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  #61  
Old February 18th, 2004, 07:23 PM

ioticus ioticus is offline
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Default Re: Noob\'s shot at an R\'lyeh AAR

Quote:
Originally posted by CharonJr:

Btw, what are the points which make you consider me anything but a beginner ?
I'm just basing it on how well you seem to be doing in the current game, the way you explain your actions and the amount of info you provide in your AAR. You come across as someone very knowledgable about the game. But then again I only have 2 games under my belt in which I got creamed by easy AI.
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  #62  
Old February 18th, 2004, 07:50 PM

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Default Re: Noob\'s shot at an R\'lyeh AAR

Quote:
Originally posted by Arryn:
quote:
Originally posted by CharonJr:
Is there any reason for no more Vastness past 14 summonig?
The reason IW gave is game balance. BTW, no one knows the exact number. The odds just keep getting worse from about 10 or 12 onwards. I consider 9-10 to be a moderate level, but apparently IW considers it to be high, and 14 is very high. They called my summoning-36 to be "absurd". I just call it very lucky.
Hmm, ok, I tend to get my summoners up to 30+, too, mostly I give them the Chalice to cure them of their feeblemindness since I don't have to worry about them being attacked by the knights. Bodyguards who are able to defeat things from the void tend to be able to defeat knights, too

CharonJr
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  #63  
Old February 18th, 2004, 08:18 PM

CharonJr CharonJr is offline
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Default Re: Noob\'s shot at an R\'lyeh AAR

Turn 20

Enchantment reached level 5 and construction is up to level 3.

Acashic record revealed 2 Wells of Pestilance (+1D, improves death). Are 2 Wells cumulative concerning the death improvement ?

The battle in Gol Ryepe (46) went very well again. There was a mage (2W) with his Jotun Giant bodyguard in addition to 60 light infantries. On the second turn my enslave mind managed to control the giant who immediatly turned and killed the mage – nice move there . The light infantry kept advancing but lost about 50% of its troops before coming into close combat range – partially due to fighting their own mind enslaved troops. After the first round of close combat – my summons + enslaved knight were able to kill about 6 troops – the infantry routed. This battle was won without a single casualty on my side, I actually managed to get the giant and 1 light infantry due to enslave mind.


Provinces: 11
Treasury: 624
Income: 890
Upkeep: 407
RP: 229
Fortification: 2
Temple: 1

Conjuration – 5
Alteration – 2
Evocation – 0
Construction – 3 (researching, will reach 5 on the next turn)
Enchantment – 5
Thaumaturgy – 6
Blood Magic - 0

Fire gems: 5
Air: 9 (+1)
Water gems: 6 (+6)
Earth: 0
Astral gems: 12 (+4/+5)
Death: 22 (+4)
Nature: 32 (+3)
Blood: 29


Updated province information:

Devourer (6) – 40(s) -60(g) Trition Troopers and Triton Guards – Sea – Dom1 – 7k pop, 33 inc, 14 res – dom 2
Tiash (15) – 20(g)/30(s) – 40 (g) Militias and Heavy Infantries – Forest/Swamp – Dom4, 2.5k pop, 9 inc, 42 res – dom 5
Vepitre (14) – Pangaea – Plains - black candle 1
Kolermegor (5) – Pangaea – Forest – dom 1 - temple
Scytha (35) – 30-50 Light/Heavy Infantry and Crossbowmen – Mountains - general intel – black candle 1
Aran Plain (23) - Pangaea – 60 Satyrs and Satyr Hoplites – general intel – black candle 1
Bright Woods (17) – 20 Woodsmen - forest - general intel – dom 1
The Weald (25) – 30-40 Light/Heavy Infantry and Crossbowmen – forest/mountain- general intel – dom 0
Soth Beaver (38) – 50-60 Triton troopers/guards – Sea – general intel – black candle 1
Baptizer (43) – 50-70 Triton troopers/guards – Sea – general intel
Bolfagon (63) – Ulm – 10 Militias – general intel
Feldan (51) – 40 Barbarians – Forest – general intel
Faran (60) – 40 Militias, Heavy Infantry and Archers – Plains – general intel
Glimmering Fields (61) – 40 Militia, Archers and Heavy Infantry – Farm lands – general intel
Giant’s Rest (67) – 40 Light Infantry – Mountain/Wastes – general intel


