This is an AAR I am writing for another forum, but I figure there could be interest here as well and I might as well get as much out of my effort as possible.
I will try and keep to many inside jokes and nonsensical things out of this one, but it will mostly just be a straight copy/paste so I apologize in advance.
I am currently just starting my very first Dominions 4 MP game, and I am hoping to track my progress, thoughts, ideas and painful failures here in this AAR. The game is hosted/organized on the Paradox OT forum; there is a good sized and experienced Dominions community over there. As I have never played MP, and have barely scratched the surface in single player, the other players in this game are much, much more experienced than me, I am sure that I am the most inexperienced player by quite a bit. I am just hoping to get some noob-pity and to last long enough to learn something here.
This is a 15 player game on the Hexinfinita Less Seas Map; it has 226 land provinces and 44 sea provinces. The winner will be the first to control 5 Capital Provinces; though if your Dominion is ever the only one on the map you automatically win. There are 3 different ages that a game can take place in and we are playing in the Late Age.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F1_Ages_zpsdb256cd7.png&hash=6327b0a7dd0af60f8b070a15ee599454ec04c20d) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/1_Ages_zpsdb256cd7.png.html)
Dominions 4 is a turn-based strategy game based in a fantasy world. I don't know details about the Lore, but the Old God has died and 15 Pretender Gods have risen up and are vying to become the new God. There are ~75 nations to play (~25 for each Age) each with its own unique units and abilities. The spell book has over 850 individual spells and there are over 350 different magical items than can be forged/found.
I will be playing as Caelum; it is a race of mountain dwelling Bird Men. They are lightly armored, but have very good mobility due to their ability to fly and have very skilled archers. They are very skilled in Air Magic, can use Death and Earth Magic, and some ability in Water Magic.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F2_Caelum_zpsfed6546d.png&hash=d6e6875c4c0c3a0c112989e61021bb2f56ef096c) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/2_Caelum_zpsfed6546d.png.html)
I still don't have a coherent strategy for the game, but it is pretty hard to envision a mid to late game plan against other humans when you have barely got out of the early game against predictable AI opponents. Based on the inherent abilities of Caelum I know I need to find a way to make my superior mobility work for me; I won't win even up toe-to-toe fights. I need to find a way to fight on my terms when and where I want to. I also have the ability to summon some decent meatshields (well they are mostly undead so I don't know how much meat they have) for my very good Archers and Mages so I will need to focus on this as well.
Pretender Creation
The first step in the game is to create your Pretender God. The problem is, in order to create an effective Pretender you have to have an idea of what your game wide strategy will be. It is pretty tough to know what your mid to end game strategy will be before the games starts, especially when you don't even know what the mid to late game consists of.
Your Pretender can have many different roles, depending on your strategy and what your nation needs. Your Pretender can be an immobile Statue that spreads Dominion, researches magical technologies and casts Ritual spells, or it can be a God of War on the frontlines with your troops laying waste to the Heretical enemy; or somewhere in between.
This is the Pretender Creation Screen
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F3_Pretender_Creation_zps75ae1e6b.png&hash=47c0df45735703ba89ed1f19e8e7472b6168b912) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/3_Pretender_Creation_zps75ae1e6b.png.html)
You get 350 points to create your Pretender. You select your Physical Form (Chassis); your Magic ability in the 8 Magic Paths (Fire, Air, Water Earth, Astral, Death, Nature, Blood)(and their corresponding Blessings)); your maximum Dominion (which is your religious power); and your Dominion Scales which affect the provinces are under the influence of your Dominion; and lastly when your Pretender will appear in the game.
Once you have an idea of your general strategy and what your Pretender build will look like your Chassis selection
should be a pretty easy choice. You have choices from inanimate and immobile statues and fountains to Dragons to humanoid Wizards to frail old Crones. Each Chassis has its own innate magic ability; maximum Dominion; size, strength and combat power; and other special abilities.
These are the Chassis available for Late Age Caelum:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F4_Chassis_zps7648e4e1.png&hash=5019435a58d789be81eb760c9bd1512ae430cf34) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/4_Chassis_zps7648e4e1.png.html)
After studying my unit rooster I have decided that my Pretender will be combat focused (or an SC – Super Combatant). My units are just too squishy, and even though I have some good mages they are physically weak and have little protection.
I didn't want to spread my research focus too wide so I wanted my Pretender to focus on Air (defense and electrical/lightning damage) Magic for combat spells, though the way the Magic Research works I might have been able to go with points in Fire. Each Nation has nation specific Summoning Rituals and Caelum's need high level Spectral Magic (level 5 of 9); I don't have any recruitable mages with Astral Magic so my Pretender is my only choice to get those spells. I don't know if my National Summons are worth the cost but I figure I might as well give it a shot; or at least give myself the opportunity to give it a shot.
