Soldiers) will continue their move to Scytha (35) and unless Pangaea is attacking on the same turn should have no problems in conquering it. Even if Pangaea attacks me I am fairly certain that my forces are strong enough to stop the roughly 50 Satyrs and Satyr Hoplites.

I have 3 4S mages now and this might help me to get some more troops in addition to slow the enemy down by creating new enemies in their midst.


The Clam will be given to another star child, sadly I lack the W-gems to forge another one this turn, but due to this I have enough RPs to reach conjuring6.

I will cast acashic record on Giant’s Rest – the alternative would have been Chilad (52), but since it borders both Ulm and Jotunheim I prefer Giant’s Rest since it only borders on Ulm.

I will recruit a starspawn mage and a Star Child this turn in addition to 4 Illithids (I start to need their better strategic movement) and 3 Lobo Guards.


To be continued...

CharonJr

CharonJr February 20th, 2004 07:51 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Turn 23

Conjuring reached level 6.

Atlanasha was able to summon a Vastness this turn (yeah!), now I will have to turn it into a SC. In order to cast Gift of Reason I will need a 4N mage and 20 nature gems.

Scytha (35) was taken without real opposition (15 heavy infantry and 15 militias) and without losing a single trooper again.

2 magic sites were found in Giant’s Rest (67), 1 Cave of Clouds (+1A) and 1 Well of Pestillence (+1D, increases death).

4 bloodslaves were found in Dunheim and 9 astral gems were found in Gol Phalas.


Provinces: 14
Treasury: 477
Income: 1005
Upkeep: 529
RP: 258
Fortification: 2
Temple: 4

Conjuration – 6 (researching)
Alteration – 2
Evocation – 0
Construction – 6
Enchantment – 5
Thaumaturgy – 6
Blood Magic - 0

Fire gems: 5
Air: 13 (+2)
Water gems: 14 (+6)
Earth: 0
Astral gems: 26 (+4/+7)
Death: 35 (+5)
Nature: 11 (+3)
Blood: 29


Updated province information:

Devourer (6) – 40(s) -60(g) Trition Troopers and Triton Guards – Sea – Dom1 – 7k pop, 33 inc, 14 res – dom 2
Tiash (15) – 20(g)/30(s) – 40 (g) Militias and Heavy Infantries – Forest/Swamp – Dom4, 2.5k pop, 9 inc, 42 res – dom 5
Vepitre (14) – Pangaea – Plains - black candle 1
Kolermegor (5) – Pangaea – Forest – dom 1 - temple
Aran Plain (23) - Pangaea – 50-60 Satyrs and Satyr Hoplites – general intel – black candle 1
Bright Woods (17) – 20 Woodsmen - forest - general intel – dom 1
The Weald (25) – 30-40 Light/Heavy Infantry and Crossbowmen – forest/mountain- general intel – dom 0
Soth Beaver (38) – 50-60 Triton troopers/guards – Sea – general intel – black candle 1
Baptizer (43) – 50-70 Triton troopers/guards – Sea – general intel
Bolfagon (63) – Ulm – 10 Militias – general intel
Feldan (51) – 40 Barbarians – Forest – general intel
Faran (60) – 40 Militias, Heavy Infantry and Archers – Plains – general intel
Cacian Forest (45) – 40 Light Infantry, Crossbowmen and Heavy Infantry – Forest – general intel
Agenor (37) – Jotunheim – Plains - general intel
Old Aran (29) – 30 Militias, Light Infantry and Heavy Infantry – Plains – general intel
Yellow Mountains (72) – 20 Heavy Infantry, Light Infantry and Crossbowmen – Mountains – general intel
Pania (56) – 40 Militia, Archer and Heavy Infantry – Forest/Mountains – general intel
Witches Copse (73) – 40 Militia, Archer and Heavy Infantry – Forest – general intel
The Two Woods (78) – Ulm – Forest – general intel
Monherboa (75) – Ulm – Forest – general intel


My Provinces:

R’lyeh (10) – 29.740 pop, 100% tax, 0 UR, 284 inc, 72 res, 25 def, dom 6 – magic site (+3As/+2W) - Temple
Gol Phalas (26) – 12.740 pop, 80% tax, 7 UR, 45 inc, 8 res, 0 def, dom 1
Dunheim (28) – 11.460 pop, 70% tax, 12 UR, 34 inc, 4 res, 0 def, dom 2
Talito (36) – 7.690 pop, 100% tax, 1 UR, 27 inc, 12 res, 0 def, dom -1 - magic site (+2W, +1N) - Temple
Dershid (20) – 6.380 pop, 100% tax, 0 UR, 35 inc, 9 res, 0 def, dom 5 – magic site (+1W, +1As)
C’tis (27) – 32.790 pop, 100% tax, 0 UR, 211 inc, 99 res, 0 def, dom 1 – magic site (+2D/+2N/+1W, +20prod, +10gold)
Hoburgdorf (34) – 13.670 pop, 100% tax, 0 UR, 66 inc, 9 res, 0 def, dom 2
Abysia (40) – 26.050 pop, 100% tax, 2 UR, 99 inc, 39 res, 0 def, dom -3 – magic site (+)
Nifel (57) – 1.650 pop, 100% tax, 0 UR, 4 inc, 36 res, 0 def, dom -2 – magic site (+1Ai, +1D/D imp, +1D/D imp, +20prod) - Temple
Chilad (52) – 2.620 pop, 80% tax, 7 UR, 7 inc, 22 res, 0 def, dom 0
Gol Ryepe (46) – 19.370 pop, 100% tax, 1 UR, 75 inc, 8 res, 0 def, dom -2
Glimmering Field (61) – 24.820 pop, 100% tax, 0 UR, 108 inc, 12 res, 0 def, dom 0
Giant’s Rest (67) – 1.610 pop, 90% tax, 5 UR, 3 inc, 26 res, 0 def, dom 0
Scytha (35) -4.970 pop, 60% tax, 19 UR, 7 inc, 20 res, 0 def, dom -1

Grr, the Abysian dom in Abysia is up to 3 again, well I will build more temples anyway http://forum.shrapnelgames.com/images/icons/icon12.gif

I keep bloodhunting in Dunheim (28) and Gol Phalas (26).


I got a 1F, 1W, 4S mage this turn and I will keep him in R’lyeh for now in order to give him more troops on the next turn (research).

My mage Qithas and his summons will move from Abysia (40) to Gol Phalas (26) while my commander with his slower Illithid troops will move to Abysia this turn (helping a bit in bringing down the defenses can’t hurt, too http://forum.shrapnelgames.com/images/icons/icon12.gif ).

My other army in Scytha will move to Gol Phalas, too.


I will start to save up my water gems in order to cast Sea King’s Court (needs 45 water gems) soon.


Due to the Vastness I want to Gift of Reason it as soon as possible (turning it into a leader).

I will empower one of my mages with 1N (my only one actually) in nature magic. Empowering my pretender is no real choice since he is lacking hand slots which will be needed to get up to the required 4N faster and by using less gems due to items.

I will need a Thistle Mace (Conj4, 2N - +1N) and a Moonvine Bracelet (Const6, 3NS - +1N).

In addition I might build a starshine cap (+1S) in order to give another caster level 5 in astral since this will enable me to forge a Ring of Wizardry (+1 all magic paths). A Ring of Sorcery (+1S/D/N/B) would be another possibility and since it needs 40 less astral gems which I need for casting acashic record I should rather forge this in order to cast Gift of Health later on. A Treelords Staff (Conj6, 4N - +2N) would be another possibility.

In the end it will depend on the number of gems I have at my disposal and since I need nature gems for casting GoH using astral gems for getting the needed nature skills seems to be the faster/more efficient way at the moment.

Since this would mean neglecting my magic site searching I will have to see how the game will progress before I make any decision. For now the steps I want to take are empowering, forging a Thistle Mace and then to forge a Moonvine Bracelet as fast as possible.

It seems like I will have to alchemise some gems here, too.

Then I will have to see what kind of items can be used by a GoR Vastness and build some items in order to turn it into a “real” SC.

The Pangaean capital should give a nice boost to my nature gem income and I will start my attack on the next turn. Depending on the number of troops in the provinces I would like to strike the 3 provinces at once and move on to the capital on the following turn.


I will recruit a starspawn mage and a Star Child this turn in addition to 2 Illithids and 2 Lobo Guards.


With the 258 RPs I will bring evocation up to level 4 in order to add some additional punch to my mages vs. Pangaea – this way I can make some good use of my mages with less than 4S, too.


To be continued...

CharonJr

Arryn February 20th, 2004 08:11 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Please be advised that a Vastness has slots only for gems, none for equipment of any sort.

CharonJr February 20th, 2004 11:59 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Arryn,

thank you for the information, this will free up some gems for me, but I will have to be more careful about where I am sending my Vastness.

CharonJr

CharonJr February 21st, 2004 12:01 AM

Re: Noob\'s shot at an R\'lyeh AAR
 
Turn 24

Evocation is at level 4 now and will be researched further.

50 additonal taxes were levied in C’tis in addition to a (unless) reduction of 20 unrest, in Abysia 200 additional taxes were levied.


Provinces: 14
Treasury: 490
Income: 1026
Upkeep: 562
RP: 265
Fortification: 2
Temple: 4

Conjuration – 6
Alteration – 2
Evocation – 4 (researching, will reach 5 this turn)
Construction – 6
Enchantment – 5
Thaumaturgy – 6
Blood Magic - 0

Fire gems: 5
Air: 15 (+2)
Water gems: 20 (+6)
Earth: 0
Astral gems: 27 (+4/+7)
Death: 40 (+5)
Nature: 14 (+3)
Blood: 29


Updated province information:

Devourer (6) – 40(s) -60(g) Trition Troopers and Triton Guards – Sea – Dom1 – 7k pop, 33 inc, 14 res – dom 2
Tiash (15) – 20(g)/30(s) – 40 (g) Militias and Heavy Infantries – Forest/Swamp – Dom4, 2.5k pop, 9 inc, 42 res – dom 5
Vepitre (14) – Pangaea – Plains - black candle 1
Kolermegor (5) – Pangaea – Forest – dom 1 - temple
Aran Plain (23) - Pangaea – 50-60 Satyrs and Satyr Hoplites – general intel – black candle 1
Bright Woods (17) – 20 Woodsmen - forest - general intel – dom 1
The Weald (25) – 30-40 Light/Heavy Infantry and Crossbowmen – forest/mountain- general intel – dom 0
Soth Beaver (38) – 50-60 Triton troopers/guards – Sea – general intel – black candle 1
Baptizer (43) – 50-70 Triton troopers/guards – Sea – general intel
Bolfagon (63) – Ulm – 10 Militias – general intel
Feldan (51) – Jotunheim – Forest – general intel
Faran (60) – Jotunheim – Plains – general intel
Cacian Forest (45) – Jotunheim – Forest – general intel
Agenor (37) – Jotunheim – Plains - general intel
Old Aran (29) – 30 Militias, Light Infantry and Heavy Infantry – Plains – general intel
Yellow Mountains (72) – 20 Heavy Infantry, Light Infantry and Crossbowmen – Mountains – general intel
Pania (56) – 40 Militia, Archer and Heavy Infantry – Forest/Mountains – general intel
Witches Copse (73) – 40 Militia, Archer and Heavy Infantry – Forest – general intel
The Two Woods (78) – Ulm – Forest – general intel
Monherboa (75) – Ulm – Forest – general intel

Jotunheim has expanded into Feldan (51), Faran (60) and Cacian Forest (45) taking the Last indi provinces to my northeast. This has me worried a bit since this was a fairly large/fast expansion which might mean that they don’t have any room left to expand elsewhere. I might be their next target which would be fairly bad timing for me since I would like to crush Pangaea first.

On the other hand I am not really worried about the giants. Due to enslave they might actually provide some nice additions to my armies http://forum.shrapnelgames.com/images/icons/icon12.gif Their main army consists of 30 troops, mainly slingers, axeman and 3 giants.

Ulm potentially is still able to expand into indi provinces to their west, but I will have to watch them closely, too.


My Provinces:

R’lyeh (10) – 29.740 pop, 100% tax, 0 UR, 284 inc, 72 res, 25 def, dom 6 – magic site (+3As/+2W) - Temple
Gol Phalas (26) – 12.740 pop, 80% tax, 7 UR, 43 inc, 8 res, 0 def, dom 0
Dunheim (28) – 11.460 pop, 90% tax, 4 UR, 50 inc, 4 res, 0 def, dom 2
Talito (36) – 7.640 pop, 100% tax, 1 UR, 29 inc, 12 res, 0 def, dom 0 - magic site (+2W, +1N) - Temple
Dershid (20) – 6.380 pop, 100% tax, 0 UR, 33 inc, 9 res, 0 def, dom 6 – magic site (+1W, +1As)
C’tis (27) – 32.790 pop, 100% tax, 0 UR, 211 inc, 99 res, 0 def, dom 1 – magic site (+2D/+2N/+1W, +20prod, +10gold)
Hoburgdorf (34) – 13.670 pop, 100% tax, 0 UR, 70 inc, 9 res, 0 def, dom 2
Abysia (40) – 25.890pop, 100% tax, 1 UR, 104 inc, 39 res, 0 def, dom -2 – magic site (+)
Nifel (57) – 1.640 pop, 100% tax, 0 UR, 4 inc, 36 res, 0 def, dom -2 – magic site (+1Ai, +1D/D imp, +1D/D imp, +20prod) - Temple
Chilad (52) – 2.630 pop, 80% tax, 6 UR, 7 inc, 22 res, 0 def, dom 0
Gol Ryepe (46) – 19.250 pop, 100% tax, 1 UR, 75 inc, 8 res, 0 def, dom -2
Glimmering Field (61) – 24.670 pop, 100% tax, 1 UR, 100 inc, 11 res, 0 def, dom 0
Giant’s Rest (67) – 1.600 pop, 100% tax, 0 UR, 4 inc, 28 res, 0 def, dom 0
Scytha (35) -4.960 pop, 80% tax, 6 UR, 13 inc, 22 res, 0 def, dom 0

I keep bloodhunting in Dunheim (28) and Gol Phalas (26).