My Provinces:

R’lyeh (10) – 29.740 pop, 100% tax, 0 UR, 284 inc, 72 res, 25 def, dom 6 – magic site (+3As/+2W)
Gol Phalas (26) – 12.810 pop, 100% tax, 0 UR, 66 inc, 9 res, 0 def, dom 1
Dunheim (28) – 11.480 pop, 90% tax, 3 UR, 48 inc, 4 res, 0 def, dom 3
Talito (36) – 7.840 pop, 100% tax, 1 UR, 24 inc, 12 res, 0 def, dom -1 - magic site (+2W, +1N)
Dershid (20) – 6.380 pop, 100% tax, 0 UR, 31 inc, 9 res, 0 def, dom 4 – magic site (+1W, +1As)
C’tis (27) – 32.790 pop, 100% tax, 0 UR, 215 inc, 108 res, 0 def, dom 1 – magic site (+2D/+2N/+1W, +20prod, +10gold)
Hoburgdorf (34) – 13.670 pop, 100% tax, 0 UR, 68 inc, 11 res, 0 def, dom 1
Abysia (40) – 26.530 pop, 100% tax, 0 UR, 117 inc, 40 res, 0 def, black candle 1 – magic site (+)
Nifel (57) – 1.680 pop, 100% tax, 0 UR, 4 inc, 36 res, 0 def, dom -3 – magic site (+1Ai, +1D/D imp, +1D/D imp, +20prod)
Chilad (52) – 2.590 pop, 80% tax, 9 UR, 6 inc, 22 res, 0 def, dom -1
Gol Ryepe (46) – 19.730 pop, 50% tax, 22 UR, 27 inc, 7 res, 0 def, black candle 2

I keep bloodhunting in Dunheim (28) and Gol Phalas (26).

The Abysian dominion is back to 1 in Abysia despite preaching, I hope the temple I will build this turn in Nifel will help. But to get the dominion there up faster I will set my priest to preach there, too.

The report about 60 Pangean troops in Aran Plains (23) is not very reassuring. I hope that I will preach out the Abysian pretender before Pangaea is going to be a real problem.


The 2 provinces to the north/northeast of Gol Ryepe are tempting me due to their fairly light defenses. I could either increase my income or get another province which might give me an additional gem income. But I have to think about the potential threat of Pangaea, too, which would force me to ignore the 2 provinces and move my forces to Scytha (35).

I decide to keep playing this one agressively and take Glimmering Fields this turn and hope to be able to take Giant’s rest on the next one. If Pangeae declares war I should be able to invade from R’lyeh with enough firepower to make him return to his capital soon. If I have to I will send 4 of my star children with this force in order to add some more punch


I am giving the Clam to one of my star child researchers and lack the gems to forge a new one this turn.

I will recruit a starspawn mage and another Star Child.

To be continued...

CharonJr
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  #64  
Old February 18th, 2004, 08:23 PM
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Default Re: Noob\'s shot at an R\'lyeh AAR

I doubt that you have the dominion strength to preach out the Abyssian pretender in his home base, unless you use a temple, a prophet, and a pretender in an adjacent province. And even then you may not succeed.
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  #65  
Old February 18th, 2004, 08:37 PM

CharonJr CharonJr is offline
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Default Re: Noob\'s shot at an R\'lyeh AAR

Quote:
Originally posted by Arryn:
I doubt that you have the dominion strength to preach out the Abyssian pretender in his home base, unless you use a temple, a prophet, and a pretender in an adjacent province. And even then you may not succeed.
Hmm, like I said, I haven't tried it before, that's why I will continue trying in order to show people how hard this seems to be.

But I will try to surround Abysia with temples (I need some anyway) and while the "siege" of Abysia is binding some of my troops I am able to keep conquering some indi provinces - even if this is further slowing my expansion down.

But it sounds like preaching an pretender out is no real option in a competetive game.