Based on my rough plan this Chassis was the best choice. The HP are on the lower end of the SC chassis, but Air Magic and forged equipment will make up for that. This chassis can Fly and has shock resistance which are both important for a Caelum Pretender.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F5_mychassis_zpsc4e5bd53.png&hash=8175ba3069bf4f99580ac94dbf9dba88026a7f92) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/5_mychassis_zpsc4e5bd53.png.html)
Access to higher level spells is not the only reason to put Pretender points into specific magic paths. Every Nation has Sacred Units, and those Units can be Blessed in battle with a spell cast by a Priest. Every Sacred unit get +1 morale when Blessed, but points into Magic paths on the Pretender can add additional bonuses to the Blessing. 4 points into a path gives a minor Blessing, and 9 points gives a major blessing.
My Sacred units aren't good enough to go out of my way to find a Blessing for them, but it can guide what I do. A minor Blessing in Air gives all Blessed Sacred troops +2 Precision which makes spell casting much more accurate. A minor Earth Blessing gives +2 Reinvigoration which reduces fatigue and lets the Sacred units fight longer and cast more spells in each battle. The Astral Blessing of +2 Magic Resistance is not something I would have gone out of my way to get, but I will take it as an incidental to what else I wanted.
The next part is your Maximum Dominion. As a general rule you want/need at least 7 Dominion on your Pretender in an MP game, higher is better. Your max Dominion is a measure of how far and fast your Dominion can spread, and a defense against other Dominions spreading into your territories. Each additional step costs
The Dominion Scales affect all provinces that are under the influence of your Dominion, and are basically sliders, with a range of +3/-3 (each positive move costs 40 points, each negative moves gives 40 points back)
Order/Turmoil: High Order gives you Income boost, Unrest reduction and reduced random events.
Productivity/Sloth: High Productivity gives you increased Income and Resources.
Heat/Cold: Outside of a national preference either way on this reduces Income, Resources and Supplies. Caelem prefers Cold 1.
Growth/Death: Positive Growth gives you increased Income, Supply and Population growth (which turns into extra tax Income).
Luck/Misfortune: Either way increases the number of random events but the direction determines how good or bad those events are.
Magic/Drain: This affects your Magical research rate.
Each Scale setting has an effect on the random events you will get during the game; positive Luck and Magic are supposed to give you increased chances of getting random magic items.
Lastly you can decide when your Pretender will appear in the game; obviously the longer you wait the more points you get to spend on creation. Your Pretender can be Awake and appear right at game start (no points); Dormant and appear after about 12 months (+150 points); or Imprisoned and will be released in about 3 years (+250 points). I get the feeling Dormant is the sweet spot unless you have a special plan that lets you wait, or need the extra points.
This is my Pretender for this game:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F6_Nininsina_zpsd47882ae.png&hash=fd3304ba30b37b1cee502a358e7bf0b4ccc12a83) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/6_Nininsina_zpsd47882ae.png.html)
I got the minor Air, Earth and Astral blessing (+2 precision, +2 Invigoration, +2 Magic Resistance), the Earth Blessing is the only one I went out of my way for, the others were just incidental.
I have Maximum Dominion of 8.
I went with Order 3 for the extra Income
I went with Cold 2. I lost some income and supplies, but not much and I wanted the extra points.
I went with Luck 2 for the extra random events. I would have gone with Luck 3 if I could have afforded it. I considered going Cold 3 to get there but decided not too.
This is getting a little long but I might as well explain stiff while I wait. The first few turns take a few seconds each and there is up to a 24 hour wait in between. Yay PBEM!!
The game has started, here is my starting area:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FMap_start_turn1_zps7778ed6c.png&hash=0ed7b657c4ae85003929245eca9e5ef376cbd016) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/Map_start_turn1_zps7778ed6c.png.html)
The first thing I noticed was the mountain range to my north, with the orange crayon like line across the top. Land based nations will not be able to cross those mountains to reach me but my flying units can cross the mountains. It will be hard to take those provinces, because even though my units can cross the mountains I won't be able to trace supply over them; it could make for some interesting possibilities though depending on who ends up hold those provinces. I will have to see if any other nations have flying units, but I seem to have at least a partially secure flank.
The province directly to my east, green with the white lines, is a farmland province which gives increased Income but reduced Resources which suits me OK.
I ended up closer to the water than I wanted to. It will be hard enough to figure out where the threats are and how to deal with them without having to deal with aquatic/amphibious armies popping up out of the water.
Overall my starting position seems decent though it really depends on where the other human players end up.
You can't see any enemy units in any of the adjacent provinces, but they are there. You can always see units in provinces adjacent to ones you own but for some reason they don't appear until Turn 2.
Now about the rest of the screen. The top left box should mostly be self explanatory, the province name and (province id) at the top. The only other thing that may not be obvious is the Defense 25+/-; this is the provincial defense value. You can spend gold to increase your defense which will help reduce unrest and at higher levels gives automatic patrolling which can help find enemy scouts/spies. Provincial defense will fight enemy troops but I don't think depending on it for that is a very good idea. If the Provincial Defense that is there for another reason happens to fight off an enemy that is more a bonus than an intended plan.