I will build a temple in Scytha this turn.


I got a 1A, 1W, 1E, 3S mage this turn who will research.

The Starshine Skullcap (+1S) is given to a 1W, 2D, 3S mage and I will send him and 4 lobo guards to conquer Kolermegor (5) which seems to be devoid of Pangaeans.

2 mages with summoner/enslaved troops and 6 Illithid Soldiers will try to conquer Vepitre (14) were my intel reports about 30 satyrs and satyr hoplites.

My remaining 2 mages with their summoned troops and 9 Illithids will try to take Aran Plains (23) where there are supposed to be about 50 satyrs and satyr hoplites.

The main problem here might be troop movements between the provinces – especially to Kolermegor. I am not really worried about movements to the other provinces since my troops should be good enough to handle nearly everything Pangaea might throw at me (short of their main army which might be building up in the capital).

I should wait another turn for my commander and his troops who will be moved from Abysia to Gol Phalas this turn, but I am fairly certain that I will be able to take at least 2 provinces this turn and since I will continue right on towards the Pangaean capital Pangaea will have to worry about the siege first.


A Thistle Mace will be forged on this turn by my newly empowered mage for 10 nature gems and will bring him up to 3N next turn.


I will recruit a starspawn mage in addition to 2 priests from the temples I build earlier in order to become serious about preaching out Abysia. Due to this I will recruit no more troops on this turn since I will need 400 gold for the 2 temples I plan to build on the next turn.


The 265 RPs will bring me up to evocation 5.


To be continued...

CharonJr

[ February 20, 2004, 22:02: Message edited by: CharonJr ]

CharonJr February 21st, 2004 01:18 AM

Re: Noob\'s shot at an R\'lyeh AAR
 
Turn 25

Evocation is at level 5 now and will be researched till 6.

The first battle was in Vepitre (14) and my forces faced about 5 Harpies, 25 Satyrs and about 5 Centaur Warriors/Cataphracts in addition to 2 leaders (White Centaurs). The Centaurs were closing in fast, but were slowed down when 2 of them were enslaved. In the follwing turns more enemies were enslaved. In the end my troops were just mopping up and I got 4 new troops (2 Centaur Warriors and 2 Satyrs).

The second battle was in Aran Planes (23). Here my troops faced about 10 Centaur Warriors/Cataphracts, 5 Harpies, 20 Satyrs and 3 Minotaurus. The battle was fairly similar to the first one and in the end I got 2 Centaur Cataphracts, 1 Centaur Warrior and 1 White Centaur.

The Last battle was in Kolermegor (5) and I got lucky here, I faced only about 5 Harpies and 10 Satyr/Hoplites. I lost 4 lobo guards but due to enslaves and some soul slays the enemy broke and fled.


Provinces: 17
Treasury: 638
Income: 1118
Upkeep: 610
RP: 265
Fortification: 2
Temple: 5

Conjuration – 6
Alteration – 2
Evocation – 6 (researching, will reach 6 this turn)
Construction – 6
Enchantment – 5
Thaumaturgy – 6
Blood Magic – 0 (researching, will reach 3 this turn)

Fire gems: 5
Air: 17 (+2)
Water gems: 26 (+6)
Earth: 0
Astral gems: 15 (+4/+7)
Death: 15 (+5)
Nature: 0 (+3)
Blood: 29


Updated province information:

Devourer (6) – 40(s) -60(g) Trition Troopers and Triton Guards – Sea – Dom1 – 7k pop, 33 inc, 14 res – dom 2
Tiash (15) – 20(g)/30(s) – 40 (g) Militias and Heavy Infantries – Forest/Swamp – Dom4, 2.5k pop, 9 inc, 42 res – dom 5
Bright Woods (17) – 20 Woodsmen - forest - general intel – dom 1
The Weald (25) – 30-40 Light/Heavy Infantry and Crossbowmen – forest/mountain- general intel – dom 0
Soth Beaver (38) – 50-60 Triton troopers/guards – Sea – general intel – black candle 1
Baptizer (43) – 50-70 Triton troopers/guards – Sea – general intel
Bolfagon (63) – Ulm – 10 Militias – general intel
Feldan (51) – Jotunheim – Forest – general intel
Faran (60) – Jotunheim – Plains – general intel
Cacian Forest (45) – Jotunheim – Forest – general intel
Agenor (37) – Jotunheim – Plains - general intel
Old Aran (29) – 30 Militias, Light Infantry and Heavy Infantry – Plains – general intel
Yellow Mountains (72) – 20 Heavy Infantry, Light Infantry and Crossbowmen – Mountains – general intel
Pania (56) – 40 Militia, Archer and Heavy Infantry – Forest/Mountains – general intel
Witches Copse (73) – 40 Militia, Archer and Heavy Infantry – Forest – general intel
The Two Woods (78) – Ulm – Forest – general intel
Monherboa (75) – Ulm – Forest – general intel

East of Pangaea are two Marignon provinces which seem to be devoid of troops.


My Provinces:

R’lyeh (10) – 29.740 pop, 100% tax, 0 UR, 284 inc, 72 res, 25 def, dom 6 – magic site (+3As/+2W) - Temple
Gol Phalas (26) – 12.740 pop, 90% tax, 3 UR, 51 inc, 8 res, 0 def, dom 0
Dunheim (28) – 11.460 pop, 90% tax, 4 UR, 50 inc, 4 res, 0 def, dom 1
Talito (36) – 7.590 pop, 100% tax, 0 UR, 28 inc, 13 res, 0 def, dom -1 - magic site (+2W, +1N) - Temple
Dershid (20) – 6.380 pop, 100% tax, 0 UR, 33 inc, 9 res, 0 def, dom 6 – magic site (+1W, +1As)
C’tis (27) – 32.790 pop, 100% tax, 0 UR, 211 inc, 99 res, 0 def, dom 1 – magic site (+2D/+2N/+1W, +20prod, +10gold)
Hoburgdorf (34) – 13.670 pop, 100% tax, 0 UR, 70 inc, 9 res, 0 def, dom 2
Abysia (40) – 25.730pop, 100% tax, 1 UR, 104 inc, 39 res, 0 def, dom -2 – magic site (+)
Nifel (57) – 1.630 pop, 100% tax, 0 UR, 4 inc, 36 res, 0 def, dom -1 – magic site (+1Ai, +1D/D imp, +1D/D imp, +20prod) - Temple
Chilad (52) – 2.630 pop, 80% tax, 5 UR, 7 inc, 22 res, 0 def, dom 0
Gol Ryepe (46) – 19.130 pop, 100% tax, 0 UR, 75 inc, 9 res, 0 def, dom -2
Glimmering Field (61) – 24.520 pop, 90% tax, 2 UR, 87 inc, 11 res, 0 def, dom -1
Giant’s Rest (67) – 1.590 pop, 100% tax, 0 UR, 3 inc, 28 res, 0 def, dom 0
Scytha (35) -4.950 pop, 100% tax, 0 UR, 19 inc, 24 res, 0 def, dom 0
Kolermegor (5) – 9.650 pop, 80% tax, 9 UR, 30 inc, 31 res, 0 def, dom -1
Vepitre (14) – 4.970 pop, 70% tax, 12 UR, 21 inc, 10 res, 0 def, dom -3 – Marble Temple (UR-5/+20 gold/can recrui High Priest)
Aran Plains (23) – 11.810 pop, 70% tax, 12 UR, 30 inc, 21 res, 0 def, dom -3


I keep bloodhunting in Dunheim (28) and Gol Phalas (26).

I will move my new priests to Gol Ryepe (46) and Gol Phalas (26) this turn, my old priest will move to Abysia (40).


I got a 1W, 3S, 1N, 1B mage this turn who will research.

All 5 of my armies will move to Pangaea and it looks like I will be facing about 20 enemies there.


My nature mage gets the Thistle Mace and will forge a Moonvine Bracelet (needs 20N, 5S, gives +1N) this turn. In order to do this I have to transform a lot of my death gems into astral pearls and transform those into nature gems.


I will only buy 1 starspawn mage this turn due to needing the money for the temples.


To be continued...

CharonJr

CharonJr February 21st, 2004 10:49 AM

Re: Noob\'s shot at an R\'lyeh AAR
 
Turn 26

Evocation is at level 6 now.

Pangaea had some troops outside of my capital which were quickly dispatched and enslaved by my forces, in the end I added 3 Centaur Warriors, 3 Centaur Cataphracts and 2 Satyrs to my forces.

10 air gems were found in Giant’s Rest and Atlanansha was able to summon another Greater Otherness bringing her skill up to 14.


Provinces: 18
Treasury: 881
Income: 1199
Upkeep: 651
RP: 277
Fortification: 2
Temple: 4

Conjuration – 6
Alteration – 2 (researching, will reach lvl 4 this turn)
Evocation – 6
Construction – 6
Enchantment – 5
Thaumaturgy – 6
Blood Magic – 3

Fire gems: 5
Air: 29 (+2)
Water gems: 26 (+6)
Earth: 0
Astral gems: 0 (+4/+7)
Death: 18 (+5)
Nature: 0 (+3)
Blood: 29


Updated province information:

Devourer (6) – 40(s) -60(g) Trition Troopers and Triton Guards – Sea – Dom1 – 7k pop, 33 inc, 14 res – dom 2
Tiash (15) – 20(g)/30(s) – 40 (g) Militias and Heavy Infantries – Forest/Swamp – Dom4, 2.5k pop, 9 inc, 42 res – dom 5
Bright Woods (17) – 20 Woodsmen - forest - general intel – dom 1
The Weald (25) – 30-40 Light/Heavy Infantry and Crossbowmen – forest/mountain- general intel – dom 0
Soth Beaver (38) – 50-60 Triton troopers/guards – Sea – general intel – black candle 1
Baptizer (43) – 50-70 Triton troopers/guards – Sea – general intel
Bolfagon (63) – Ulm – 10 Militias – general intel
Feldan (51) – Jotunheim – Forest – general intel
Faran (60) – Jotunheim – Plains – general intel
Cacian Forest (45) – Jotunheim – Forest – general intel
Agenor (37) – Jotunheim – Plains - general intel
Old Aran (29) – Jotunheim – Plains – general intel
Yellow Mountains (72) – Atlantis – Mountains – general intel
Pania (56) – 40 Militia, Archer and Heavy Infantry – Forest/Mountains – general intel
Witches Copse (73) – 40 Militia, Archer and Heavy Infantry – Forest – general intel
The Two Woods (78) – Ulm – Forest – general intel
Monherboa (75) – Ulm – Forest – general intel
Rame (3) – Marignon – Plains – general intel
Stone Spires of Aran (16) – Marignon – Waste – general intel
Ouwe (19) – Jotunheim – Waste – general intel

First Contact with Atlantis to my far north, they have taken the indi province of Yellow Mountains (72) with a small force of about 20 troops.

Jotunheim seems to have its main forces to my east – in Ouwe (about 20) and Old Aran (about 30).

With a bit of luck Ulm and Atlantis will go to war about the indi province of Witches Copse (73).


My Provinces:

R’lyeh (10) – 29.740 pop, 100% tax, 0 UR, 284 inc, 72 res, 25 def, dom 6 – magic site (+3As/+2W) - Temple
Gol Phalas (26) – 12.740 pop, 80% tax, 8 UR, 44 inc, 8 res, 0 def, dom 1
Dunheim (28) – 11.460 pop, 90% tax, 5 UR, 50 inc, 4 res, 0 def, dom 1
Talito (36) – 7.540 pop, 100% tax, 0 UR, 28 inc, 13 res, 0 def, dom -1 - magic site (+2W, +1N) - Temple
Dershid (20) – 6.380 pop, 100% tax, 0 UR, 33 inc, 9 res, 0 def, dom 6 – magic site (+1W, +1As)
C’tis (27) – 32.790 pop, 100% tax, 0 UR, 223 inc, 99 res, 0 def, dom 1 – magic site (+2D/+2N/+1W, +20prod, +10gold)
Hoburgdorf (34) – 13.670 pop, 100% tax, 0 UR, 70 inc, 9 res, 0 def, dom 2
Abysia (40) – 25.580pop, 100% tax, 1 UR, 98 inc, 39 res, 0 def, dom -1 – magic site (+)
Nifel (57) – 1.620 pop, 100% tax, 1 UR, 3 inc, 35 res, 0 def, dom -1 – magic site (+1Ai, +1D/D imp, +1D/D imp, +20prod) - Temple
Chilad (52) – 2.630 pop, 90% tax, 5 UR, 8 inc, 22 res, 0 def, dom 0
Gol Ryepe (46) – 19.020 pop, 100% tax, 1 UR, 73 inc, 8 res, 0 def, dom -2
Glimmering Field (61) – 24.370 pop, 100% tax, 0 UR, 95 inc, 12 res, 0 def, dom -1
Giant’s Rest (67) – 1.580 pop, 100% tax, 0 UR, 3 inc, 28 res, 0 def, dom 0
Scytha (35) -4.940 pop, 100% tax, 0 UR, 19 inc, 24 res, 0 def, dom -1
Kolermegor (5) – 9.650 pop, 90% tax, 1 UR, 39 inc, 33 res, 0 def, dom -1
Vepitre (14) – 5.060 pop, 100% tax, 0 UR, 41 inc, 12 res, 0 def, dom -3 – Marble Temple (UR-5/+20 gold/can recruit High Priest)
Aran Plains (23) – 11.830 pop, 90% tax, 4 UR, 43 inc, 23 res, 0 def, dom -3
Pangaea (12) – 25.850 pop, 60% tax, 17 UR, 47 inc, 34 res, 0 def, dom -6


I keep bloodhunting in Dunheim (28) and Gol Phalas (26).