When I finish this AAR I will ask the pros here to comment about the mistakes I made and am fairly certain that there is a LOT to improve my gameplay


Thx

CharonJr
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  #66  
Old February 18th, 2004, 08:47 PM

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Default Re: Noob\'s shot at an R\'lyeh AAR

The quickest way to preach out a Pretender is to build a Temple (or temples) in adjacent provinces and churn out Priests and send them in to the capital and preach. 4 or 5 of those and he should be dead.
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  #67  
Old February 18th, 2004, 09:00 PM
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Default Re: Noob\'s shot at an R\'lyeh AAR

Quote:
Originally posted by Zen:
The quickest way to preach out a Pretender is to build a Temple (or temples) in adjacent provinces and churn out Priests and send them in to the capital and preach. 4 or 5 of those and he should be dead.
Provided that there are no other provinces with that pretender's dominion, and that the enemy pretender doesn't have such a high dominion that it renders the efforts of the 4-5 priests futile.

But, as you say, if you've been able to surround the enemy capital with temples, by that time the enemy likely only has the one province and 4-5 temple-backed priests should make short work of the false god. In my AAR, I'm still puzzled as to how I was able to get positive dominion in the Pythium capital and still not kill that pretender. A very odd result, based on what I've seen in my other SP games, where I have preached out gods in the past.
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  #68  
Old February 18th, 2004, 09:58 PM

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Default Re: Noob\'s shot at an R\'lyeh AAR

Turn 21

Construction is up to 5 and I will bring it to level 6 this turn (enough for +1S cap IIRC). I will stop there since I lack the resources for Forge of the Ancients at the moment. The remaining points will be put into conjuration since I will need some more troops soon.

The battle in Glimmering Fields (61) was won without losing a single one of my soldiers again. My forces will continue to Giant’s rest (67).

Shadul Ummush offered to join my forces, he is a 5W, 10RP, 25 leadership leader who will be my new Clam forger for now, but his main job will be summoning later on.

Atlanasha summoned another Greater Otherness this turn bringing her summoning up to level 11.


Provinces: 12
Treasury: 622
Income: 976
Upkeep: 452
RP: 229
Fortification: 2
Temple: 2

Conjuration – 5 (researching)
Alteration – 2
Evocation – 0
Construction – 5 (researching, will reach 6 on the next turn)
Enchantment – 5
Thaumaturgy – 6
Blood Magic - 0

Fire gems: 5
Air: 10 (+1)
Water gems: 2 (+6)
Earth: 0
Astral gems: 21 (+4/+5)
Death: 26 (+4)
Nature: 35 (+3)
Blood: 29


Updated province information:

Devourer (6) – 40(s) -60(g) Trition Troopers and Triton Guards – Sea – Dom1 – 7k pop, 33 inc, 14 res – dom 2
Tiash (15) – 20(g)/30(s) – 40 (g) Militias and Heavy Infantries – Forest/Swamp – Dom4, 2.5k pop, 9 inc, 42 res – dom 5
Vepitre (14) – Pangaea – Plains - black candle 1
Kolermegor (5) – Pangaea – Forest – dom 1 - temple
Scytha (35) – 30-50 Light/Heavy Infantry and Crossbowmen – Mountains - general intel – black candle 1
Aran Plain (23) - Pangaea – 60 Satyrs and Satyr Hoplites – general intel – black candle 1
Bright Woods (17) – 20 Woodsmen - forest - general intel – dom 1
The Weald (25) – 30-40 Light/Heavy Infantry and Crossbowmen – forest/mountain- general intel – dom 0
Soth Beaver (38) – 50-60 Triton troopers/guards – Sea – general intel – black candle 1
Baptizer (43) – 50-70 Triton troopers/guards – Sea – general intel
Bolfagon (63) – Ulm – 10 Militias – general intel
Feldan (51) – 40 Barbarians – Forest – general intel
Faran (60) – 40 Militias, Heavy Infantry and Archers – Plains – general intel
Giant’s Rest (67) – 40 Light Infantry – Mountain/Wastes – general intel

Pangaea has build a temple in Vepitre (14).