On the bottom line the white candle shows that the Dominion of my Pretender God is influencing this province, and the province to my south west. You can also see the Dominion Scales kicking in here. Dominion is completely separate from military control of a province. Dominion is spread passively by your Pretender God, his/her Prophet and Temples. This spread can push other weaker Dominions out of provinces. Priests can also Preach in owned Provinces but this will only slightly increase the Dominion in that province there is no spread to other provinces from Preaching. There can only be one Dominion in each province; white candles are your Dominion and black candles are an enemy Dominion.
I set my Pretender's max Dominion to 8 when I created him, so I can have up to 8 white candles in my provinces, so the one candle is pretty weak but it will ramp up pretty quick at least here at home. I am getting the full effect of my Scales here in my home province, but those effects have to ramp up as well, you don't get the full benefit right as you move your Dominion into a province.
The top right box shows the name of my Pretender God and the green branch icon on the right is showing the season, early Spring. The bottom row shows my inventory of Magical Gems, these are used to cast powerful spells and to forge Magical Equipment. I start with a small income in Air, Water, Earth and Death Gems.
The left side of the screen shows the units present in the province. Parshanta is a Storm General and my only starting military leader.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FStormGeneral_zpsbfe4aedd.png&hash=873a75d460b4ebc4108bbd84d44f5b727c042bfc) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/StormGeneral_zpsbfe4aedd.png.html)
Storm Generals have decent armor, especially in Cold provinces which give a bonus to the Ice Armor, but don't have enough HP to trust too much in melee combat. The icons below his stats show that he is Resistant to Shock, Resistant to Cold, can Fly, and is getting the Armor bonus for being in a Cold province.
The next unit, Zephyron, is a Scout. He can move with Stealth and sneak around the map. Scouts can see what is in the province they are in, but not adjacent provinces. You also get better and more accurate information about the units in a province if you have a Scout there.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F37_scout_zpsa1938d40.png&hash=67763717db98fc128acb259666342ded33ea886c) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/37_scout_zpsa1938d40.png.html)
His icons are similar to the Storm General other than the brown robe which means that he is Stealthy.
The right side shows the Buildings and Special Sites in the province. The Lab doesn't have a pop up with information, but you need a Lab to recruit Mages and to perform Magical Research.
The Citadel is the Fort in the province. One of the biggest keys to having a Fort in a province is that it pulls a portion of the Resources from all surrounding provinces, giving you a much bigger resource pool to build units with.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F31_citadel_zpsb15c4c0c.png&hash=71cb950f0f07330bdf09a6e47b294dc0f0ce34f9) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/31_citadel_zpsb15c4c0c.png.html)
Temple:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F32_temple_zpsf46cf287.png&hash=1cffcc0c157bec28a82e6a9c914ae6fc5b08a7ba) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/32_temple_zpsf46cf287.png.html)
The last 2 are Magical Sites that produce my Gems. Each Nation has specific starting Magical Sites so these will always be in the Home province for Late Age Caelum.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F33_homesite_1_zps984b95c5.png&hash=6417da06b23ebfb9e38c84c5893310baffaab0da) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/33_homesite_1_zps984b95c5.png.html)
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F34_homesite_2_zpsafef5140.png&hash=dc7495062004b01035de9d94b17af0bd8351d920) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/34_homesite_2_zpsafef5140.png.html)
Turn 1
I think the standard starting move is to make your initial leader a Prophet of your Pretender God. I will do so with Parshanta. Making a unit a Prophet makes them a Level 3 Priest (unless they already are, then they get bonus levels) and turns the unit into a Sacred Unit. As I said during Pretender creation Sacred Units can be Blessed in battle, and Priest can the Blessing spell so Parshanta will be able to Bless himself.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F12_Prophet_zpsa1c683d8.png&hash=50a5a8f7b837b2107cc449e727341e298ee5866e) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/12_Prophet_zpsa1c683d8.png.html)
I really want the Farmland province to my east so I will move my Scout over there to see what sort of enemies are defending it. Hopefully it will be something I can deal with quickly.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F13_T1_Done_zpsf3dc45a4.png&hash=13fc211f7cd0a4d794a6f164aa0fef6297c4a088) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/13_T1_Done_zpsf3dc45a4.png.html)
Now it is time to Recruit new units.
Here are the units available in my Capital province:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F7_RecruitScreen_zpsb76dde1d.png&hash=f71ae6d9f5221eb157730afa145377ace86c70a3) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/7_RecruitScreen_zpsb76dde1d.png.html)
Every unit costs gold and resources to recruit. Your hold treasury is global, you can use it to recruit units in any and all provinces and in general the stronger a unit is the more it costs in gold.
The resource pool is specific for each province though, outside of a Fort's ability to pull resources from other provinces. However it replenishes every turn. Again in general heavily armored units cost more in resources. This is why I am more concerned with gold than resources with this particular nation.
You can only recruit one Commander per turn per province, and that is where your Mages and other powerful units are, so you really have to manage that carefully.