My priests in Gol Ryepe (46) and Gol Phalas (26) will build temples, my additional priest in Abysia is starting to preach.

I forgot to move my commander and his troops from Abysia Last turn, but since I don’t need him in Pangaea anyway I will keep him at the siege of Abysia.


I got a 1F, 1W, 3S, 1B mage this turn who will research in addition to a Hybrid Lord in C’tis who will be used to pick up some troops who are dispersed in many of my provinces and move them to Abysia in order to support the siege there. They will help in defending/expanding my northeastern border, too.


My nature mage gets the Moonvine Bracelet this turn and will cast Gift of Reason. In order to do this I need 17 additional nature gems, 2D are transformed into 1S and then 34S are transformed into the 17 lacking nature gems.


My research will be switched to Alteration this turn and level 4 will be reached.


To be continued...

CharonJr

CharonJr February 21st, 2004 12:27 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Turn 27

Alteration is at level 4 now and will be a tad short of reaching 6 on this turn (at 6 there will be some nice spells like Frozen Heart, Control, False Horror).

The Vastness was Gift of Reasoned and will be send to wreck havoc this turn.


Provinces: 18
Treasury: 661
Income: 1288
Upkeep: 675
RP: 283
Fortification: 2
Temple: 6

Conjuration – 6
Alteration – 4 (researching, will reach lvl 5 this turn)
Evocation – 6
Construction – 6
Enchantment – 5
Thaumaturgy – 6
Blood Magic – 3

Fire gems: 5
Air: 31 (+2)
Water gems: 38 (+6)
Earth: 0
Astral gems: 1 (+4/+7)
Death: 28 (+5)
Nature: 9 (+3)
Blood: 24


Updated province information:

Devourer (6) – 40(s) -60(g) Trition Troopers and Triton Guards – Sea – Dom1 – 7k pop, 33 inc, 14 res – dom 2
Tiash (15) – 20(g)/30(s) – 40 (g) Militias and Heavy Infantries – Forest/Swamp – Dom4, 2.5k pop, 9 inc, 42 res – dom 5
Bright Woods (17) – 20 Woodsmen - forest - general intel – dom 1
The Weald (25) – 30-40 Light/Heavy Infantry and Crossbowmen – forest/mountain- general intel – dom 0
Soth Beaver (38) – 50-60 Triton troopers/guards – Sea – general intel – black candle 1
Baptizer (43) – 50-70 Triton troopers/guards – Sea – general intel
Bolfagon (63) – Ulm – 10 Militias – general intel
Feldan (51) – Jotunheim – Forest – general intel
Faran (60) – Jotunheim – Plains – general intel
Cacian Forest (45) – Jotunheim – Forest – general intel
Agenor (37) – Jotunheim – Plains - general intel
Old Aran (29) – Jotunheim – Plains – general intel
Yellow Mountains (72) – Atlantis – Mountains – general intel
Pania (56) – 40 Militia, Archer and Heavy Infantry – Forest/Mountains – general intel
Witches Copse (73) – 40 Militia, Archer and Heavy Infantry – Forest – general intel
The Two Woods (78) – Ulm – Forest – general intel
Monherboa (75) – Ulm – Forest – general intel
Rame (3) – Marignon – Plains – general intel
Stone Spires of Aran (16) – Marignon – Waste – general intel
Ouwe (19) – Jotunheim – Waste – general intel


My Provinces:

R’lyeh (10) – 29.740 pop, 100% tax, 0 UR, 284 inc, 72 res, 25 def, dom 6 – magic site (+3As/+2W) - Temple
Gol Phalas (26) – 12.740 pop, 90% tax, 3 UR, 51 inc, 8 res, 0 def, dom 2
Dunheim (28) – 11.460 pop, 90% tax, 2 UR, 56 inc, 4 res, 0 def, dom 3
Talito (36) – 7.440 pop, 100% tax, 0 UR, 28 inc, 13 res, 0 def, dom 0 - magic site (+2W, +1N) - Temple
Dershid (20) – 6.380 pop, 100% tax, 0 UR, 35 inc, 9 res, 0 def, dom 6 – magic site (+1W, +1As)
C’tis (27) – 32.790 pop, 100% tax, 0 UR, 223 inc, 99 res, 0 def, dom 1 – magic site (+2D/+2N/+1W, +20prod, +10gold)
Hoburgdorf (34) – 13.670 pop, 100% tax, 0 UR, 76 inc, 9 res, 0 def, dom 2
Abysia (40) – 25.430 pop, 100% tax, 1 UR, 98 inc, 39 res, 0 def, dom 0 – magic site (+)
Nifel (57) – 1.610 pop, 100% tax, 1 UR, 3 inc, 35 res, 0 def, dom 0 – magic site (+1Ai, +1D/D imp, +1D/D imp, +20prod) - Temple
Chilad (52) – 2.630 pop, 90% tax, 5 UR, 8 inc, 22 res, 0 def, dom 0
Gol Ryepe (46) – 18.910 pop, 100% tax, 1 UR, 73 inc, 8 res, 0 def, dom -1
Glimmering Field (61) – 24.370 pop, 100% tax, 0 UR, 103 inc, 12 res, 0 def, dom -1
Giant’s Rest (67) – 1.570 pop, 100% tax, 0 UR, 4 inc, 28 res, 0 def, dom 0
Scytha (35) -4.930 pop, 100% tax, 0 UR, 21 inc, 24 res, 0 def, dom 0
Kolermegor (5) – 9.650 pop, 100% tax, 0 UR, 45 inc, 34 res, 0 def, dom 1
Vepitre (14) – 5.030 pop, 100% tax, 0 UR, 41 inc, 12 res, 0 def, dom -1 – Marble Temple (UR-5/+20 gold/can recruit High Priest)
Aran Plains (23) – 11.830 pop, 100% tax, 1 UR, 51 inc, 23 res, 0 def, dom -3
Pangaea (12) – 26.010 pop, 90% tax, 5 UR, 90 inc, 38 res, 0 def, dom -6


My new Hybrid Lord will take the 22 troops (fodder) from C’tis and move to Talito (36) this turn.

I got a 1W, 3S, 2B mage this turn and will he will forge a Sangunie Rod (+1B for bloodhunting for 5B) for himself in order to turn him into a decent bloodhunter.

The Vastness will be send to Tiash (15) and shouldn’t have too many problems in taking this indi province. During the next turns I will send it northwards and hope the conquer all 3 indi provinces in the end which might hold some decent magic sites due to their mountainous/forest environment.


Meanwhile I am pondering my next steps and I think that Jotunheim will be my next target since more than 50% of my border are shared with Jotunheim which will sooner or later lead to a conflict with the giants anyway. And getting some giant warriors for free can surely help in future conflicts, too http://forum.shrapnelgames.com/images/icons/icon12.gif

Due to this I will forge a Starshine Skullcap (+1S) this turn in order to be able to field another mind enslaver http://forum.shrapnelgames.com/images/icons/icon12.gif

I will have to watch out for Marignon, which might have run out of room to expand easiliy into, too.


To be continued...

CharonJr

CharonJr February 21st, 2004 04:52 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Turn 28

Reached Alteration 5 and will continue to 6.

Glisas – my Vastness – took Tiash (15) without too many difficulites. After casting the protective spells (Etheral Body, Personal Luck, Magic Resistance and Astral Shield – with an added Soul Slay) it flew right to the rear of the enemy forces and started to wreck havoc. The roughly 40 independents fought bravely, but in the end only provided additional kills and XP. Glisas made the Hall of Fame and gained 1 level and Quickness.

In Tiash a Steel Oven was found, providing +40 production and a construction bonus of 20 (IIRC this makes forged items cost less gems, I think I will build a lab there and move some of my forging mages to Tiash).

Atlanasha was attacked by a Greater Otherness, but the attack was repelled by the 5 Things from Beyond serving as bodyguards (6 actually, but without a Ring of Warning only 5 will fight) without any problems.

The Abysian God was finally prayed out, but the walls are still up and I have to continue my siege. Most likely I would have been much faster by simply laying siege to Abysia will all my forces. IMO praying is only useful if a large number of defenders (or some very dangerous ones) are inside the walls and I don’t want to fight them. With Illithids and enslaves I don’t really have to worry about the defenses otherwise, since the fight will most likely be over very fast.

The walls of Pangaea were breached and I will storm the castle with one of my squads (I doubt there is hardly anybody left after the counterattack they tried earlier), the 4 other armies will take up positions vs. Jotunheim.

As a nice bonus I received 100 additional taxes in Dunheim.


Provinces: 19
Treasury: 1.088
Income: 1291
Upkeep: 699
RP: 292
Fortification: 2
Temple: 6

Conjuration – 6
Alteration – 5 (researching, will reach lvl 6 this turn)
Evocation – 6
Construction – 6
Enchantment – 5 (researching)
Thaumaturgy – 6
Blood Magic – 3

Fire gems: 5
Air: 33 (+2)
Water gems: 0 (+6)
Earth: 0
Astral gems: 10 (+4/+7)
Death: 28 (+5)
Nature: 12 (+3)
Blood: 24


Updated province information:

Devourer (6) – 40(s) -60(g) Trition Troopers and Triton Guards – Sea – Dom1 – 7k pop, 33 inc, 14 res – dom 2
Bright Woods (17) – 20 Woodsmen - forest - general intel – dom 1
The Weald (25) – 30-40 Light/Heavy Infantry and Crossbowmen – forest/mountain- general intel – dom 0
Soth Beaver (38) – 50-60 Triton troopers/guards – Sea – general intel – black candle 1
Baptizer (43) – 50-70 Triton troopers/guards – Sea – general intel
Bolfagon (63) – Ulm – 10 Militias – general intel
Feldan (51) – Jotunheim – Forest – general intel
Faran (60) – Jotunheim – Plains – general intel
Cacian Forest (45) – Jotunheim – Forest – general intel
Agenor (37) – Jotunheim – Plains - general intel
Old Aran (29) – Jotunheim – Plains – general intel
Yellow Mountains (72) – Atlantis – Mountains – general intel
Pania (56) – 40 Militia, Archer and Heavy Infantry – Forest/Mountains – general intel
Witches Copse (73) – Ulm – Forest – general intel
The Two Woods (78) – Ulm – Forest – general intel
Monherboa (75) – Ulm – Forest – general intel
Rame (3) – Marignon – Plains – general intel
Stone Spires of Aran (16) – Marignon – Waste – general intel
Ouwe (19) – Jotunheim – Waste – general intel


Ulm took Witches Copse (73) and is bordering on Atlantis now, I would love those 2 to get into a war with each other. This would enable me to focus completely on Jotunheim and potentially Marignon. For now I will keep some gold in my treasury in order to build PDs if the need should arise.

The large black candle 2 provinces to the west of R’lyeh is a fairly good indicator that Atlantis holds this province. Sooner or later they will take Devourer (6).


My Provinces:

R’lyeh (10) – 29.740 pop, 100% tax, 0 UR, 284 inc, 72 res, 25 def, dom 7 – magic site (+3As/+2W) - Temple
Gol Phalas (26) – 12.740 pop, 100% tax, 0 UR, 62 inc, 9 res, 0 def, dom 2 - Temple
Dunheim (28) – 11.460 pop, 90% tax, 1 UR, 56 inc, 4 res, 0 def, dom 3
Talito (36) – 7.450 pop, 100% tax, 0 UR, 28 inc, 11 res, 0 def, dom 1 - magic site (+2W, +1N) - Temple
Dershid (20) – 6.380 pop, 100% tax, 0 UR, 35 inc, 9 res, 0 def, dom 7 – magic site (+1W, +1As)
C’tis (27) – 32.790 pop, 100% tax, 0 UR, 223 inc, 99 res, 0 def, dom 1 – magic site (+2D/+2N/+1W, +20prod, +10gold)
Hoburgdorf (34) – 13.670 pop, 100% tax, 0 UR, 75 inc, 9 res, 0 def, dom 2
Abysia (40) – 25.280 pop, 100% tax, 1 UR, 108 inc, 43 res, 0 def, dom 1 – magic site (+)
Nifel (57) – 1.600 pop, 100% tax, 0 UR, 4 inc, 36 res, 0 def, dom 0 – magic site (+1Ai, +1D/D imp, +1D/D imp, +20prod) - Temple
Chilad (52) – 2.630 pop, 80% tax, 5 UR, 8 inc, 22 res, 0 def, dom 0
Gol Ryepe (46) – 18.880 pop, 100% tax, 1 UR, 73 inc, 8 res, 0 def, dom 0 - Temple
Glimmering Field (61) – 24.170 pop, 100% tax, 0 UR, 109 inc, 12 res, 0 def, dom -1
Giant’s Rest (67) – 1.560 pop, 100% tax, 0 UR, 4 inc, 28 res, 0 def, dom 0
Scytha (35) -4.920 pop, 100% tax, 0 UR, 23 inc, 26 res, 0 def, dom 1
Kolermegor (5) – 9.650 pop, 100% tax, 0 UR, 49 inc, 30 res, 0 def, dom 2
Vepitre (14) – 5.040 pop, 100% tax, 0 UR, 39 inc, 12 res, 0 def, dom 0 – Marble Temple (UR-5/+20 gold/can recruit High Priest)
Aran Plains (23) – 11.870 pop, 90% tax, 1 UR, 46 inc, 23 res, 0 def, dom -3
Pangaea (12) – 26.170 pop, 90% tax, 3 UR, 99 inc, 38 res, 0 def, dom -6
Tiash (15) – 2.510 pop, 30% tax, 31 UR, 1 inc, 37 res, 0 def, 6 dom


I got a 1A, 1W, 3S, 1N mage this turn who will be assigned to research for now.