My Provinces:

R’lyeh (10) – 29.740 pop, 100% tax, 0 UR, 284 inc, 72 res, 25 def, dom 5 – magic site (+3As/+2W)
Gol Phalas (26) – 12.730 pop, 100% tax, 0 UR, 66 inc, 9 res, 0 def, dom 2
Dunheim (28) – 11.480 pop, 90% tax, 3 UR, 48 inc, 4 res, 0 def, dom 2
Talito (36) – 7.790 pop, 100% tax, 0 UR, 28 inc, 13 res, 0 def, dom -1 - magic site (+2W, +1N)
Dershid (20) – 6.380 pop, 100% tax, 0 UR, 33 inc, 9 res, 0 def, dom 5 – magic site (+1W, +1As)
C’tis (27) – 32.790 pop, 100% tax, 0 UR, 210 inc, 108 res, 0 def, dom 1 – magic site (+2D/+2N/+1W, +20prod, +10gold)
Hoburgdorf (34) – 13.670 pop, 100% tax, 0 UR, 64 inc, 11 res, 0 def, dom 1
Abysia (40) – 26.370 pop, 100% tax, 0 UR, 108 inc, 40 res, 0 def, black candle 1 – magic site (+)
Nifel (57) – 1.670 pop, 100% tax, 0 UR, 4 inc, 36 res, 0 def, dom -2 – magic site (+1Ai, +1D/D imp, +1D/D imp, +20prod)
Chilad (52) – 2.600 pop, 80% tax, 8 UR, 7 inc, 22 res, 0 def, dom -1
Gol Ryepe (46) – 19.610 pop, 90% tax, 4 UR, 61 inc, 8 res, 0 def, dom -2
Glimmering Field (61) – 25.120 pop, 70% tax, 11 UR, 60 inc, 10 res, 0 def, dom -1


I keep bloodhunting in Dunheim (28) and Gol Phalas (26).

The first temple (Nifel) is up and I will move my priest to Talito to build another one.


My new mage is 2W, 4S and I will send him – with 4 Greater Otherness, 5 Illithid Soldiers and 1 Illithid - right towards Scytha (35) in order to prevent Pangaea from expanding there. For a later war it will surely help to have additional troops there, too.

My forces in Glimmering Fields will continue towards Giant’s Rest (67) and I will bring these forces down towards Pangaea after this battle, too.


I will recruit a starspawn mage, a Star Child and 3 Illithid Soldiers on this turn.

If I get lucky I will get another 4S mage this turn, but with 6 construction and 10 astral gems I will have another option to get my mages up to 4S.

I think I will attack Pangeae in 2-3 turns from now with 2-3 4S mages and about 30 troops, at least two-third of those being void summons or Illithids. The forces from the north should be able to put some preasure on Pangaea 2 turns after this. Normally I would like to wait till I would be able to strike with both my forces at once, but want to distrub Pangaea as soon as possible.

To be continued...

CharonJr
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  #69  
Old February 19th, 2004, 11:21 PM

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Default Re: Noob\'s shot at an R\'lyeh AAR

Turn 22

Construction reached level 6 and I will put all points into Conjuring now and will reach level 6 this turn.

The battle in Giant’s Rest vs. the indies was easy again, just 3 crossbowmen and about 30 light infantry. I didn’t lose a single man and even got 1 light infantry due to enslave mind.

Ulm attacked me in my newly aquired province of Giant’s Rest with about 20 Foul Servants and 1 Elephant. I managed to enslave the Elephant on the second turn and the other troops routed immediatly. Sadly (and I have no idea why) I was not able to keep the Elephant, despite him neither being killed nor seriously wounded – I still have remaining slots in my armies, too.

Due to low supplies my troops are starving in Giant’s Rest, but I will move all of them on this turn anyway.

4 bloodslaves were found in Gol Phalas and 200 additional taxes were levied.


Provinces: 13
Treasury: 781
Income: 977
Upkeep: 489
RP: 241
Fortification: 2
Temple: 3

Conjuration – 5 (researching)
Alteration – 2
Evocation – 0
Construction – 6
Enchantment – 5
Thaumaturgy – 6
Blood Magic - 0

Fire gems: 5
Air: 11 (+1)
Water gems: 8 (+6)
Earth: 0
Astral gems: 6 (+4/+6)
Death: 30 (+4)
Nature: 38 (+3)
Blood: 29


Updated province information:

