Turn 3
Ctis declared a Lizard Hero as a prophet this turn and my thaum got up to 1. Due to bad intel my attack was a semi-desaster, but this is offset by Altanasha my summoner successfully summoning 2 Things from the Void and Auluudh offering his services.
Treasury: 150
Income: 188
Upkeep: 40
Resources: 72
Water gems: 6 (+2)
Astral gems: 9 (+3)
Looks like I have been the victim of the vanishing scales on turn 2 bug. My order-3 scale simply vanished and from what I have read it might take quite a number of turns before the scale starts to go up again, let alone being back to order-3. But it seems I was lucky and at least got it back to 1 on this turn.
Due to my bad intel about Dunheim I recieved a beating there. Instead of the 30 expected light and heavy infantries I was meet by 40 ememies, including 5 crossbowmen and 3 commanders. The mindbLasts were actually working fairly decent vs the infantries, but due to their large numbers quite a lot got into melee range.
The first spear volley by the light infantries killed 11 of my 20 slave troopers and 1 Shambler, causing the immediate routing of my troops (except for the Last remaining Shambler who stood his ground, but was killed during the next turn).
The ememy has lost nobody till this point and were in hot pursuit of my fleeing troops. My commander and the Illithid Soldiers stood their ground and bLasted some more infantries.
When the infantries got into melee range they inflicted some wounds on the first round, but the rearguard stood their ground and even managed to kill 1!
infantry.
During the enemies next turn they managed to kill one of the soldiers which sent the rest of my troops into a route, too. While fleeing they managed to kill another Soldier.
Overall I lost 11 slave troopers, 2 Shamblers and 2 Illithid Soldiers due to rushing into a fight without having decent intel kids, dont try this at home
OK, I was a bit unlucky to lose such a huge number of troops to the first volley of spears, but I am fairly sure that I would have lost the fight anyway.
Updated province information:
Devourer (6) 40(s) -50(g) Trition Troopers and Triton Guards Sea
Tiash (15) 30(s) 40 (g) Militias and Heavy Infantries Forest/Swamp general intel Heat 2
Dershid (20) 40-50 Tribal Warriors and Tribal Archers Plains general intel Dom1, 6k pop, 29 inc, 12 res
Dunheim (28) 34 Light/Heavy Infantries + 5 Crossbowmen Farm Lands confirmed
Gol Phalas (26) 50 Militias, Longbowman and Knights Farm Lands general intel Dom1, 13k pop, 66 inc, 9 res
Vepitre (14) 40-80 Tribal Warriors and Tribal Archers Plains general intel Black Candle1, Order1, Magic1
Kolermegor (5) 40-50 Crossbowman, Militias and Heavy Infantry Forest general intel Dom1, 9k pop, 46 inc, 34 res
East of Vepitre is province 12 which has a dominion of 5 with scales of O3, P2, C3, G3, Mi3 and Ma3. Due to the scales I dare to say that this is the capital of Jotunheim, which might be an interesting matchup for my mindbLasters.
To the north/northwest a 3 dom1 black candles have appeared in the coastal provinces bordering Dershid (20).
In the northeast bordering Gol Phalas there are 2 more black Dom1 candles.
I think that it is safe to say there are at least 3 enemy races in fairly close proximity to me and one of them is Jotunheim.
My error about attacking without proper intel will enable me to take a shot at the raise taxes/kill dissidents approach. I will raise my taxes to 150% and patrol the province with the rest of my army (14 slave troopers and 4 Illithid soldiers). My current pop in RLyeh is at 30.130, lets see where it will end up after this little stunt.
Since I AM desperate now I will take a look at possible mercs to hire and it seems that Lady Luck is really favoring the stupid. Shoguu and The Fisherman are up for hire. 25 troops for 120 gold. I will offer 130 for them and hope that Atlantis is either not needing mercs or unwilling to pay more than those 130.
For the remaining 20 gold I will buy a scout.
In addition to Cthulhu I assign my Star Child and Auluudh to research who add 6 and 13! research respectively for a total of 29.
Auluudh is a water/astral 4 mage with 110 HP and a decent magic resistance of 19. This opens up new options to me. Now I might be able to try to take on Atlantis after some spell research.
I want to get Quickness next, so I will need Alteration 2. Enslave Mind is a big temptation with Auluudh to back me up, but I first want to see what happens during the next turn before I decide on any spell research past Alt2.
Altanasha recieved the 3 pearls needed to cast Returning, was put at the back of the battlefiled and will cast Returning.
CharonJr
To be continued...
[ February 12, 2004, 18:09: Message edited by: CharonJr ]