The Starshine Skullcap will be given to a 2W, 3S, 1F mage who will move to Scytha (35) in order to support my attack vs. Jotunheim.

The Sanguine Dousing Rod is given to my 2B mage and he will move to Gol Phalas to look for bloodslaves there, the scout from Gol Phalas will move to Gol Ryepe to look for slaves there.

1 mage with his 10 fodder troops (light infantry, satyrs, slave troopers) will storm the Pangaean castle.

1 Mage with 15 Illithids/Soldiers will move to Aran Plains (23) which borders 2 Jotun provinces in addition to another mage with more fodder.

The two remaining mages and their forces (5 Greater Otherness + 4 enslaved heavy hitter; about 10 minor void summoned + 13 Centaurs) will move to Scytha which is bordering 3 Jotun provinces.

Glisas the Vastness will attack Bright Woods (17). I still refrain from attacking the Tritions in the sea due to their flying ability not letting me prepare my battle spells and their poisoned weapons.

Shadul Ummush (5W) will summon the Sea King’s Court (3W, 45 water gems) after I have turned 2 astral pearls into another water gem. This will give me 15 Water Trolls in addition to gaining 1 water gem each turn due to the King.

My hybrid lord in Talito and his 22 fodder troops will join the siege of Abysia.

I will move a priest from Gol Ryepe to C’tis to build a temple there while another priest will move from Gol Phalas to Vepitre to build a temple there and enable me to recruit some High Priests if I should need them.

Since I am just 20 points short of Alteration 6 I will pot the remaining points into Enchanting, which will put me to level 6 there (maybe I will be able to cast a cheap Stellar Focus – level 7 Ench, 5S, 30 astral gems – which would provide 5 astral gems till dispelled).


To be continued...

CharonJr

CharonJr February 21st, 2004 05:07 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
In order to enable better visualisation here is a map:

http://homes.highspeed3.de/CharonJr/R'lyehAART28.JPG

Smart move here to use "space" in the file name, I think you have to copy and paste the link in order to see the map http://forum.shrapnelgames.com/images/icons/icon9.gif

edit2: Changed the name.
CharonJr

[ February 21, 2004, 15:12: Message edited by: CharonJr ]

CharonJr February 21st, 2004 07:41 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Turn 29

Alteration 6 and Enchantment 6 were reached, the research in Enchantment will be continued.

Glisas – my Vastness – took Bright Woods (17) and still has no affliction. There is a Shambler Reef.

The Pangaean fortress was taken without a fight.

R’lyeh had a special event that raised dominion (9 now).


Provinces: 20
Treasury: 1299
Income: 1392
Upkeep: 784
RP: 307
Fortification: 3
Temple: 6

Conjuration – 6
Alteration – 6
Evocation – 6
Construction – 6
Enchantment – 6 (researching)
Thaumaturgy – 6
Blood Magic – 3

Fire gems: 5
Air: 35 (+2)
Water gems: 7 (+6/+1)
Earth: 0
Astral gems: 21 (+4/+7)
Death: 33 (+5)
Nature: 20 (+8)
Blood: 24

I lack earth gems, but I will restart my acashic record program on the next turn anyway.


Updated province information:

Devourer (6) – 40(s) -60(g) Trition Troopers and Triton Guards – Sea – Dom1 – 7k pop, 33 inc, 14 res – dom 2
The Weald (25) – 30-40 Light/Heavy Infantry and Crossbowmen – forest/mountain- general intel – dom 0
Soth Beaver (38) – 50-60 Triton troopers/guards – Sea – general intel – black candle 1
Baptizer (43) – 50-70 Triton troopers/guards – Sea – general intel
Bolfagon (63) – Ulm – 10 Militias – general intel
Feldan (51) – Jotunheim – Forest – general intel
Faran (60) – Jotunheim – Plains – general intel
Cacian Forest (45) – Jotunheim – Forest – general intel
Agenor (37) – Jotunheim – Plains - general intel
Old Aran (29) – Jotunheim – Plains – general intel
Yellow Mountains (72) – Atlantis – Mountains – general intel
Pania (56) – 40 Militia, Archer and Heavy Infantry – Forest/Mountains – general intel
Witches Copse (73) – Ulm – Forest – general intel
The Two Woods (78) – Ulm – Forest – general intel
Monherboa (75) – Ulm – Forest – general intel
Rame (3) – Marignon – Plains – general intel
Stone Spires of Aran (16) – Marignon – Waste – general intel
Oune (19) – Jotunheim – Waste – general intel


My Provinces:

R’lyeh (10) – 29.740 pop, 100% tax, 0 UR, 284 inc, 72 res, 25 def, dom9 – magic site (+3As/+2W) - Temple
Gol Phalas (26) – 12.740 pop, 100% tax, 0 UR, 62 inc, 9 res, 0 def, dom 2 - Temple
Dunheim (28) – 11.460 pop, 100% tax, 0 UR, 65 inc, 5 res, 0 def, dom 3
Talito (36) – 7.410 pop, 100% tax, 0 UR, 36 inc, 11 res, 0 def, dom 2 - magic site (+2W, +1N) - Temple
Dershid (20) – 6.380 pop, 100% tax, 0 UR, 35 inc, 9 res, 0 def, dom 7 – magic site (+1W, +1As)
C’tis (27) – 32.790 pop, 100% tax, 0 UR, 223 inc, 108 res, 0 def, dom 1 – magic site (+2D/+2N/+1W, +20prod, +10gold)
Hoburgdorf (34) – 13.670 pop, 100% tax, 0 UR, 80 inc, 9 res, 0 def, dom 2
Abysia (40) – 25.130 pop, 100% tax, 0 UR, 124 inc, 44 res, 0 def, dom 1 – magic site (+)
Nifel (57) – 1.590 pop, 100% tax, 0 UR, 4 inc, 41 res, 0 def, dom 1 – magic site (+1Ai, +1D/D imp, +1D/D imp, +20prod) - Temple
Chilad (52) – 2.630 pop, 80% tax, 5 UR, 7 inc, 22 res, 0 def, dom 0 - Temple
Gol Ryepe (46) – 18.690 pop, 100% tax, 0 UR, 75 inc, 9 res, 0 def, dom 1 - Temple
Glimmering Field (61) – 24.070 pop, 100% tax, 0 UR, 97 inc, 12 res, 0 def, dom -1
Giant’s Rest (67) – 1.560 pop, 100% tax, 0 UR, 4 inc, 28 res, 0 def, dom 0
Scytha (35) - 4.920 pop, 100% tax, 0 UR, 24 inc, 26 res, 0 def, dom 1 - Temple
Kolermegor (5) – 9.650 pop, 100% tax, 0 UR, 52 inc, 30 res, 0 def, dom 2
Vepitre (14) – 5.040 pop, 100% tax, 0 UR, 49 inc, 12 res, 0 def, dom 0 – Marble Temple (UR-5/+20 gold/can recruit High Priest)
Aran Plains (23) – 11.890 pop, 100% tax, 0 UR, 53 inc, 24 res, 0 def, dom -3
Pangaea (12) – 26.330 pop, 90% tax, 3 UR, 95 inc, 89 res, 0 def, dom -5 – magic site (+5N)
Tiash (15) – 2.510 pop, 100% tax, 7 UR, 7 inc, 41 res, 0 def, 6 dom

Since the unrest will not go down in Chilad (52) I think that there is a magic site which causes unrest.

I got a 1A, 1W, 4S mage this turn who will be moved to the “front” in Scytha (35).

My 2 priests will build temples in Vepitre and C’tis.

I will start the attack vs. Jotunheim this turn, especially since I can see no large troop concentrations anywhere close. I should be able to take 4 provinces from Jotunheim this turn and destroy 1 temple, as far as I can see at the moment Jotunheim is in no position to strike at one of my provinces in retaliation, but I will keep saving money in order to build up defenses on the fly when the need arrises.

Glisas will fly to Oune (19) since it is the southernmost province of Jotunheim I am able to see and this will keep my “real” armies closer together. Glisas – due to its strategic movement of 10 – will be able to jump to any place where it is needed.

My 2 armies from Aran Plains (23) will try to take Old Aran (29) and shouldn’t have much of a problem unless a large number of reinforcements will arrive.

2 of my armies from Scytha will move to Cacian Forest (45) and I don’t expect much resistance there.

The remining army from Scytha (with the void summons and centaurs) will move to Agenor (37).

Shaduul Ummush will move to Tiash and set up a lab there on the next turn (due to his 5W he will forge there, too and with his 10RPs is not wasting too many RPs).

I will buy 1 more starspawn mage and another star child this turn again, 1 commander, 2 crossbowmen and 1 heavy infantry will be bought in Pangaea as a token force to discourage Marignon from attacking.


To be continued...

CharonJr

Arryn February 21st, 2004 07:58 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Quote:

Originally posted by CharonJr:
In order to enable better visualisation here is a map:
<font size="2" face="sans-serif, arial, verdana">Can you turn on the province names the next time you snapshot a map? It'd make it easier to correlate the info in your reports with the strategic situation. TIA.

Arryn February 21st, 2004 08:03 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Quote:

Originally posted by CharonJr:
Glisas made the Hall of Fame and gained 1 level and Quickness.
<font size="2" face="sans-serif, arial, verdana">Awesome! You got arguably the best HoF bonus for it! Congrats!
Quote:


In Tiash a Steel Oven was found, providing +40 production and a construction bonus of 20 (IIRC this makes forged items cost less gems, I think I will build a lab there and move some of my forging mages to Tiash).

<font size="2" face="sans-serif, arial, verdana">A good idea.

CharonJr February 21st, 2004 09:33 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
BTW, is there any HoF Bonus that adds huge chunks of protection ? I think I would actually have prefered this since the Vastness mainly kills passively.

And I will enable the names for the next screenshot, sadly the banners are partially hiding the names.

I will move my mages on potential forge duty over to Tiash on this turn, too http://forum.shrapnelgames.com/images/icons/icon12.gif I have to start getting me some nice death and blood items in addition to astral and nature I partially have.

It looks like I am getting into a large one here by the results from the Last turn. I hope I will be able to post it in 1-2 hours.

CharonJr

Arryn February 21st, 2004 09:38 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Quote:

Originally posted by CharonJr:
BTW, is there any HoF Bonus that adds huge chunks of protection?
<font size="2" face="sans-serif, arial, verdana">Yes, it's called "Tough Skin", and the Jotun Herse I began my AAR with, Bove, has it. With 2 stars, he's getting +8 to his Protection!

CharonJr February 21st, 2004 11:51 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Turn 30

7 earth gems were found in C’tis this turn in addition to 6 blood slaves in Gol Phalas.

The walls of Abysia were breached and due to the long siege and their killed pretender I don’t expect any opposition here.

All the battles in the Jotun provinces were only fought by token forces (likely PD).


Provinces: 24
Treasury: 1112
Income: 1438
Upkeep: 813
RP: 257 (mainly due to moves)
Fortification: 3
Temple: 8

Conjuration – 6 (researching)
Alteration – 6
Evocation – 6
Construction – 6
Enchantment – 6 (researching, will reach 7 this turn)
Thaumaturgy – 6
Blood Magic – 3

Fire gems: 5
Air: 37 (+2)
Water gems: 13 (+6)
Earth: 8 (+1)
Astral gems: 7 (+4/+7)
Death: 38 (+5)
Nature: 29 (+9)
Blood: 24


Updated province information:

Due to the map (and time constraints http://forum.shrapnelgames.com/images/icons/icon12.gif ) I will skip this section and just make some general comments here.

It seems like Jotunheim is at war with Man, which would explain the absence of Jotun troops, but this will surely change soon. I have to try and take out the Jotun capital as soon as possible.