Devourer (6) – 40(s) -60(g) Trition Troopers and Triton Guards – Sea – Dom1 – 7k pop, 33 inc, 14 res – dom 2
Tiash (15) – 20(g)/30(s) – 40 (g) Militias and Heavy Infantries – Forest/Swamp – Dom4, 2.5k pop, 9 inc, 42 res – dom 5
Vepitre (14) – Pangaea – Plains - black candle 1
Kolermegor (5) – Pangaea – Forest – dom 1 - temple
Scytha (35) – 30-50 Light/Heavy Infantry and Crossbowmen – Mountains - general intel – black candle 1
Aran Plain (23) - Pangaea – 50-60 Satyrs and Satyr Hoplites – general intel – black candle 1
Bright Woods (17) – 20 Woodsmen - forest - general intel – dom 1
The Weald (25) – 30-40 Light/Heavy Infantry and Crossbowmen – forest/mountain- general intel – dom 0
Soth Beaver (38) – 50-60 Triton troopers/guards – Sea – general intel – black candle 1
Baptizer (43) – 50-70 Triton troopers/guards – Sea – general intel
Bolfagon (63) – Ulm – 10 Militias – general intel
Feldan (51) – 40 Barbarians – Forest – general intel
Faran (60) – 40 Militias, Heavy Infantry and Archers – Plains – general intel

My northern provinces are surrounded by Ulm and Jotun to the north and northeast, the west is held by indies.

To the east of my capital Vepitre (14) and its temple have no Pangaean troops, tempting me to attack right now, but I will need to build up/move my troops for at least another turn in order to be able to reach the Pangaean capital with sufficient forces on the turn after my initial attack. This should prevent Pangaea from sending harresment troops into my undefended rear areas.


My Provinces:

R’lyeh (10) – 29.740 pop, 100% tax, 0 UR, 284 inc, 72 res, 25 def, dom 6 – magic site (+3As/+2W)
Gol Phalas (26) – 12.740 pop, 80% tax, 7 UR, 41 inc, 8 res, 0 def, dom 1
Dunheim (28) – 11.470 pop, 80% tax, 8 UR, 39 inc, 4 res, 0 def, dom 2
Talito (36) – 7.740 pop, 100% tax, 1 UR, 27 inc, 12 res, 0 def, dom -1 - magic site (+2W, +1N)
Dershid (20) – 6.380 pop, 100% tax, 0 UR, 35 inc, 9 res, 0 def, dom 5 – magic site (+1W, +1As)
C’tis (27) – 32.790 pop, 100% tax, 0 UR, 210 inc, 99 res, 0 def, dom 1 – magic site (+2D/+2N/+1W, +20prod, +10gold)
Hoburgdorf (34) – 13.670 pop, 100% tax, 0 UR, 68 inc, 9 res, 0 def, dom 1
Abysia (40) – 26.210 pop, 100% tax, 0 UR, 108 inc, 40 res, 0 def, dom -1 – magic site (+)
Nifel (57) – 1.660 pop, 100% tax, 1 UR, 3 inc, 35 res, 0 def, dom -2 – magic site (+1Ai, +1D/D imp, +1D/D imp, +20prod)
Chilad (52) – 2.610 pop, 90% tax, 5 UR, 8 inc, 22 res, 0 def, dom 0
Gol Ryepe (46) – 19.490 pop, 100% tax, 2 UR, 74 inc, 8 res, 0 def, dom -2
Glimmering Field (61) – 24.970 pop, 100% tax, 0 UR, 108 inc, 12 res, 0 def, dom 0
Giant’s Rest (67) – 1.620 pop, 60% tax, 19 UR, 0 inc, 23 res, 0 def, dom 0

I keep bloodhunting in Dunheim (28) and Gol Phalas (26).

I am building another temple in Talito (36).


I got a 1W, 4S and 1D mage this turn and I will send him – with 3 Illithid Soldiers and 7 Lobo Guards – to Gol Phalas (26) right next to Vepitre (14).

My mage Qithas and his summons will move from Giant’s Rest (67) to Abysia (40) while my commander with his slower Illithid troops will only be able to move to Gol Ryepe (46).

My other army (1 4S mage, 4 Greater Otherness and some Illithids/Soldiers) will continue their move to Scytha (35) and unless Pangaea is attacking on the same turn should have no problems in conquering it. Even if Pangaea attacks me I am fairly certain that my forces are strong enough to stop the roughly 50 Satyrs and Satyr Hoplites.