Left to Right I have:
Caelian Scout
Storm General
Raven Lord: another Stealthy unit. Not as Stealthy as the Scout but better in combat.
Harab Seraph: a Mage with low level Air and Death magic (A1D1) along with a third point randomly assigned in Air, Water, Earth or Death magic.
Iron Crafter: a weak Earth Mage (E1) but he has the Forge Bonus which makes it cheaper to forge magical Equipment. His limited magic ability is making it hard for me to find a use for him, even though I feel like I need to.
Caretaker: Earth and Death magic (E1D1) and my cheapest and easiest to recruit Preist
Caelian Seraph: Similar to the Harab Seraph but no random Magic Path. Decent Air and weak Water Magic (A2W1)
Harab Seraph: My strongest but most expensive Mage. The Harab Seraphs are Slow to Recruit, which means it takes two turns to recruit.
The Caelian Seraph and the Harab Elder can only be recruited in this, my Home province so I will be focusing on them almost exclusively until I get another Fort and Lab built.
This turn I am going to recruit a Caelian Seraph. He cost 125 gold and 2 Resources.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F8_CaelianSeraph_zpsfb7e56bc.png&hash=ced33bba11ee969adc1875d3f9d2d2fa32a14a5a) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/8_CaelianSeraph_zpsfb7e56bc.png.html)
You can see his Magic Path levels (A2W1), the number of Reseach Points he contributes each turn he is Researching and some other now familiar icons (Cold Resistant, Fly, etc)
The Units in the lower section are your main fighting forces, but they cannot move on their own, they have to be in a squad led by a Commander. I will go into detail on them as I recruit them. All of the units can Fly, except the last 2 the Mammoth and the Earthbound. I know that I have to use Mammoths in this game because Mammoths are awesome, so I need to way to make them viable, and I am pretty sure that if it works it is going to involve shuttling Mammoths around the world on Flying Carpets. :D
For know I will recruit 1 new Spire Horn Archer:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F9_SpireHornArcher_zps47d2c1df.png&hash=3f84efa0bc600abb8b0f7020fd5d1f3de31212cd) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/9_SpireHornArcher_zps47d2c1df.png.html)
Precison is the most important attribute for Archers, and every point over 10 counts double so my standard 12 Precision Archers are very good.
And I will also recruit 6 Raptorian Warriors. The Raptor units (orange wings) are not Cold and Shock Resistant like the Caelian units, but they will be the core of my early army. Thankfully they are relatively cheap because they will die a lot, even to the Independent mobs in early game expansion.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F10_RaptorianWarrior_zps49f7dcc4.png&hash=e9f187db4c66a8e95bc43f872863695dcf4aaf7e) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/10_RaptorianWarrior_zps49f7dcc4.png.html)
Here is the final Recruiting Tally for Turn 1.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F11_Recruiting_zpsb3cd5c15.png&hash=d6b14b07392bfdcfe49b1c31457b3f24915ed46b) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/11_Recruiting_zpsb3cd5c15.png.html)
Not too bad, I spent half of my starting gold and used all of the Resources available this turn, which is good since they are lost if not used.
Now that all of my Units have acted and I have Recruited new units in all of my provinces (1), it is time to end my turn and wait for everyone else.
Turn 2
The first thing we see is the start of turn messages:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F35_messages_zpsac2da9a0.png&hash=36c73b76b0a813dd8d14be60a504b44ef62b137b) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/35_messages_zpsac2da9a0.png.html)
It appears as I was right, creating a Prophet is the standard first move. 12 of the 15 nations did so.
Start of Turn 2
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FMap_start_turn2_zps6e6858b6.png&hash=1d4e206bc5374a8d32d3ea0d86b8df6efc114667) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/Map_start_turn2_zps6e6858b6.png.html)
We can now see the Independent forces in the border provinces, though we don't get completely accurate information. We get an idea of the number and types of units in other provinces. The farmland province I wanted, Zoglia, has 40 units that consist of mostly Heavy Infantry so I will wait on that one while I build up my army. The province directly west, while not all that exciting looks like something I can take this turn; there are about 20 units of Militia and their Commander.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F19_attackhere_zps4f4449de.png&hash=2bcf8829c3f4efc56d893af2a0b487e126188556) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/19_attackhere_zps4f4449de.png.html)
Here is the Army Management Screen for my Home province:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F16_turn1recruits_zpsabd3ab93.png&hash=f57b0f7d65dcb491c4dda1b52f0e6991bf637432) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/16_turn1recruits_zpsabd3ab93.png.html)
Parshanta started off with 15 Spire Horn Archers and 10 Raptorian Warriors; you can see the 1 Archer and 6 Warriors I recruited last turn along the top in the Garrison. You can also see Nabunaiti, the Caelian Seraph in the list of Leaders.
Every leader has a number of units that can lead (80 for Parshanta) which is a hard limit based on their Leadership skill; that skill can increase as the Leader gains Experience. The number of squads (3 for Parshanta) is a soft limit; every unit under the Leader will lose moral if a Leader has more squads then allowed, but it is possible.