My Provinces:

R’lyeh (10) – 29.740 pop, 100% tax, 0 UR, 284 inc, 72 res, 25 def, dom9 – magic site (+3As/+2W) - Temple
Gol Phalas (26) – 12.740 pop, 100% tax, 0 UR, 62 inc, 9 res, 0 def, dom 2 - Temple
Dunheim (28) – 11.460 pop, 100% tax, 0 UR, 65 inc, 5 res, 0 def, dom 3
Talito (36) – 7.410 pop, 100% tax, 0 UR, 36 inc, 11 res, 0 def, dom 2 - magic site (+2W, +1N) - Temple
Dershid (20) – 6.380 pop, 100% tax, 0 UR, 35 inc, 9 res, 0 def, dom 7 – magic site (+1W, +1As)
C’tis (27) – 32.790 pop, 100% tax, 0 UR, 223 inc, 108 res, 0 def, dom 1 – magic site (+2D/+2N/+1W, +20prod, +10gold)
Hoburgdorf (34) – 13.670 pop, 100% tax, 0 UR, 80 inc, 9 res, 0 def, dom 2
Abysia (40) – 25.130 pop, 100% tax, 0 UR, 124 inc, 44 res, 0 def, dom 1 – magic site (+)
Nifel (57) – 1.590 pop, 100% tax, 0 UR, 4 inc, 41 res, 0 def, dom 1 – magic site (+1Ai, +1D/D imp, +1D/D imp, +20prod) - Temple
Chilad (52) – 2.630 pop, 80% tax, 5 UR, 7 inc, 22 res, 0 def, dom 0 - Temple
Gol Ryepe (46) – 18.690 pop, 100% tax, 0 UR, 75 inc, 9 res, 0 def, dom 1 - Temple
Glimmering Field (61) – 24.070 pop, 100% tax, 0 UR, 97 inc, 12 res, 0 def, dom -1
Giant’s Rest (67) – 1.560 pop, 100% tax, 0 UR, 4 inc, 28 res, 0 def, dom 0
Scytha (35) - 4.920 pop, 100% tax, 0 UR, 24 inc, 26 res, 0 def, dom 1 - Temple
Kolermegor (5) – 9.650 pop, 100% tax, 0 UR, 52 inc, 30 res, 0 def, dom 2
Vepitre (14) – 5.040 pop, 100% tax, 0 UR, 49 inc, 12 res, 0 def, dom 0 – Marble Temple (UR-5/+20 gold/can recruit High Priest)
Aran Plains (23) – 11.890 pop, 100% tax, 0 UR, 53 inc, 24 res, 0 def, dom -3
Pangaea (12) – 26.330 pop, 90% tax, 3 UR, 95 inc, 89 res, 0 def, dom -5 – magic site (+5N)
Tiash (15) – 2.510 pop, 100% tax, 7 UR, 7 inc, 41 res, 0 def, dom 6
Oune (19) – 1.730 pop, 20% tax, 38 UR, 0 inc, 10 res, 0 def, dom -2
Old Aran (29) – 3.990 pop, 70% tax, 14 UR, 9 inc, 6 res, 0 def, dom 0
Agenor (37) – 11.050 pop, 70% tax, 13 UR, 30 inc, 14 res, 0 def, dom -4 – magic site (40 blood magic bonus, +1E/+1N)
Cacian Forest (45) – 6.550 pop, 30% tax, 34 UR, 4 inc, 15 res, 0 def, dom 0

With this sweet site in Agenor it looks like I will have to get my blood slave program running more seriously (I have not used this site before, but I assume that is saves 40% of the gems used in blood spells). After I brought conjuring up to 7 (sweet summons there) I will switch my research to blood. Atlanasha should be a good keeper of horror marked items due to the bodyguards. For additional protection a Ring of Warning will/should be forged.

I got a lot of options for acashic record right now, but want to cast it on a fairly safe province and hope to get some more nature gems, because of this I will cast it on Kolermegor.


I got a 1F, 1W, 4S mage this turn who will be moved to Scytha.

3 mages will move to Tiash in order to forge there when I get the necessary gems.

Due to the way Jotunheim expanded I suspect their capital to be in the northeast and my forces will mainly move this way with just a small part of my forces (including the Vastness Glisas due to its movement) trying to take out the southern Jotun provinces.

I can still see no Jotun forces, but the army of Man in Silvania (70 longbowmen, militias and slingers) might pose a real problem when we decide to attack the same province. It might attack Ruina (32) or Aenasia (54). I lack the air magic to protect my troops from the arrows.

This is no real problem for my army prepared to invade Aenasia since the summoned/enslaved troops have decent protection, but my 2 armies set up to invade Runia would be in trouble since only the Illithid Soldiers have decent protection. I could send my Vastness to Ruina as addition support with orders to attack archers, but this would “waste” the opportunity to take another province (Birman Highs in this case).

Glisas will move to Ruina to back up my troops moving there since I can’t afford to lose the momentum of my attacks.

The 2 armies from Cacian Forest (45) will continue to the currently undefended (except PD) province of Feldan Forest (51).

2 of my armies (Illithid Soldiers and some summons) will move from Abysia to Nifel (57).

2 other armies from Abysia (about 25 fodder) will move to Scytha.

The remaining army in Abysia (with about 10 fodder) will storm the castle in Abysia.

The Sea King and the mage with their Sea Trolls and 2 Greater Otherness will move to Cacian Forest.

The priest from Vepitre will move to Kolermegor and the priest from C’tis will move to Bright Woods in order to build temples there.


I will buy 1 more starspawn mage and another star child this turn again, 3 Crossbowmen and 1 Heavy Infantry will be bought in Pangaea.


To be continued...

CharonJr

map: http://homes.highspeed3.de/CharonJr/R'lyehAART30.JPG

[ February 23, 2004, 09:20: Message edited by: CharonJr ]

CharonJr February 23rd, 2004 10:31 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Turn 31

Enchantment is up to level 7, now research will be switched to conjuration (till level 7) with the remaining points going into blood magic.

Acashic record was cast on Kolermegor and 2 magic sites were revealed – a Mercury Pond (2W) and a Citadel of the Lore Masters (2S, can recruit Lore Masters (150g, 4?, 12 RP) and Sages (80g, 1?, 7 RP) in addition to a lab. This looks like a potential source for new mages who can forge. 180g for 12 RP is a decent ratio, too I think.

My scout in Dunheim captured 8 blood slaves in addition to my blood hunting mage capturing 6 slaves in Gol Phalas.

There was an uprising of some knights and militias in my province of Chilad and since there were no defenders there I lost it without a fight. On the bright side it seems like Ulm had something similar happen to him in Bolfagon (Barbarians in his case).

Atlanasha was attacked by 2 Greater Otherness and lost 2 of the Thing from Beyond bodyguards.

The fortress in Abysia was taken without any resistance.

My troops in Nifel are beginning to starve.

Feldan Forest was taken without any real resistance.

The battle in Aenasia was intereting since it managed to catch the Jotunheim pretender – a Great Mother – out in the open, guarded by just 6 Jotun militias. My mage managed to enslave 2 militias and the rest were dispatched by my centaur forces fairly quickly. The Great Mother was a TAD harder http://forum.shrapnelgames.com/images/icons/icon12.gif 27 regen each turn and close to 300 HP are bad news. It managed to kill about 4 of my troops before my mage got a successful paralyse in – it was down to 100 HP at this time. Shortly after this the battle was won and the Jotun pretender was dead http://forum.shrapnelgames.com/images/icons/icon7.gif

Right after this battle my forces were attacked by the forces of Man from Silvania (about 35 longbowman and 5 infantry). After the Centaurs and Summons charged the infantry and killed them (the ones who were not already enslaved http://forum.shrapnelgames.com/images/icons/icon12.gif ) and one of my berserking Centaurs reached the lowbowmen they routed. In the end about 10 longbowmen were killed, the rest was able to escape to Silvania. They lost 1 commander and 15 men while I gained 1 longspear, 1 longbowman and 1 slinger.

More importantly I found the Jotunheim capital right to the north of Aenasia.

The battle in Runia was over before it really began, my troops only faced 5 militias who were enslaved before even getting close.

Man has spilt its troops in Silvania and while one part attacked Aenasia the other part attacked Runia and met my troops there, too. Man’s forces consisted of about 30 troops, mainly spearman, some slingers and knights. The knights were stunned/enslaved on the first turn, the Vastness attacked the slingers and soon Man’s forces were retreating. In the end they lost all except 1 man while I gained 3 spearman, 1 Cu Shide and 1 knight (sadly all with battle afflictions).


Provinces: 26
Treasury: 1118
Income: 1474
Upkeep: 851
RP: 257 (mainly due to moves)
Fortification: 4
Temple: 8

Conjuration – 6 (researching, will reach 7 this turn)
Alteration – 6
Evocation – 6
Construction – 6
Enchantment – 7
Thaumaturgy – 6
Blood Magic – 3 (researching)

Fire gems: 6 (+5)
Air: 39 (+2)
Water gems: 5 (+8)
Earth: 9 (+1)
Astral gems: 0 (+4/+7)
Death: 35 (+5)
Nature: 34 (+9)
Blood: 24


Updated province information:

Due to the map (and time constraints http://forum.shrapnelgames.com/images/icons/icon12.gif ) I will skip this section and just make some general comments here.

Man tried to attack 2 Jotun provinces but since my forces had already taken them they attacked me instead.

Most importantly I found the Jotunheim capital and will move there.


My Provinces:

R’lyeh (10) – 29.740 pop, 100% tax, 0 UR, 284 inc, 72 res, 25 def, dom9 – magic site (+3As/+2W) - Temple
Gol Phalas (26) – 12.700 pop, 0% tax, 24 UR, 0 inc, 6 res, 0 def, dom 4 - Temple
Dunheim (28) – 11.440 pop, 80% tax, 10 UR, 42 inc, 4 res, 0 def, dom 4
Talito (36) – 7.350 pop, 100% tax, 0 UR, 31 inc, 11 res, 0 def, dom 2 - magic site (+2W, +1N) - Temple
Dershid (20) – 6.380 pop, 100% tax, 0 UR, 35 inc, 9 res, 0 def, dom 7 – magic site (+1W, +1As)
C’tis (27) – 32.790 pop, 100% tax, 0 UR, 223 inc, 108 res, 0 def, dom 1 – magic site (+2D/+2N/+1W, +20prod, +10gold) - Temple
Hoburgdorf (34) – 13.670 pop, 100% tax, 0 UR, 80 inc, 9 res, 0 def, dom 3
Abysia (40) – 24.830 pop, 100% tax, 0 UR, 155 inc, 104 res, 0 def, dom 1 – magic site (+5 fire, +30 gold)
Nifel (57) – 1.570 pop, 100% tax, 0 UR, 3 inc, 28 res, 0 def, dom 2 – magic site (+1Ai, +1D/D imp, +1D/D imp, +20prod) - Temple
Gol Ryepe (46) – 18.510 pop, 80% tax, 8 UR, 63 inc, 8 res, 0 def, dom 1 - Temple
Glimmering Field (61) – 23.870 pop, 100% tax, 0 UR, 113 inc, 12 res, 0 def, dom -1
Giant’s Rest (67) – 1.530 pop, 100% tax, 0 UR, 3 inc, 28 res, 0 def, dom 1 – magic site (+1A, 1+D/increases death)
Scytha (35) - 4.890 pop, 100% tax, 0 UR, 24 inc, 26 res, 0 def, dom 1 - Temple
Kolermegor (5) – 9.650 pop, 100% tax, 0 UR, 52 inc, 30 res, 0 def, dom 2 – magic site (+2W, +2S/recruit loremaster/sage)
Vepitre (14) – 5.040 pop, 100% tax, 0 UR, 44 inc, 12 res, 0 def, dom 3 – Marble Temple (UR-5/+20 gold/can recruit High Priest)
Aran Plains (23) – 11.890 pop, 100% tax, 0 UR, 55 inc, 24 res, 0 def, dom 1
Pangaea (12) – 26.650 pop, 90% tax, 3 UR, 110 inc, 89 res, 0 def, dom -5 – magic site (+5N)
Tiash (15) – 2.510 pop, 100% tax, 0 UR, 13 inc, 42 res, 0 def, dom 6
Oune (19) – 1.730 pop, 60% tax, 17 UR, 2 inc, 11 res, 0 def, dom -1
Old Aran (29) – 3.990 pop, 90% tax, 4 UR, 14 inc, 6 res, 0 def, dom 0
Agenor (37) – 11.120 pop, 90% tax, 4 UR, 46 inc, 15 res, 0 def, dom -4 – magic site (40 blood magic bonus, +1E/+1N)
Cacian Forest (45) – 6.580 pop, 70% tax, 10 UR, 17 inc, 24 res, 0 def, dom 1
Aenasia (54) – magic site (+1S)


I got a 1A, 1W, 3S, 1B mage this turn who will cast Acashic Record on Cacian Forest.

I will forge 2 Clam of Pearl (8W each), 1 Sceptre of Authority (4F) and 1 Ivy Crown (4N) in Tiash.

My summoned/enslaved armies will attack the roughly 6 Huskarls in Jotunheim. Man’s forces in Gipha consist of about 80 knights and lowbowmen which might pose a real problem if they attack on this turn, too. Due to this I change my troop setup. The 3 units that were enslaved during the Last battle are placed as point guards (fodder) and set to attack closest. The Centaurs are send to the right flank, a bit behind the fodder with orders to attack archers. The summons are set up a little bit to the left of the center and behind the fodder with orders to attack closest.

20 Jotun Flagelants and Hurlers are in Iron Range and might attack Aenasia. I will send my Sea Troll army to secure Aenasia in addition to a lone 4S mage from Scytha and another mage with 2 Greater Otherness from Cacian Forest.

The 2 other armies in Scytha (fodder + 3 Illithids) will secure Runia and provide backup in the south in addition to a mage from Old Aran with some fodder.