I have 3 4S mages now and this might help me to get some more troops in addition to slow the enemy down by creating new enemies in their midst.


The Clam will be given to another star child, sadly I lack the W-gems to forge another one this turn, but due to this I have enough RPs to reach conjuring6.

I will cast acashic record on Giant’s Rest – the alternative would have been Chilad (52), but since it borders both Ulm and Jotunheim I prefer Giant’s Rest since it only borders on Ulm.

I will recruit a starspawn mage and a Star Child this turn in addition to 4 Illithids (I start to need their better strategic movement) and 3 Lobo Guards.


To be continued...

CharonJr
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  #70  
Old February 20th, 2004, 07:51 PM

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Default Re: Noob\'s shot at an R\'lyeh AAR

Turn 23

Conjuring reached level 6.

Atlanasha was able to summon a Vastness this turn (yeah!), now I will have to turn it into a SC. In order to cast Gift of Reason I will need a 4N mage and 20 nature gems.

Scytha (35) was taken without real opposition (15 heavy infantry and 15 militias) and without losing a single trooper again.

2 magic sites were found in Giant’s Rest (67), 1 Cave of Clouds (+1A) and 1 Well of Pestillence (+1D, increases death).

4 bloodslaves were found in Dunheim and 9 astral gems were found in Gol Phalas.


Provinces: 14
Treasury: 477
Income: 1005
Upkeep: 529
RP: 258
Fortification: 2
Temple: 4

Conjuration – 6 (researching)
Alteration – 2
Evocation – 0
Construction – 6
Enchantment – 5
Thaumaturgy – 6
Blood Magic - 0

Fire gems: 5
Air: 13 (+2)
Water gems: 14 (+6)
Earth: 0
Astral gems: 26 (+4/+7)
Death: 35 (+5)
Nature: 11 (+3)
Blood: 29


Updated province information:

Devourer (6) – 40(s) -60(g) Trition Troopers and Triton Guards – Sea – Dom1 – 7k pop, 33 inc, 14 res – dom 2
Tiash (15) – 20(g)/30(s) – 40 (g) Militias and Heavy Infantries – Forest/Swamp – Dom4, 2.5k pop, 9 inc, 42 res – dom 5
Vepitre (14) – Pangaea – Plains - black candle 1
Kolermegor (5) – Pangaea – Forest – dom 1 - temple
Aran Plain (23) - Pangaea – 50-60 Satyrs and Satyr Hoplites – general intel – black candle 1
Bright Woods (17) – 20 Woodsmen - forest - general intel – dom 1
The Weald (25) – 30-40 Light/Heavy Infantry and Crossbowmen – forest/mountain- general intel – dom 0
Soth Beaver (38) – 50-60 Triton troopers/guards – Sea – general intel – black candle 1
Baptizer (43) – 50-70 Triton troopers/guards – Sea – general intel
Bolfagon (63) – Ulm – 10 Militias – general intel
Feldan (51) – 40 Barbarians – Forest – general intel
Faran (60) – 40 Militias, Heavy Infantry and Archers – Plains – general intel
Cacian Forest (45) – 40 Light Infantry, Crossbowmen and Heavy Infantry – Forest – general intel
Agenor (37) – Jotunheim – Plains - general intel
Old Aran (29) – 30 Militias, Light Infantry and Heavy Infantry – Plains – general intel
Yellow Mountains (72) – 20 Heavy Infantry, Light Infantry and Crossbowmen – Mountains – general intel
Pania (56) – 40 Militia, Archer and Heavy Infantry – Forest/Mountains – general intel
Witches Copse (73) – 40 Militia, Archer and Heavy Infantry – Forest – general intel
The Two Woods (78) – Ulm – Forest – general intel
Monherboa (75) – Ulm – Forest – general intel


My Provinces:

