Re: Jotunheim: Niefelheim AAR
TURN 4:
Provinces: 1
Treasury: 243
Income: 222
Upkeep: 44
RP Total: 31
Forts: 1
Temples: 1
Max Dom: 6
Converted Prov: 7
Research
Conjuration:
Alteration: 1(+31)
Evocation:
Construction:
Enchantment:
Thaumaturgy:
Blood Magic:
Gem Income
Fire:
Air:
Water: 12 (+3)
Earth:
Astral:
Death: 8 (+2)
Nature:
Blood:
~ Vanheim has made the Vanjarl named Hogne its prophet
The Elephant Corps was recruited by Marignon.
Obscuro the Hidden master is now available for 50 gold.
I like to take mercs for paths I dont normally have, but my pretender now has air this game so I will pass on Obscuro this time.
J=Jotunheim, I=Indep.
J 6 (207) Yldemir Capitol 100/0 (29560, 208, 80, 409) 25 Def
I 1 (208) Farsen Forest Forest 70,(50),60 Militias/Archers/Light Infantries
I 2 (218) East Farsen Forest Forest (50),40,40 Woodsmen/Woodsman Blowpipes
I 1 (202) High Yldemir Forest 40,(40),60 Barbarians
I 2 (195) Oeversee Forest 70,40,(40) Barbarians
I 1 (212) West Farsen Forest Forest (80) Barbarians
I 1 (180) Suddeir Down - Plains
I 0 (183) North Horslund Forest Forest
I 0 (216) Frostwater Mountain
I 0 (205) Aeros River Mountain
Maybe I will try to color code the provinces later on with Argitoths new color codes. I will save that for a later turn, though. It looks like a lot of barbarians are nearby. Those can hurt.
I would like to recruit some mages, but 250 gold is the cheapest for Niefelheim so I will have to wait until my 1st army is formed. This turn I recruit 1 Niefel Giant and 1 Jotun Spearman. This takes all but 8 of my resources and leaves me 63 gold for next turn.
Freke is my new Jotun Gode and I set him to become my prophet.
I leave Starkader the scout for one more turn in (212) to get more information on the large number of barbarians there. I may have to go South in my expansion first due to this roadblock. I send Tunne the scout South to (183).
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