The 2 armies in Runia will attack the roughly 9 Jotun archers in Birman Highs.

Glisas will fly to Black Forest which seems to be only defended by a Great Hag which might be the Jotun prophet.

I don’t want to attack Yldmyre due to Man possibly attacking there from Silvania.

The 2 armies in Nifel will attack the roughly 30 Barbarians in Bolfagon. This might gain me an former Ulm province while I keep Chilad for a later conquest. Ulm might attack, too, and it seems like the Ulm army in Monherboa is lead the the Ulm pretender (a Moloch) – it consists of about 20 Militias and Light Infantries.

The 2 armies in Feldan Forest will invade the undefended Jotun province of Faran (likely 1-10 PD).

The priest from Abysia will move to Nifel with some fodder as backup in order to provide flexibility in the future.


Temples will be build in Kolermegor and Bright Woods.


I will buy 1 more starspawn mage and a Lore Master, in addition to 3 Crossbowmen and 1 Heavy Infantry will be bought in Pangaea.


To be continued...

CharonJr

Map: http://homes.highspeed3.de/CharonJr/R'lyehAART31.JPG

CharonJr February 24th, 2004 12:19 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Some thoughts about the overall strategic situation:

I am starting to overextend here I am afraid, while the war vs. Jotunheim is progressing very nicely I am leaving my northern and southern flanks very open to attacks from Ulm/Atlantis and Marignon respectivly.

Due to Man fighting Jotunheim, too, and there already have been 3 clashes between my forces and those of Man this might escalate into a real war, too.

Sadly it looks like Ulm and Atlantis did not go to war about the province of Witches Copse and Ulm even has withdrawn its troops from Witches Copse to the east (Monherboa) most likely to retake the province of Bolfagon.

Ulm has sufficient forces to hit my open flanks and force me to divert a lot of my forces to deal with them.

Since I am fairly certain that my empire is currently number one in number of provinces (likely income, gems, fortresses and research, too) it is most likely just a question of time before the AIs gang up on me.

Due to the lack of forces I am able to see from Marignon I am wondering what they are doing, but I dare to say that the apparent lack of visible forces is a sign that they are at war, too.

With Pangaea, C’tis and Abysia down and Atlantis, Jotunheim, Marignon, Man and Ulm accounted for I am still missing Pythium and Arcoscephale. Maybe Marignon is at war with one of them.

Pythium and Arcoscephale are most likely located in the eastern part of the map (due to Atlantis most likely having started in one of the northern sea provinces).

One of the possible ways to secure my southeastern flank would be to invade Marignon once the war with Jotunheim is over. Currently I am only able to build up a token force in Pangaea and hope that Marignon will keep on being preoccupied for some more turns.

I could build up a decent defensive ring by sending troops and building PDs in the provinces of Gol Ryepe, Abysia, Scytha, Aran Plain and Pangaea which is anchored by the 2 fortifications and would protect most of high income provinces and temples. The ring is still open in the south, but I am not overly worried about this hole.

The defense of Agenor and the 40 blood site there have a very high priority for me, too, because I am currently lacking troops to effectively defend my realm while still being able to field decent offensive forces.

But for the moment I prefer to let my offense be my best defense. In contrast to PDs troops can be moved where they are needed and are able to be used offensively and defensively.

My defensive ring of indies in the sea can be shattered soon by Atlantis especially since they seemed to have not gone to war vs. Ulm. I have to hope that they are at least at war with either Pythium or Arcoscephale.


The key point at the moment as I see them are:

1. Very volatile situation due to me being most likely the leader in most graphs
2. Lack of troops to effectively defend my flanks
3. Reliance on the AIs to be preoccupied by their own wars
4. Lack of ressources to discourage the AIs by building PDs
5. Gem income only slowly starting to pick up to summon forces/empower summoners


The best remedy I can currently think of is a closer focus on getting new gems and getting my mages the skills needed to get good summons.

In order to do this I will keep on using Acashic Record and to get my astral gem production up to a level where I can cast 1 Acashic Record each turn.

In addition I still need a lot of mages to forge the items (I have astral, water, fire, nature, (blood – due to needing him to bloodhunt) but still lack any 2+ mage in death, earth and air). I hope that some of the Lore Masters which I will recruit each turn now will provide me with some of the lacking skills due to their 4?.

The lab in Tiash with the 20% gem reduction is helping in getting the items needed to support the summons (summon enhancers + spell-skill items). I would love to get the costs for forging the items further down, but due to my low earth gem income this would mean using alchemy in order to get the earth gems and currently I prefer to use those gems for other items or summons.

Due to using Enslave Mind and my mage’s poor leadership I have to keep producing some Scepters of Authority to enable them to command the additional troops.

A Staff of Storms would be a nice addition to my defensive arsenal, but I am still lacking a 3A mage.

My summons will be mostly in astral, death, nature and water and I mostly lack in death.

Some items I will forge sooner or later, there are other ones:

All skills:

Robe of the Magi – Slot: Body – magic needed: 4A, 4B – effect: +1 (cursed)
Ring of Wizardry – Slot: Misc – magic needed: 5S – effect: +1


Death increasing items:

Skull Staff – Slot: 2H – magic needed: 2D – effect: +1
Scepter of Dark Regency (unique) – Slot: 1H – magic needed: 4D – effect: +3
Skullface – Slot: Head – magic needed: 3D – effect: +1
Ring of Sorcery – Slot: Misc – magic needed: 4S – effect: +1
The Black Book of Secrets (unique) – magic needed: 2D, 2B – effect: +1


Nature increasing items:

Thistle Mace – Slot: 1H – magic needed: 2N – effect: +1
Treelords Staff – Slot: 2H – magic needed: 4N (will be forged next due to the summon bonus) – effect: +2
Ring of Sorcery – Slot: Misc – magic needed: 4S – effect: +1
Moonvine Bracelet – Slot: Misc – magic needed: 3N, 1S – effect: +1
The Tome of Gaia (unique) – Slot: Misc – magic needed: 2N, 2E – effect: +1


Water increasing items:

Staff of Elemental Mastery – Slot: 2H – magic needed: 3F, 3W / 3A, 3E – effect: +1
Robe of the Sea – Slot: Body – magic needed: 3W – effect: +1
Water Bracelet – Slot: Misc – magic needed: 1W – effect: +1
Orb of Atlantis (unique) – Slot: Misc – magic needed: 4W, 1E – effect: +1


Blood increasing items:

Blood Thorn – Slot: 1H – magic needed: 3B – effect: +1
Armor of Souls – Slot: Body – magic needed: 4B – effect: +1
Brazen Vessel – Slot: Misc – magic needed: 3B – effect: +1
Ring of Sorcery – Slot: Misc – magic needed: 4S – effect: +1
The Black Book of Secrets (unique) – magic needed: 2D, 2B – effect: +1


Fire increasing items:

Staff of Elemental Mastery – Slot: 2H – magic needed: 3F, 3W / 3A, 3E – effect: +1
Flame Helmet – Slot: Head – magic needed: 3F – effect: +1
Skull of Fire – Slot: Misc – magic needed: 1F, 1D – effect: +1
The Ruby Eye (unique) – Slot: Misc – magic needed: 3F – effect: +1 (cursed, +2 water gems/turn)
The Forbidden Light (unique) – Slot: Misc – magic needed: 3S, 3F – effect: +2 (cursed/horror marked)


Air increasing items:

Staff of Elemental Mastery – Slot: 2H – magic needed: 3F, 3W / 3A, 3E – effect: +1
Winged Helmet – Slot: Head – magic needed: 3A – effect: +1
Bag of Winds – Slot: Misc – magic needed: 3A – effect: +1
Tome of High Power (unique) – Slot: Misc – magic needed: 2A, 2S – effect: +1


Astral increasing items:

Starshine Skullcap – Slot: Head – magic needed: 2S – effect: +1 + raises skeletons
Crystal Coin – Slot: Misc – magic needed: 2S, 2E – effect: +1
Ring of Sorcery – Slot: Misc – magic needed: 4S – effect: +1
Tome of High Power (unique) – Slot: Misc – magic needed: 2A, 2S – effect: +1
The Forbidden Light (unique) – Slot: Misc – magic needed: 3S, 3F – effect: +2 (cursed/horror marked)


Earth increasing items:

Staff of Elemental Mastery – Slot: 2H – magic needed: 3F, 3W / 3A, 3E – effect: +1
Earth Boots - Slot: Feet – magic needed: 2E – effect: +1
Blood Stone – Slot: Misc – magic needed: 3B, 1E – effect: +1 (+1 earth gem / turn)
The Tome of Gaia (unique) – Slot: Misc – magic needed: 2N, 2E – effect: +1


Summons:

Soul Contract – Slot: Misc – magic needed: 5B – summons 1 Devil/turn
Magic Lamp ? Does is enable the summon of a Jinn each turn, or just once ? (sounds like just once to me)


Well, there is still lot to do, I just have to hope I have the time, otherwise I might have to trade provinces, troops and money (PDs) for time.

Any comments or other ideas ? http://forum.shrapnelgames.com/images/icons/icon12.gif

CharonJr

Taqwus February 24th, 2004 07:14 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
The Djinni lamp is an expendable artifact; you forge it, use it, and lose it. In exchange, you get a Djinni mage. If anybody else forges the lamp again, you'll lose the mage.

CharonJr February 24th, 2004 08:47 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Thank you http://forum.shrapnelgames.com/images/icons/icon7.gif I don't think I will forge that one, enough other things to do http://forum.shrapnelgames.com/images/icons/icon12.gif

CharonJr

Arryn February 24th, 2004 08:56 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Have you tried blood hunting with scouts? If you find that it's effective, that may free up mages for you to use elsewhere.

EDIT: in your self-described precarious situation, I'd advise that you knock Jotunheim out as soon as you can and make no aggressive moves towards Atlantis or Ulm. Especially Atlantis. Atlantis may seem a natural next victim for you, but you'll probably be better off with going after Ulm once the Jotuns have been dealt with. Tritons are a nuisance, and land provinces have better/more gem sites.

[ February 24, 2004, 19:01: Message edited by: Arryn ]

CharonJr February 24th, 2004 09:34 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Quote:

Originally posted by Arryn:
Have you tried blood hunting with scouts? If you find that it's effective, that may free up mages for you to use elsewhere.

EDIT: in your self-described precarious situation, I'd advise that you knock Jotunheim out as soon as you can and make no aggressive moves towards Atlantis or Ulm. Especially Atlantis. Atlantis may seem a natural next victim for you, but you'll probably be better off with going after Ulm once the Jotuns have been dealt with. Tritons are a nuisance, and land provinces have better/more gem sites.

<font size="2" face="sans-serif, arial, verdana">2 of my hunters are scouts actually, I am only using 1 mage at the moment http://forum.shrapnelgames.com/images/icons/icon12.gif

I am concentrating some forces in Jotunheim just now and due the castle's 100 defense the walls should be breached fairly soon.

At the moment I am most tempted to go after Marignon since this would shorten my borders.

And yes, mainly due to the pesky tritons my attack vs any water province will be delayed as long as possible. My mages and bLasters need time to be effective and those fliers are taking that away from me.

Ulm has gathered a huge army (about 170 troops including the pretender) next to me. This might get VERY ugly soon. On the other hand I would no longer have to think about what to do next since fighting for my life will have a fairly high priority http://forum.shrapnelgames.com/images/icons/icon12.gif

Thank you http://forum.shrapnelgames.com/images/icons/icon7.gif

CharonJr

CharonJr February 24th, 2004 09:36 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Turn 32

Conjuration is up to level 7 and the research points will be split between construction and blood magic (blood magic will reach level 4 this turn).

Acashic record was cast on Cacian Forest and 2 sites were found, a Cedar Forest (+20 prod, +2 nature gems) and The Jervellan Wall which created the Jervellan Wall (0 Admin, 1000 supply, 30 defense).

7 blood slaves were captured in Gol Phalas and 4 in Gol Ryepe.

A vengeful witch has cursed 1 of my troops for taking her gems in Cacian Forest.

200 additional taxes were levied in Aenasia.

Ulm did attack in Bolfagon as was to be expected. The attacking army included the Ulm pretender (a Moloch) who caused the indie Barbarians to route on the third turn.

When my forces attack the Moloch summoned some Imps who were quickly dispatched. The Moloch jumped behind my troops and attacked the Illithid Soldiers. Shortly after this (about 70% of the militias were killed) the forces of Ulm routed.

The battle in Faran was easily won vs. PD forces.

Glisas only faced PD forces in Black Forest, too, which were defeated without any problem.

In Birman Highs my troops faced roughly 20 Jotuns lead by 3 Nifel Giants. 2 of the Giants were enslaved and fought very well for my side http://forum.shrapnelgames.com/images/icons/icon12.gif Overall I lost about 6 fodder troops, but gained 2 Nifel Giants and 3 Jotuns.

In Jotunheim my forces were mainly met by 25 Jotun Militias (in addition to 4 Hurlers) some were enslaved, but due to just one enslaver in my forces a lot of my troops had to engage in close combat. In the end I lost about 4 Centaurs and my other Centaurs routed while the enemy lost about 50% of his troops and routed due to my summons keeping the preasure up.

Atlanasha managed to summon 1 Greater Otherness bringing her skill up to 17.


