TURN 10:
Provinces: 4
Treasury: 312
Income: 337
Upkeep: 86
RP Total: 20
Forts: 1
Temples: 1
Max Dom: 6
Converted Prov: 11
Research
Conjuration:
Alteration: 3
Evocation:
Construction: 1 (+20)
Enchantment:
Thaumaturgy:
Blood Magic:
Gem Income
Fire:
Air: 1 (+1)
Water: 31 (+4)
Earth:
Astral:
Death: 21 (+3)
Nature:
Blood:
~ Construction 1 has been completed.
~ Freke, my Jotun Gode and prophet was struck by an arrow, survived and got an ugly wound.
~ Vaklidun has found a magic site in (202) – Mist Swamps which has 1W, 1A per turn
~ Gotvid has found a magic site in (202) – Battlefield which has 1D per turn
~ Mictlan has made the King of Legends named Mictlipoctli its prophet.
Gynter Blukraft’s Sonnenkinder was now recruited by T’ien Ch’i.
Hector’s Heavy Horsemen are now available, Hector Stark commands 15 men for 220 gold.
Heavy Cavalry sure can be nice and can take some provinces all by themselves. I just don’t want to spend the gold right now, though, and they may not work well with the chill from my giants. I also don’t think they can take barbarian provinces or others that are next in line to take over by themselves.
J=Jotunheim, I=Indep., Mg=Marignon
J 6 (207) Yldemir – Capitol – 100/0 (30350, 213, 155, 414) 25 Def
J 6 (208) Farsen Forest – Forest – 100/0 (7280, 43, 33, 167) 5 Def
J 3 (218) East Farsen Forest – Forest – 100/0 (9780, 52, 30, 185) 5 Def
J 4 (202) High Yldemir – Forest – 90/3 (7250, 29, 32, 158) 5 Def
I 6 (195) Oeversee – Plains – 70,40,(40),30,50,50,30,40,30 Barbarians
I 4 (212) West Farsen Forest – Forest – (80),(70),30,60,60,40,60 Barbarians
I 3 (180) Suddeir Down – Plains – (20) Heavy Infantry/Heavy Cavalry
I 4 (183) North Horslund Forest – Forest – (50),50,30 Militias/Light Infantries/Archers
? 0 (216) Frostwater – Mountain – (40) Light Infantry/Militias
? 0 (205) Aeros River – Mountain – (30) Militias/Archers/Heavy Infantry
I 1 (166) Horslund Forest – Forest – (40) Barbarians
I 1 (165) Tolk – Farm Lands – (80) Crossbowmen/Heavy Cavalry
I 1 (152) South Horslund Forest – Forest – (50),(60) Light Infantry/Heavy Infantry
Mg -1 (146) Vorgunmarsh – Swamp
? ? (193) Upper Skelde – Farm Lands – (50) Militias/Longbowmen/Knights
Mg -1 (141) The Sinking Land – Farm Lands
I ? (189) Skelde Henge – Plains – (20) Tribal Cavalry
Mg ? (179) Braegen Marches – Plains
I ? (169) Skeldmarsh – Swamp
I ? (170) Oast Hills – Farm Lands – (9) Heavy Infantry
I ? (153) Golana – Swamp
Mg ? (161) Bolfar – Farm Lands
There is a new update on population, income, etc. and I like how much growth is helping along here. This may have quite a nice income effect as the game goes on.
It appears that Bolfar has a temple and fortification and is owned by Marignon along with (179) now. This is probably its capitol as I doubt that they built those already. Also, it looks like Marignon has been working over province (170) as there are only 9 heavy infantry left there. Marignon is also expanding very fast from the graphs, and has 3 more provinces than I do it appears. I tend to expand slow and try to watch my borders and like to prevent routing as much as possible. It also tends to give the AI more time to expand, and even expand faster than I, and can give a bit more of a challenge later in the game. If I get time to commit to some MP in the future, I will probably have to re-think this, but who knows

.
This turn I recruit another Jotun Skratti for 250 gold. Normally I would try to recruit more Gygja right now, but since I got Angerboda so quickly she satisfies most of my Astral, Death, and Nature needs for a while. Still, I will most likely recruit another Gygja next turn to try to get another forger for Wraith Swords, Pendants of Luck, and Ring of Regeneration. This will also allow Angerboda to keep using her valuable 13 RPs researching.
I send my main army on to (195) to try to eradicate the barbarians there. I move the spearmen and giants back a bit to try to slow down the first contact a little. I remove 2 of the extra (hold)s from Gotvid’s script and have Hugin gather up the 6 new Huskarls (with same positioning and orders as the spearmen) and join the fight.
I send Starkader on to (179) to scout some Marignon’s territory and head back to the bottleneck to see when Marignon starts to move that way and to monitor what size army/make-up he may move in with toward me. I have Tunne stay in (152) to wait on Marignon’s progress in the area. At this point I normally don’t send in scouts deep inlands to see what other nations are doing. Part of it is I like to be surprised at what I come up against and see how I react and part is I don’t want as much management of scouts and their progress. I am not sure what else I would do with the info either at this point. In MP, I would probably have to do much more scouting as many seem to do to be successful.
I have both of my mages continue to research Construction with 20 RPs.