Re: CoE3 AAR: A Chronicle of the Interregnum
No, it's not mostly about chasing indies around, but when you play large maps, it is going to be a part of the game.
The reasons why making this AAR has been rather frustrating are:
1) An absolutely hideous start location
2) Consequent lack of resources
3) Consequent lack of troops to garrison important things
4) Three prolific monster lairs in close proximity to important locations
- Ancient Forest
- Brigand Lair
- Haunted Capitol, which actually counts as 4 monster lairs because each square spawns things
5) Distance from home fortress to many places
6) Dismal luck in terms of hands of glory generators (this is actually changing, which the next installment will touch on)
So yes, this one has been uphill all the way. If you have bad luck, you will be spending a lot of time fighting independents, but it's not as bad as it was in CoE2. And believe it or not, the independent spawn rate has been significantly reduced from what it was when the beta started. I don't think anybody would mind if it was reduced another 10% or 20%.
Just compare the start I had for the restarted AAR and the one I had for the first one. If I had had that start for the restarted too, the game would look very different right now. As it is, this AAR should see lichdom attained in another 20 to 30 turns (plus possible travel on top of that).
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