Provinces: 31
Treasury: 1.187
Income: 1.728
Upkeep: 890
RP: 314
Fortification: 4
Temple: 8

Conjuration – 7
Alteration – 6
Evocation – 6
Construction – 6 (researching)
Enchantment – 7
Thaumaturgy – 6
Blood Magic – 3 (researching, will reach 4)

Fire gems: 11 (+5)
Air: 41 (+2)
Water gems: 1 (+8)
Earth: 10 (+1)
Astral gems: 8 (+9/+9)
Death: 40 (+5)
Nature: 15 (+11)
Blood: 24


Updated province information:

Due to the map (and time constraints http://forum.shrapnelgames.com/images/icons/icon12.gif ) I will skip this section and just make some general comments here.

I can see 2 provinces of Pythium to the east now making it very likely that the still missing Arcoscephale is located in the northeastern corner of the map.

Atlantis took the indie province of Endless Oceans with 60 troopers commanded by a Wyrm (likely the Atlantis pretender), destroying my buffer and making the situation even more volatile due to the fairly large force close to my capital and my forging province of Tiash.

Ulm has massed 170 troops including their pretender in Monherboa and this has me VERY worried, but at the moment there is not much I can do about it if they should decide to attack. If Ulm should attacak me I will wait till the armies are starting to split up and then try to destroy the smaller forces with coordinated attacks and potentially some PDs.


My Provinces:

R’lyeh (10) – 29.740 pop, 100% tax, 0 UR, 284 inc, 72 res, 25 def, dom9 – magic site (+3As/+2W) - Temple
Gol Phalas (26) – 12.680 pop, 100% tax, 0 UR, 68 inc, 8 res, 0 def, dom 5 - Temple
Dunheim (28) – 11.440 pop, 80% tax, 6 UR, 45 inc, 4 res, 0 def, dom 5
Talito (36) – 7.320 pop, 100% tax, 0 UR, 33 inc, 11 res, 0 def, dom 2 - magic site (+2W, +1N) - Temple
Dershid (20) – 6.380 pop, 100% tax, 0 UR, 35 inc, 9 res, 0 def, dom 8 – magic site (+1W, +1As)
C’tis (27) – 32.790 pop, 100% tax, 0 UR, 223 inc, 108 res, 0 def, dom 1 – magic site (+2D/+2N/+1W, +20prod, +10gold) - Temple
Hoburgdorf (34) – 13.670 pop, 100% tax, 0 UR, 80 inc, 9 res, 0 def, dom 3
Abysia (40) – 24.680 pop, 100% tax, 0 UR, 153 inc, 103 res, 0 def, dom 1 – magic site (+5 fire, +30 gold)
Nifel (57) – 1.560 pop, 100% tax, 0 UR, 3 inc, 28 res, 0 def, dom 3 – magic site (+1Ai, +1D/D imp, +1D/D imp, +20prod) - Temple
Gol Ryepe (46) – 18.430 pop, 90% tax, 2 UR, 65 inc, 8 res, 0 def, dom 1 - Temple
Glimmering Field (61) – 23.770 pop, 100% tax, 0 UR, 104 inc, 11 res, 0 def, dom -1
Giant’s Rest (67) – 1.520 pop, 100% tax, 0 UR, 5 inc, 28 res, 0 def, dom 1 – magic site (+1A, 1+D/increases death)
Scytha (35) - 4.890 pop, 100% tax, 0 UR, 24 inc, 26 res, 0 def, dom 1 - Temple
Kolermegor (5) – 9.650 pop, 100% tax, 0 UR, 52 inc, 30 res, 0 def, dom 2 – magic site (+2W, +2S/recruit loremaster/sage)
Vepitre (14) – 5.040 pop, 100% tax, 0 UR, 44 inc, 12 res, 0 def, dom 3 – Marble Temple (UR-5/+20 gold/can recruit High Priest)
Aran Plains (23) – 11.890 pop, 100% tax, 0 UR, 62 inc, 24 res, 0 def, dom 1
Pangaea (12) – 26.810 pop, 100% tax, 0 UR, 125 inc, 92 res, 0 def, dom -4 – magic site (+5N)
Tiash (15) – 2.510 pop, 100% tax, 0 UR, 13 inc, 42 res, 0 def, dom 6
Oune (19) – 1.730 pop, 80% tax, 10 UR, 5 inc, 12 res, 0 def, dom -1
Old Aran (29) – 3.990 pop, 90% tax, 2 UR, 15 inc, 6 res, 0 def, dom -1
Agenor (37) – 11.120 pop, 90% tax, 4 UR, 46 inc, 15 res, 0 def, dom -4 – magic site (40 blood magic bonus, +1E/+1N)
Cacian Forest (45) – 6.580 pop, 70% tax, 10 UR, 17 inc, 24 res, 0 def, dom 1
Aenasia (54) – 12.310 pop, 90% tax, 5 UR, 42 inc, 13 res, 0 def, dom -5 - magic site (+1S)
Birman Highs (24) – 4.880 pop, 70% tax, 15 UR, 10 inc, 27 res, 0 def, dom 0
Black Forest (31) – 7.010 pop, 60% tax, 18 UR, 13 inc, 21 res, 0 def, dom -1 – magic site (+2S)
Jotunheim (68) – 35.770 pop, 70% tax, 15 UR, 51 inc, 34 res, 0 def, dom -7
Faran (60) – 4.020 pop, 60% tax, 20 UR, 8 inc, 9 res, 0 def, dom 0
Bolfagon (63) – 1.850 pop, 70% tax, 13 UR, 19 inc, 11 res, 0 def, dom -3


I got a 1FA, 1W, 1E, 3S mage and a 1F, 1S, 2N Lore Master who will research for now. The Lore Master might later be used for summons, too.

A Treelord Staff (32N) will be forged in addition to a Clam of Pearl (8W), a Water Bracelet (4W) and a Starshine Skullcap (8S).

Glisas will fly from Black Forest to The Weald and try to take it before Atlantis gets any funny ideas.

My 2 armies from Birman Highs will move to Solam and should be able to conquer it without to many problems.

My commander and 20 fodder troops from Runia will move to defend Black Forest.

The 2 mage lead armies from Runia will attack Vldmyre and should face no opposition there.

The Troll King and his 15 trolls with move from Aenasia to Jotunheim in order to support the siege there.

The 2 remaining mage lead armies from Aenasia will attack the 2 Jotuns in Iron Range and even with just 2 Greater Otherness and 6 Centaurs will hopefully able to conquer the province due to their spells.

My priest from Nifel and the 2 mage lead armies from Faran will reclaim the province of Chilad.

The 2 armies from Bolfagon will move to Faran in order to support the siege in Jotunheim on the next turn.


I will buy 1 more starspawn mage and a Lore Master, in addition to 7 Crossbowmen, 9 Heavy Infantries and 1 Archer.

A lab will be build in Gol Phalas in order to transfer the blood slaves from Gol Phalas and Dunheim faster to one of my labs.


To be continued...

CharonJr

Map: http://homes.highspeed3.de/CharonJr/R'lyehAART32.JPG

[ February 24, 2004, 19:38: Message edited by: CharonJr ]

CharonJr February 25th, 2004 09:18 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Turn 33

Blood magic is up to level 4 and I will continue to split the RPs between blood magic and construction

3 blood slaves were captured in Gol Ryepe.

Chilad had been conquered without any problems (10 knights and 10 militias) and my troops were able to enslave 5 knights.

Iron Range was defended by roughly 10 Jotuns and 10 Flagellants. In the end 2 Jotuns were enslaved with my forces losing just 1 Centaur (due to me making a mistake – I forgot the set my Centaurs to hold/attack and they charged on the first turn).

Yldmyre was defended by 15 Jotuns and militias who were easily defeated without losing a single man. Suddenly Pythium attacked Yldmyre with just their prophet (an Emerald Lord), a High Priest and another Emerald Lord. There was no real combat, but my forces managed to enslave the 2 Emerald Lords (sadly the prophet is only holy3 http://forum.shrapnelgames.com/images/icons/icon12.gif ).

Glisas faced about 15 light infantires, 10 heavy infantries and 5 crossbowmen who were easily dispatched.

Solam was defended by 5 Jotuns and 5 archers who were easily dispatched by my forces.

My forces in Yldmyre are starting to starve and will be moved this turn.


Provinces: 36
Treasury: 1.223
Income: 1.867
Upkeep: 966
RP: 350
Fortification: 5
Temple: 10

Conjuration – 7
Alteration – 6
Evocation – 6
Construction – 6 (researching)
Enchantment – 7
Thaumaturgy – 6
Blood Magic – 4 (researching, will reach 5)

Fire gems: 16 (+5)
Air: 0 (+2)
Water gems: 2 (+8)
Earth: 11 (+1)
Astral gems: 0 (+10/+10)
Death: 39 (+7)
Nature: 25 (+11)
Blood: 43


Updated province information:

Due to the map (and time constraints http://forum.shrapnelgames.com/images/icons/icon12.gif ) I will skip this section and just make some general comments here.

I can see 2 provinces of Pythium to the east now making it very likely that the still missing Arcoscephale is located in the northeastern corner of the map.

Marignon has massed about 80 troops in Great Aran Waste further adding to my worries. They seem to be boxed in the the southeastern corner of the map, making it VERY likely that they will attack me further strengthening my resolve to attack them next.

Atlantis took the indie province of Devourer with 60-70 troopers commanded by a Wyrm (likely the Atlantis pretender) and keeps on reducing my sea buffer provinces.

For some reason the 170 Ulmish troops have vanished out of my view, with a bit of luck they are fighting somebody.

There is an army of 40 Jotuns in the province of Stone Heavens which might try to break the siege of Jounheim.


My Provinces:

Due to the info about my provinces getting longer and longer I will skip this one, too.

Mainly I reduce taxes by 10% for each 5 points of unrest/raise them again when is unrest is going down.


I got a 1W, 3S, 2N mage who will cast Acashic Record on Feldan Forest and a 2A, 1W, 1E Lore Master who will be empowered to 3A by transforming some death gems.

The Treelord Staff and Ivy Crown are given to the 2N Lore Master who will summon Vine Ogres in Kolermegor.

The Sceptre of Authority, Water Bracelet and Starshine Skullcap are given to a 1A, 2W, 3S mage who will lead some troops to Aran Plain on the next turn.

The Clam of Pearl was given to another Star Child and another Clam will be forged this turn.


My 2 armies from Solam will move to Glade Woods which is defended by 10 Jotun Militias and a Great Hag.

The army from Black Forest will move to Birman Highs in preparation for the attack/defense against Marignon.

The mage and his troops in Yldmyre will attack the indie province of Old Forest which is defended by 10 knights and militias which the priest and his fodder will move to Iron Range.

The 2 mage lead armies will attack the 8 Jotuns in Temiglia.

My 3 fodder armies will move from Faran to Aenasia and finally reach Jotunheim on the following turn. The 2 mage lead armies from Chilad will move to Aenasia,too. If I knew how many provinces Jotun still holds I might move them to the south, but since I lack this information I decide to play it safe.

The priest with his fodder troops from Chilad will move to Bolfagon to build a temple there later.

Since I can’t be sure if the Jotuns in Stone Heaven will attack Jotunheim or just stay there I have decided to attack myself. Since I don’t want to stop the siege of Jotunheim the only forces I can bring to bear is my mage in Jotunheim with his 8 summons, 3 Centaurs Cataphracts and 5 Sea Trolls I have exchanged for 5 enslaved fodder troops which are more useful at the siege. As additional firepower I will send Glisas there, too.

I will buy 1 more starspawn mage and a Lore Master, in addition to 8 Illithids, 1 commander, 4 crossbowmen, 10 heavy infantry and 5 archers this turn.


To be continued...

CharonJr

Map: http://homes.highspeed3.de/CharonJr/R'lyehAART33.JPG

CharonJr February 25th, 2004 11:42 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Turn 34

Blood magic is up to level 5 and I will continue to split the RPs between blood magic and construction

3 blood slaves were captured in Gol Ryepe and 5 in Gol Phalas.

2 magic sites have been found in Feldan Forest by Acashic Record, a Ancient Temple (1S) and a Boiling Bog (1F, 1W).

A thief in R’lyeh has stolen man of my gems, apparently the special events happen before items are forged since I have been unable to forge the Clam of Pearl.

Marignon declared war this turn, some turns too early for my taste, but I should be able to find the Marignon captial fairly fast and hope to be able to stop their incursions into my territory in by laying siege to it. Marignon took my fairly undefended province of Oune with 4 commanders (2 friars, 1 Knight of the Chalice and a Knight of the Chalice prophet) who lead 10 Crossbowmen, 10 Men at Arms, 10 piketeers and 5 Flagellants.

Pythium attack Jotunheim in Glade Woods with about 30 Velites, 5 Alae Legionnairs, a serpent Cataphract and 5 Barbarians who were lead by a Hydra Hatchling and 2 Centurions. Jotun fielded 10 Jotun Militias, 10 militias, 5 archers, 1 Principe, 1 Standard, 1 Jotun Herse, 1 Jotun Herse prophet and a Great Hag. The Hydra poisoned many of its own troops and was fairly fast dispatched by the Jotun Militias. About 3 turns later both sides began to route. Roughly 15 Velites still pressed on while the Hag and some bodyguards stood their ground. About 3 turns later the remaining Jotun forces routed.

My invading army in Glade Woods only faced the remaining Pythium forces of roughly 15 Velites, 2 Centurions, the Snake Cataphract and an Emerald Guard, a Standard, a Principe and a Barbarian. Due to the enslaves and burns my core troops never reached close combat before the Pythium forces routed. In the end my forces enslaved the Snake Cataphract, the Emerald Guard and the Standard.

