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Graeme Dice said:
Never take turmoil unless your theme requires it. Similarly, do not take restless worshippers.
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Growth: 3 (More people = more money = more troops, temples etc. Besides I like the thought of an empire of life as counterpart to Ermor)
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Growth provides little to no benefit in the unmodded game unless you plan to play for several hundred turns. Order 3 provides a far greater boost to income.
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But even relatively small armies ofJotunheim were able to defeat local defenfes of 25 ord annihilate mercenary bands.
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Besides that the strength of local defences in the nortwest had become up to 80 and 90 to counter the amassing of C´tis troops.
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These are mistakes. You spent hundreds or thousands of gold on province defense instead of building a castle or buying mobile troops with greater combat effectiveness.
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You are right. It was really a mistake to raise local defense that high. During my last successful attempt to beat the map I nowhere had local defense higher than 40. Maybe even that was too high. This I reinforced with with a squad of good troops (about 20 to 30 heart companions or heavy infantry) and as many mystics I could produce. Later on I reinforced them with hordes of vine men from enchanted forest. That worked pretty good.
Regarding Growth vs Order: I planned to have a strong dominion that spreads fast. Thats why I chose the restless worshippers theme. So I had to choose turmoil 1.
I will check out your advice, regarding using Order instead of growth.