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February 23rd, 2004, 10:31 PM
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Sergeant
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Join Date: Feb 2004
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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  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
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  ) 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. Mans 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 Mans 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  ) 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:
Rlyeh (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)
Ctis (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
Giants 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. Mans 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 dont 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
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February 24th, 2004, 12:19 PM
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Sergeant
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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, Ctis 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 mages 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 ?
CharonJr
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February 24th, 2004, 07:14 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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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.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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February 24th, 2004, 08:47 PM
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Sergeant
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Join Date: Feb 2004
Location: Germany
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Re: Noob\'s shot at an R\'lyeh AAR
Thank you  I don't think I will forge that one, enough other things to do
CharonJr
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February 24th, 2004, 08:56 PM
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Major General
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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 ]
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February 24th, 2004, 09:34 PM
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Sergeant
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Re: Noob\'s shot at an R\'lyeh AAR
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February 24th, 2004, 09:36 PM
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Sergeant
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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  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  ) 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:
Rlyeh (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)
Ctis (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
Giants 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 ]
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