My troops in Old Forest faced 5 knights and 10 militias and beat them easily, enslaving 5 knights.

Temiglia was defended by only PDs and taken without a problem. Right after this Man attacked with 50 troops, about 15 slingers and longbowmen, 30 militias and spearmen and some knights. 2 knights were enslaved very soon and charged the enemy ranks. The spearmen and militias routed after my Centaurs joined the fight who quickly killed the slingers and broke the longbowmen right after this. 2 Knights and 2 longbowmen were enslaved.

Jotun fielded 3 Nifel Giants in addition to 20 Jotun Huskarls, Hurlers and Militias in addition to 8 slingers in Stone Heavens. The Nifel Giants made it to my main forces while Glisas jumped into the Jotuns. The Giants managed to route my 3 Centaur Cataphracts and the Sea Trolls, but were killed soon after this. This broke the Jotun forces and they fled. 2 Troglodytes attacked after this fight, but were easily enslaved in addition to 1 Herse from the previous fight.

I completly forgot that I hired 20 mercs Last turn in order to help with the siege of Jotunheim and with the help of the mercs the doors were breached. The mercs will be used as fodder on the charge which will follow.

The troops in Glade Woods and Temiglia are starving and will be moved this turn.

Provinces: 41
Treasury: 852
Income: 1.929
Upkeep: 1.088
RP: 343
Fortification: 5
Temple: 10

Conjuration – 7
Alteration – 6
Evocation – 6
Construction – 6 (researching, will reach 7)
Enchantment – 7
Thaumaturgy – 6
Blood Magic – 5 (researching, will reach 6)

Fire gems: 6 (+6)
Air: 4 (+4)
Water gems: 4 (+9)
Earth: 2 (+2)
Astral gems: 6 (+12/+10)
Death: 37 (+7)
Nature: 29 (+11)
Blood: 48


Updated province information:

I can see the Altantean capital now in the easternmost sea province in the north in addition the the Pythium capital on the middle of my eastern border.

Most of the Ulm forces in Monherboa are back (120 troops including the Moloch). Well, we will see if I can get around this fight again.

Atlantis moved its troops to Endless Ocean which raises my hopes that it will continue to go after the indies.

The indie province of Illidar is defended by 20 Vine Man.

My Provinces:

Due to the info about my provinces getting longer and longer I will skip this one, too.

Mainly I reduce taxes by 10% for each 5 points of unrest/raise them again when unrest is going down.


I got a 1W, 2E, 3S mage who will become my earth forger and will move to Tiash and a 2S, 2D Lore Master who will become my death forger and will be moved to Tiash, too. But since he can’t cross the sea I will first have to forge a Ring of Water Breathing for 4W which will be used to move all other potential Lore Master forgers to Tiash, too.

More Vine Ogres will be summoned in Kolermegor since I lack the nature gems to cast Gift of Health and I need the troops anyway.

I will try to forge another Clam of Pearl for 8W.


My equiped mage will move with 3 Greater Otherness and 8 Illithids to Aran Plains in order to protect the province and maybe even catch the Marignon forces trying to move there.

The army in Birman Highs will stay there in order to defend the province if Marignon should choose to attack.

The 2 mage lead armies from Glade Woods are moving to Wicker Woods which is defended by 7 halberdiers and I am fairly certain that I will attack the Marignon capital from this province in the following turn.

Solian is defended by 20 Jotuns and will be attacked by my mage lead army from Stone Heavens. I would love to support this attack with Glisas, but it will be better used in an attack on the Marignon province of Rame which is defended by 5 piketeers.

Gipha is defended by 10 Jotun Hurlers and I will attack with my 2 commanders leading the slow troops (including 15 Illithis Soldiers) while the 2 faster mage lead armies will go to defend Old Aran.

Due to the lower supply usage I exchange the armies from Iron Range and Temiglia since I want to have some troops in place if Pythium should decide to join the war. For the same reason my army in Old Forest will stay were it is, especially since it directly borders on the Pythium capital.

The mercs in Jotunheim are set to attack closest and are put in the front row for the attack on the castle while the Sea Trolls are standing right behind them with orders to attack closest, too.

The Marignon army in Oune consists of about 60 Men at Arms, Piketeers, Crossbowmen and Swordsmen. I am afraid that none of my provinces would be able to stop a concentrated attack of these forces. I will raise the PD in Aran Plain and Old Aran by 11, while Birman Highs will be raised by 23 due to having the weakest forces.


In order to field 2 more 4S mages I will forge 2 Starshine Skullcaps for 8S each.

I will buy 1 more starspawn mage and a Lore Master. Due to the PDs I lack the money for anything else.


To be continued...

CharonJr

Map: http://homes.highspeed3.de/CharonJr/R'lyehAART34.JPG

[ February 26, 2004, 07:28: Message edited by: CharonJr ]

Arryn February 26th, 2004 12:59 AM

Re: Noob\'s shot at an R\'lyeh AAR
 
I see that you've been having a great deal of fun, and success, with Enslave Mind. I love that spell!

CharonJr February 26th, 2004 09:56 AM

Re: Noob\'s shot at an R\'lyeh AAR
 
Quote:

Originally posted by Arryn:
I see that you've been having a great deal of fun, and success, with Enslave Mind. I love that spell!
<font size="2" face="sans-serif, arial, verdana">Enslave is the core of my arsenal since it buys the time my mindbLasters and mages need to cause additional damage and buy even more time http://forum.shrapnelgames.com/images/icons/icon12.gif

Thats's one of the reasons why I am not overly worried about Marignon's attack since I think that I have enough mages in reserve (IIRC about 10) who can be brought up to 4S with a Starshine Cap and who should be able to stop Marignon cold in their tracks fairly fast. That's one of the reasons why I am forging 2 additional Starshine Caps this turn.

Getting more fodder troops due to having more enslave mages is a nice bonus, too http://forum.shrapnelgames.com/images/icons/icon12.gif

Sadly I have to pay upkeep for the enslaved troops and lack the death magic to get upkeep-free summons, otherwise I would be churning out a lot more Illithids.

BTW, is there a list anywhere which shows which summons are needing upkeep and which are free ?

From what I have read here I think that only some undead are free of upkeep which makes sense, maybe elemantals and the etheral beings, too.

CharonJr

PhilD February 26th, 2004 10:01 AM

Re: Noob\'s shot at an R\'lyeh AAR
 
Quote:

Originally posted by CharonJr:

BTW, is there a list anywhere which shows which summons are needing upkeep and which are free ?

<font size="2" face="sans-serif, arial, verdana">I just had a look at Zen's Summoned Creatures Quick Reference, and it does list upkeep costs. Gotta use the office's color printer again http://forum.shrapnelgames.com/images/icons/icon7.gif

CharonJr February 26th, 2004 11:05 AM

Re: Noob\'s shot at an R\'lyeh AAR
 
Hehe, just saw it, too http://forum.shrapnelgames.com/images/icons/icon12.gif

Should have started reading the threads from top to bottom http://forum.shrapnelgames.com/images/icons/icon12.gif

CharonJr

CharonJr February 26th, 2004 04:07 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Thank you for the input, but since my mages are usually operating in pairs of 2 and not in large Groups the Caps are actually cheaper http://forum.shrapnelgames.com/images/icons/icon12.gif

Most of the times I have to control manay territories at once and due to this have to field many small battleGroups consisting of 2-3 commanders (likely 2 mages) at best.

But otherwise you would be prefectly right, in huge Groups of mages a Banner would be the right thing to do. The only benefit of many Caps in a setup like this would be greater immunity from flyer (attack rear) attacks. When the Banner bearer is killed this might be a real problem otherwise http://forum.shrapnelgames.com/images/icons/icon12.gif

CharonJr

CharonJr February 26th, 2004 09:43 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Turn 35

Blood magic is up to level 6 and construction is up to 7.

5 blood slaves were captured in Gol Ryepe and 6 in Gol Phalas.

Another 3 Vine Ogres were summoned in Kolermegor.

A Horror Helmet has been found in Bright Woods.

Solian was defended by 12 PDs who routed on the third turn.

My troops in Jotunheim were attacked by 6 Jotun Hurlers, 1 Herse and 1 Jotun Woodsman. 5 mercs were killed, but this is their job http://forum.shrapnelgames.com/images/icons/icon12.gif

In Gipha my troops only faced 5 PDs who were easily dispatched.

In Rame Glisas was met by 5 piketeer defenders who ended up as additional kills and XP for the Hall of Fame. Glisas has 3 XP stars now.

Marignon attacked in Aran Plains with roughly 10 piketeers, 10 men at arms, 5 crossbowmen, 5 swordsman and 5 flagellants who were lead by a knight of the chalice (prophet) and 2 friars. After some Enslaves and 2 Breaths of Winter the Marignon forces broke and fled, the Breaths killed some of my PDs, too. Sadly nobody was enslaved http://forum.shrapnelgames.com/images/icons/icon12.gif

Marignon send reinforcements to Wicker Woods and all of a sudden my forces were facing roughly 90 defenders – 65 militias, 10 flagellants, 10 men at arms, 5 piketeers and 5 royal guards/knights of the chalice lead by 3 friars and a heroine. The charging knights/guards were enslaved (2) or paralysed due to mindbLasts. My leading elements met the militias and flagellants but soon routed vs their superior numbers, the Marignon forces lost about 50% of their troops in the process mainly due to mindbLasts. The remaining forces met my Illithid Soldiers who were protected decently vs most of their attacks. After 2 more turns the remaining Marignons routed.

Jotunheim Fortress was only defended by 5 Jotuns and 1 Lore Master. Due to the chokepoint at the gate only few of my forces were able to engage the enemy, but in the end they won. Most mercs were lost, and about 5 of my sea trolls. This is a fairly good example how valueable Enslave Mind is for fights like these, only due to having no mages there who were capable of casting Enslave Mind this fairly large number of troops were lost.


Provinces: 43
Treasury: 1.018
Income: 2.096
Upkeep: 1.085
RP: 352
Fortification: 6
Temple: 10

Conjuration – 7
Alteration – 6
Evocation – 6
Construction – 7 (researching)
Enchantment – 7
Thaumaturgy – 6
Blood Magic – 6 (researching)

Fire gems: 12 (+6)
Air: 8 (+4)
Water gems: 13 (+12/+1)
Earth: 4 (+2)
Astral gems: 28 (+12/+10)
Death: 46 (+9)
Nature: 39 (+11)
Blood: 54


Updated province information:

As expected the Marignon capital was found, it is right in the southeastern corner of the map.

East of Rame there is still a province with Pangean troops including their pretender supported by 10 Centaurs/Satyrs.

Man's province of Silvania is completely surrounded by my provinces, I wonder if/when Man will do anything about it...


My Provinces:

Due to the info about my provinces getting longer and longer I will skip this one, too.

Mainly I reduce taxes by 10% for each 5 points of unrest/raise them again when unrest is going down.


I got a 1F, 1A, 1W, 3S mage who will get one of the Starshine Caps besides an already present 1W, 3S, 2N mage who will get the other one. One will move to Aran Plains while the other will pick up the Vine Ogres in Kolermegor.

My other new recruit is a 1F, 3D! Lore Master who gets the Ring of Water Breathing and will start to move to Tiash (via R’lyeh), this is just what I needed to get a decent death forger/summoner.

The Clam is given to a star child in C’tis.

My army from Solian will attack the Jotun province of Illidar and I hope this is the Last one since I want to focus some more troops on defense vs possible attacks from the other nations.

I will have to move some troops to defend Glimmering Fields and will start by moving the 2 armies from Gipha to Aenasia.

Since I lack the forces to take Spire Woods I will exchange the army from Temiglia with the 2 armies from Iron Range and hope nobody else will “steal” Spire Woods http://forum.shrapnelgames.com/images/icons/icon12.gif In order to prevent this I will move Glisas there and should be able to take it from the 20 knight/militia defenders.

The army from Birman Highs will move to Solam to defend it from a possible Marignon attack.

The 2 armies from Old Aran will attack Oune this turn and should have no problems vs 10 men at arms.

The army from Aran Plain will attack the Stone Spires of Aran which is defended by 20 swordman and men at arms.

My commander in Pangea will pick up the heavy infantry and crossbowmen and move to Rame.

The armies from Wicker Woods will attack Marignon which seems to be defended by 7 militias beside the PDs.


More Vine Ogres will be summoned in Kolermegor since I still lack the nature gems to cast Gift of Health and I still need the troops.

A Clam of Pearl will be forged for 8W in addition to a Water Bracelet (4W) amd another Starshine Skullcap (8S).

Some death gems will be transformed into astral gems to be able to cast Acashic Record (25S) on Scytha (I hope to find some earth gems there).


I will buy 1 more starspawn mage and a Lore Master.

Due to being only defended by inferior troops the PDs in the provinces of Rame and Solan will be raised to 21.


To be continued...

CharonJr

Map: http://homes.highspeed3.de/CharonJr/R'lyehAART35.JPG

[ February 26, 2004, 20:37: Message edited by: CharonJr ]

Arryn February 26th, 2004 09:56 PM

Re: Noob\'s shot at an R\'lyeh AAR
 
Nicely done against Jotunheim and Marignon.

The 3D mage will be mighty useful.

The Vastness needs to be careful with knights. They're a tough, dangerous foe.


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