A couple of clicks adds the new units to their proper squads, and then it is time to get the Army's orders ready for the fight against the Militia in Zoglia. Each Leader and each squad can be assigned their own orders to carry out during the battle, these orders will need to be fine tuned for each battle.
First the Archers.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F17_combatordersacher_zpse8f2c871.png&hash=2e8cc31132edd1625235198d1cfe1105e86cc468) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/17_combatordersacher_zpse8f2c871.png.html)
The Archers will be set to Fire and Keep Distance, which pretty much explains what they will do. Then we select the general target:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F18combattarget_zpsaa4ec2cc.png&hash=e148f9289e35ad6261f7b9cbf5d31ae797454785) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/18combattarget_zpsaa4ec2cc.png.html)
I am not expecting to meet any enemy archers, cavalry or monsters so the Archers will just target whatever is closest.
The process is the same for the Raptor Warriors, though they get a target choice that the Archers did not get:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F20_attackrearmost_zps0bf9d2aa.png&hash=008938a489ca79142076bf39e85812a14e8d941c) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/20_attackrearmost_zps0bf9d2aa.png.html)
I am only expecting Militia and their Commander(s) in this enemy province, and all units will break and route if their Commander dies or routes, so I am going to use my mobility to have my Warriors attack the enemy Commander in the rear and hope to finish the fight without having to engage with the Militia at all.
Commanders are scripted a bit differently, you can give them basic standing orders (cast spells, attack, stay behind) but you can also individually script the first 5 actions the Leader will take during the battle.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F21_commanderorders_zps85a8334e.png&hash=c370b59490dd123f35e61edcc04c8553eac1e085) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/21_commanderorders_zps85a8334e.png.html)
Storm Generals do not normally have any Magic ability, but Parshanta is the Prophet and has the ability to cast Holy/Divine Spells.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F24_holyspells_zpsc40b96b7.png&hash=2581c85558025a22afbf9a8c738c4a1cf8c079e5) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/24_holyspells_zpsc40b96b7.png.html)
First the Prophet will cast Sermon of Courage increasing everyone's morale.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F22_sermon_zps31fdf642.png&hash=6f7128a7698b6f4ff23932543a77ad3baabb52b9) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/22_sermon_zps31fdf642.png.html)
Next he will cast Blessing, he is the only Sacred unit on the field but he will get the Morale, Precision, Invigoration, and Magic Resistance bonuses for a Blessed Sacred.
His next 3 actions will be to cast Smite upon the enemy.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F23_smite_zps9d44896c.png&hash=22a8fb89602b9a426203dd12d2b9ca7b0e72ef8b) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/23_smite_zps9d44896c.png.html)
Here is Parshanta's script for the upcoming battle
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FProphetScript_zps0aca5645.png&hash=86b461442b4f9c412af88d4679b59b7311b53820) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/ProphetScript_zps0aca5645.png.html)
The squads also need to be properly positioned on the battlefield, at the start everyone is just piled up in the center of the field.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F26_postionsstart_zps7ef91a4d.png&hash=3481cb767b21bf78a176f9c885637324631878ea) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/26_postionsstart_zps7ef91a4d.png.html)
I will move the Raptors to the front line, and leave the Archers in the back center. Parshanta will move up between the two squads.
The size of the square representing the squads will grow as the squad grows in power.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F265_position_end_zps7d6b749c.png&hash=601d9ba39e0dabd6b81467d81f2fb05dc94decce) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/265_position_end_zps7d6b749c.png.html)
You can also see the Seraph (small blue square) in the center with the Archers since he is in this province but he will not be involved in this battle.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F28_attack_zpsbb922bb8.png&hash=0946c58e848fccbb5fe98f4aad19bbf113f1a295) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/28_attack_zpsbb922bb8.png.html)
With the level of Research I have, the only spells the Seraph can cast are an Air Shield to protect him from incoming missile fire, or a freezing attack that has to happen in melee range. With no armor at all the Seraph will never willingly get into melee range so he brings no utility to this battle, he will stay home and hit the books in the Lab.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F27_research_zps9b28f485.png&hash=882ee63153010c52f1f3fa7d6e5965c71f259b6c) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/27_research_zps9b28f485.png.html)
All Magic Spells require a minimum ability from the caster, but also a certain level of research in the corresponding School.
Evocation is the School where most of the damage dealing spells are so I will be pushing to Evocation 2 as quickly as possible so I can start dealing out some sweet, sweet lightning damage to my enemies.
Now to recruiting. I will recruit a Harab Elder this turn (and next).
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F14_HarabElder_zpscd547263.png&hash=8d18b5a623421d5410dab7f57b0be1ac71597c99) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/14_HarabElder_zpscd547263.png.html)
He costs 305 gold (more than double the Seraph), and takes 2 turns to recruit. The gold all comes out this turn, while the Resource cost is split between the two turns. We get A2E1D2 magic as a base, but he also gets some random magic.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F15_ElderRandomMagic_zpse55d87c4.png&hash=a4672ec60ec675ec7776ce728eb4cfa4a92c0868) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/15_ElderRandomMagic_zpse55d87c4.png.html)
So he is guaranteed another level in either Air, Water, Earth, or Death and has a 10% chance to get another level in one of the same 4Magic Paths. Those 10% guys are what makes recruiting these worthwhile.
