Quote:
Originally Posted by Nightfall
Quote:
Originally Posted by kasnavada
The last modifier, AFAIK, is astral path, which, I don't have any information about. Therefore ignoring it  . Even if it's not, obviously, in my favor at all.
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As for the losses so far, yeah, I'm really disappointed with the pegasus riders performance, I expected much better effectiveness from them, they just don't seem to run into mid game well at all.
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Then again, they were always met with overwhelming forces on my side, 25 of them against at 3 to 5 times as much caelian archers and 6 to a dozen mages scripted to take units out of the way. Caelian troops are so weak that a basic raiding party has to number in hundreds... which of course 25 units can't compare to. Well, some units may, but not pegasus riders.
About the strategies I used to start the war, I badly lacked number. With better preparations, accurate research priorities and such, and less dumb scales, I would have had more than twice as much of the Kings,
secure protection against you would have been coming fast, and so on. This is mid-game already, what I have is barely a token force produced by 15 provinces... imagine the forces I would have with the gem access you've got

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I got lucky I surprised you until now, but I'm going to run out of resources. Let's hope that the surprises I'm preparing don't run out until I get enough resources to compete with yours. Otherwise I'm screwed.
I wasted some kings and associated items during assaults against Ermor which did not show the kinds of results I got when I assaulted your lands, as I this is the first MP game in which try thugs. I'm doing much better on that regard in the other game I'm in thanks to the experience here though. Also, thanks to you I will have to add a complete chapter for astral protection

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Magic struggle against Tien'Chi also is not really my best match, air and astral magic being the kind of magics that hurt Caelum the most.
Finally, I relied on archery too much, Caelum is a archer-strong nation that has mages which thrives when archery does not work. I should have made that change turns ago.
I'm writing a complete turn by turn AAR since the game started anyway, then a guide when that game is finished or I die.