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Old February 21st, 2004, 12:27 PM

CharonJr CharonJr is offline
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Default 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

Due to this I will forge a Starshine Skullcap (+1S) this turn in order to be able to field another mind enslaver

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


To be continued...

CharonJr
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