I also grab another Spire Horn Archer and 6 more Raptor Warriors like last turn.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2F29_turn2recruiting_zpse7f98339.png&hash=a7c2f13723bbbdc120856a7c0ae2af232a15ba4d) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/29_turn2recruiting_zpse7f98339.png.html)
Always accompanied by an owl is she?
Hoo?
Turn 3
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT3_Messages_zps15759f4c.png&hash=4b75099cf6b629f795b51edf6393f85fc5c1e06d) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T3_Messages_zps15759f4c.png.html)
The Nation of Jomon has named a Prophet, and we had a battle. Checking the battle report:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT3_battle_zps2224a6a2.png&hash=d7a4afcaffe5dfd0d1576fc7aaf4deef68c7052a) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T3_battle_zps2224a6a2.png.html)
Nice, wiped them out with no losses. The fewer losses that the Armies take the faster I can expand against the Independents. Every turn I have to send my 1 General back to Caelum to reinforce the Army is one turn I am not expanding against the Independents while the other humans are. This is a very small map for the number of players we have and the AI controlled provinces are going to go quick, I need to get my fair share before others do.
Watching the battle is a touch disappointing, even though it was a wipe out. The Raptor Warriors didn't go to the rearmost units, they flew to attack the Militia which were out in front.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT3_inbattle_zps69d05438.png&hash=d549f1b4f6fffcee4923e14bdd2ab7e9250c9bb6) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T3_inbattle_zps69d05438.png.html)
Here you see the 8 Militia surrounded by my Raptor Warriors; the 2 heavy Infantry are just below them and the Archers, Priest and Commanders are further back. I am thinking I may need to wait a pulse or two before trying to attack the rear next time, at least things worked out this time. Once the Militia were dealt with the heavy Infantry went quickly and then the back line units were swamped and overrun.
There were no deaths, but one of the Warriors was wounded twice:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT3_afflicions_zpsbd3db9a3.png&hash=709355d6701432701b7d58ebbc009dbc7b2f001e) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T3_afflicions_zpsbd3db9a3.png.html)
The loss of the arm will really hurt as he can no longer carry his shield. I don't think I have any way to heal these afflictions so I will just keep him in the line until he dies or I need room in a squad, then we can be moved to a geriatric squad on a back line Commander.
Parshanta's Leadership was so valuable during the battle that he earned a Heroic Ability, the red icon on the far right.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT3_heroicability_zps2551deea.png&hash=a36faae33daf02687cd29194484c995d0b940bc5) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T3_heroicability_zps2551deea.png.html)
You can also see the Icons that show that he is Level 3 Priest, Sacred, and the glowy sword thing that represents a Prophet.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT3_toughskin_zps9efb0862.png&hash=528e1024891cc7bd8ec074ce6c5e8d1ca2022da8) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T3_toughskin_zps9efb0862.png.html)
Nice, extra protection for the Prophet is a good thing. I don't know what happens if he dies, other than having to make someone else a Prophet which wastes a turn.
Now, here is the neighborhood at the start of Turn 3
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT3_start_zpsee400a70.png&hash=3c0c3745f5a3e34adacc989e7f3779e6c7c20495) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T3_start_zpsee400a70.png.html)
You can see the newly occupied province with the Caelum banner flying and the crossed swords icon showing a recent battle, and the Independent units in the 3 new adjacent provinces.