R’lyeh (10) – 29.740 pop, 100% tax, 0 UR, 284 inc, 72 res, 25 def, dom 6 – magic site (+3As/+2W) - Temple
Gol Phalas (26) – 12.740 pop, 80% tax, 7 UR, 45 inc, 8 res, 0 def, dom 1
Dunheim (28) – 11.460 pop, 70% tax, 12 UR, 34 inc, 4 res, 0 def, dom 2
Talito (36) – 7.690 pop, 100% tax, 1 UR, 27 inc, 12 res, 0 def, dom -1 - magic site (+2W, +1N) - Temple
Dershid (20) – 6.380 pop, 100% tax, 0 UR, 35 inc, 9 res, 0 def, dom 5 – magic site (+1W, +1As)
C’tis (27) – 32.790 pop, 100% tax, 0 UR, 211 inc, 99 res, 0 def, dom 1 – magic site (+2D/+2N/+1W, +20prod, +10gold)
Hoburgdorf (34) – 13.670 pop, 100% tax, 0 UR, 66 inc, 9 res, 0 def, dom 2
Abysia (40) – 26.050 pop, 100% tax, 2 UR, 99 inc, 39 res, 0 def, dom -3 – magic site (+)
Nifel (57) – 1.650 pop, 100% tax, 0 UR, 4 inc, 36 res, 0 def, dom -2 – magic site (+1Ai, +1D/D imp, +1D/D imp, +20prod) - Temple
Chilad (52) – 2.620 pop, 80% tax, 7 UR, 7 inc, 22 res, 0 def, dom 0
Gol Ryepe (46) – 19.370 pop, 100% tax, 1 UR, 75 inc, 8 res, 0 def, dom -2
Glimmering Field (61) – 24.820 pop, 100% tax, 0 UR, 108 inc, 12 res, 0 def, dom 0
Giant’s Rest (67) – 1.610 pop, 90% tax, 5 UR, 3 inc, 26 res, 0 def, dom 0
Scytha (35) -4.970 pop, 60% tax, 19 UR, 7 inc, 20 res, 0 def, dom -1

Grr, the Abysian dom in Abysia is up to 3 again, well I will build more temples anyway

I keep bloodhunting in Dunheim (28) and Gol Phalas (26).


I got a 1F, 1W, 4S mage this turn and I will keep him in R’lyeh for now in order to give him more troops on the next turn (research).

My mage Qithas and his summons will move from Abysia (40) to Gol Phalas (26) while my commander with his slower Illithid troops will move to Abysia this turn (helping a bit in bringing down the defenses can’t hurt, too ).

My other army in Scytha will move to Gol Phalas, too.


I will start to save up my water gems in order to cast Sea King’s Court (needs 45 water gems) soon.


Due to the Vastness I want to Gift of Reason it as soon as possible (turning it into a leader).

I will empower one of my mages with 1N (my only one actually) in nature magic. Empowering my pretender is no real choice since he is lacking hand slots which will be needed to get up to the required 4N faster and by using less gems due to items.

I will need a Thistle Mace (Conj4, 2N - +1N) and a Moonvine Bracelet (Const6, 3NS - +1N).

In addition I might build a starshine cap (+1S) in order to give another caster level 5 in astral since this will enable me to forge a Ring of Wizardry (+1 all magic paths). A Ring of Sorcery (+1S/D/N/B) would be another possibility and since it needs 40 less astral gems which I need for casting acashic record I should rather forge this in order to cast Gift of Health later on. A Treelords Staff (Conj6, 4N - +2N) would be another possibility.

In the end it will depend on the number of gems I have at my disposal and since I need nature gems for casting GoH using astral gems for getting the needed nature skills seems to be the faster/more efficient way at the moment.

Since this would mean neglecting my magic site searching I will have to see how the game will progress before I make any decision. For now the steps I want to take are empowering, forging a Thistle Mace and then to forge a Moonvine Bracelet as fast as possible.

It seems like I will have to alchemise some gems here, too.

Then I will have to see what kind of items can be used by a GoR Vastness and build some items in order to turn it into a “real” SC.

The Pangaean capital should give a nice boost to my nature gem income and I will start my attack on the next turn. Depending on the number of troops in the provinces I would like to strike the 3 provinces at once and move on to the capital on the following turn.


I will recruit a starspawn mage and a Star Child this turn in addition to 2 Illithids and 2 Lobo Guards.


With the 258 RPs I will bring evocation up to level 4 in order to add some additional punch to my mages vs. Pangaea – this way I can make some good use of my mages with less than 4S, too.


To be continued...

CharonJr
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