My Dominion is also slowly starting to spread as you can see the white candles starting to appear on the map. You can also see at least one province in the ocean with black candles, enemy Dominion. Here is a quick shot of the 5 land provinces that are influenced by my Dominion so you can see how the Dominion Scales gradually build up with the Dominion power.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT3_Zoglia_zps9ce41e46.png&hash=c56e44e623520f6541c232c4ce8f564540df103a) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T3_Zoglia_zps9ce41e46.png.html)
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT3_scantast_dom_zps185076d4.png&hash=2f8f4f4b0e91e27e5fee2ae762fc0e437709238c) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T3_scantast_dom_zps185076d4.png.html)
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT3_grayforest_dom_zps8644f769.png&hash=feff7322cab388be77b39817bdd1815135d20348) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T3_grayforest_dom_zps8644f769.png.html)
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2Ft3_ecnaphale_dom_zpse1c1746e.png&hash=67345f1ec83a0d8b528998d552c743f488fa82a8) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/t3_ecnaphale_dom_zpse1c1746e.png.html)
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT3_unknown_Dom_zps9a741258.png&hash=e4fa12ebf58a5845b375da94ae6b73eb5689373a) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T3_unknown_Dom_zps9a741258.png.html)
Now to focus on the newly conquered province of Zoglia.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT3_Zoglia_zps9ce41e46.png&hash=c56e44e623520f6541c232c4ce8f564540df103a) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T3_Zoglia_zps9ce41e46.png.html)
There is some unrest which will lower tax income until it is dealt with, to do that I will increase the Provincial Defense.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT3_provincedefense_zps2a5f84cb.png&hash=3d401a9e2090bd3316b49969b21220f4c08db87d) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T3_provincedefense_zps2a5f84cb.png.html)
Each level of Provincial Defense costs that amount in gold: Level 1 = 1g; Level 10 = 10g. I will raise the Defense of Zoglia to 10, which is the lowest that will reduce Unrest, and that will cost a total of 55 gold.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2Ft3_provincedefense10_zps1093d670.png&hash=b3c026870050296bc72d808a3a10ed93f64ac0cc) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/t3_provincedefense10_zps1093d670.png.html)
Occasionally, depending on terrain, provinces will have new and interesting units to recruit. Zoglia is not one of those provinces.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT3_Zoglia_recruit_zps2d98dd8d.png&hash=f9adec577c8c4b6155576c6cec230d2b6b2349ec) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T3_Zoglia_recruit_zps2d98dd8d.png.html)
For Commanders there is a Scout, a Commander, and a Priest but I need to build a Temple here before I can recruit the Priest and that won't be happening so it is irrelevant. I am going to recruit one of the generic Commanders, they aren't the best but they work to help ferry units around the map and to fight in a pinch.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT3_genericCommander_zps929e2ef3.png&hash=fc39f14b65f779e4f2635be3cd9c7aa3f3f4c759) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T3_genericCommander_zps929e2ef3.png.html)
The regular units aren't too exciting either, with a Militia, Archer and Heavy Infantry. The Archers in this province while not interesting are pretty good. I didn't get a screenshot, but while their Precision isn't as high as my Birdmen they are more heavily armored and better in melee combat than my melee units and very similar to the Heavy Infantry in the same province. I will recruit on of these archers as well, which brings up another point. You cannot over spend in gold while recruiting, it is a hard limit but you can overspend on Resources. The unit will sit in the queue while the provincial resource budget resets each turn, and then the unit will be built.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT3_Zoglia_recruit_1_zps93787c18.png&hash=0b1d53d686ab395c98ff62b4c58021033e9c299a) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T3_Zoglia_recruit_1_zps93787c18.png.html)
The Archer unit is faded out meaning it won't be built until more Resources are gathered into the province.
The capture of Zoglia has increased the National Income and the Resource base for the fort in Caelum. I will have to go back and look at the math again, but with the conquest of Zolgia I get an additional 31 Resource to spend in Caelum, which is odd since Zolgia only produces 27 itself.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT3_homeRecruiting_zpsd3f1312c.png&hash=dc8b232de1070fe410cf0116f1e315ed205607c7) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T3_homeRecruiting_zpsd3f1312c.png.html)
I am still waiting on the Harab Elder from last turn to finish, so no new Commander here this turn. I will continue to recruit the Raptorian Warriors but there will be 2 new additions. Blizzard Warriors are the next step up in Archers over the Spire Horn Archers, and Raptors are the lightly armored relatives of the Raptorian Warriors. I will throw a couple of those in just to use every Resource available to me.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2Ft3_blizzardwarrior_zps184fa056.png&hash=0fcb952ea39ce4dc2c7143ab2bc66c4be8126d2a) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/t3_blizzardwarrior_zps184fa056.png.html)
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT3_Raptor_zps40a64417.png&hash=3e564f4cfcc60cf8efabf60fb90ed0d4be7ed168) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T3_Raptor_zps40a64417.png.html)
This turn I am going to attack the next province to the west, Herghendorf. It is a farmland province so pretty valuable. I was originally resistant to attack here, thinking I might run into another player's army but this map is too small to be overly cautious.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT3_Herghendorf_zpsb401be5e.png&hash=6d93c43e4f7f29ca62d272430ae15bdceb049b86) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T3_Herghendorf_zpsb401be5e.png.html)
I will be sending the same units led by Parshanta, but with some minor changes in tactics. The Leader and the Archers will follow the same scripts as before, but the Raptor Warriors will hold in place for two pulses, then attack the closest enemy units.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT3_holdandattack_zpsb9ad08b9.png&hash=a1846e169c65830f935f9971f6139b0c5bbfae2f) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T3_holdandattack_zpsb9ad08b9.png.html)
The Caelian Serpah is continuing his Magic Research and the Scout will continue due east to try and make contact with another human player over there.
Thanks for the AAR. It's one of those games I like in concept, but never really got into. :(
Oh, someone is following. OK another update.
Turn 4
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT4_messages_zpsa91568d5.png&hash=55dd151e7f488e77576bfdaf49440f2f78ca0a6b) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T4_messages_zpsa91568d5.png.html)
The slowpokes in Jomon have finally named a Prophet to their false god Nobukazu, and we had our battle in Herghendorf, in which we were victorious.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2Ft4_battlereport_zpsd20d3082.png&hash=ca39699a9e60efa393db7e0728980237e3aa0e0d) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/t4_battlereport_zpsd20d3082.png.html)
But just barely victorious, and a costly victory at that. The scouting department is going to get a stern talking to, as there were almost double the number of enemy units in that province than we expected.
After watching the replay of the battle, it was even closer than it looks on the battle report. My units didn't actually kill many of the enemy soldiers, they just caused them to route and break. Each individual soldier has a morale score, but the important thing in combat is the Squad Morale score, which is an average of the morale scores of all of the members of that squad. Squads will have to make a morale check if they take "heavy losses", hit with Magical Fear attacks or are fighting horrible creatures.
The Raptor Warriors waited for the enemy to close the distance while the Spire Horn Archers rained arrows down. The enemy Militia were the first to engage the Raptors and were quickly routed, but at the loss of 2 Warriors. At that point the Raptorian Warriors lost focus, some continued to pick off fleeing Militia while the others engaged the Heavy Infantry; the lightly armored bird men were no match for the heavy enemy and since they had split up they ended fighting with even numbers and started to get cut to pieces. I'm still not sure exactly what happened, but just as things were looking bleak 2 of the 3 Enemy Commanders and the Enemy Priest routed. Just a second later the 6 remaining Raptors routed and fled the field as well. The last Commander, along with 4 Heavy Infantry and 10+ Light Infantry began to close on the Archers, but after just a few steps and a volley of arrows and Magical Smitings the remaining enemy routed and retreated.
When squads route, the surviving units retreat to other owned provinces where they need to be recollected by a Commander to rejoin the army. It worked out well for me that they only had one province to retreat to and I just happened to have a Commander I recruited last turn just sitting around there with nothing to do. He also happens to be just one turn move from the Capital.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT4_Raptorsran_zps55bf7ecd.png&hash=8608e61c1f1d18b7a81fe35bb75fe6f27f835051) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T4_Raptorsran_zps55bf7ecd.png.html)
There would normally be a lot of wasted time running around and herding all of the survivors together, and in moving back to the Capital to reinforce my army but all of my units are only 1 turn of travel from the Capital province and they all headed there to regroup.
Here is the map at the start of Turn 4
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT4_mapstart_zps5d2bc564.png&hash=153c49872827589d1cce93a1e8c2a699445f6d59) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T4_mapstart_zps5d2bc564.png.html)
A few interesting things here, the first is units from another human nation. Second, my Harab Elder finished recruiting (portrait at the left) and it turns out he is one of the Elite, one of the ten-percenters. He got a random point in Air and in Earth making him A3E2D2. Very nice. Also you can see my original Caelian Scout 3 provinces to the east, the small gray triangle with the eye on it.
The biggest news is the contact with another nation, Mictlan. I don't want to fight any other human controlled nations at this point and the False God of Mictlan, Snakes-on-a-head sent a messenger (PM on the forums) offering to set a peaceful border. It is the border I was hoping for so I accepted. The pink line is the new border between Caelum and Mictlan.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT4_mictlan_zpsb4a68111.png&hash=3bb629078e923bd68e7c2ec8ce80c65764e16667) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T4_mictlan_zpsb4a68111.png.html)
Now that that border is set I will need to start expanding as fast as I can to the east before I meet a human nation over there. I do have my scout heading that way and he will be next to another Capital next turn.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT4_nextcapital_zpsadf43bb4.png&hash=41fe969cc2acc395ef156ebcc4902f93fc513e09) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T4_nextcapital_zpsadf43bb4.png.html)
The Temple you can see on the far left is my Capital province, and the crown in the province to the north east is another Capital so you can see how tight this map will be.
The province I just captured Herghendorf:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT4_Herghendorf_zps3aebb613.png&hash=829a354f7cb09e69874bb88c925918cb0f27d969) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T4_Herghendorf_zps3aebb613.png.html)
The enemy dominion is this province is not very friendly to me, especially the Heat instead of my preferred Cold. The income is nice and will get better as I remove unrest; I will buy Provincial Defense up to level 10 again here to help with that.
No Archers to recruit here, just the same units I fought to gain control. I will start recruiting some heavy Infantry here and in Zoglia to build up a border defense force. I don't want my weak and mobile units holding a border, I want them sitting safe at home and ready to fly out and strike anywhere.
I will recruit a Scout in both of my new provinces, you can't have too much info on the enemy.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT4_scout_zpsad82f5bd.png&hash=8302f73904f065ff243b3272ee05bb72cfbfbba0) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T4_scout_zpsad82f5bd.png.html)
The capture of Herghendorf didn't do much to boost Resource production in the Capital, but it did give a nice Income boost.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT4_recruiting_zps7c768619.png&hash=7274f98ef58fba5671b3fda99e228a6433aca078) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T4_recruiting_zps7c768619.png.html)
I will recruit another Caelian Seraph and rebuild the army with more Raptorian Warriors and Spire Horn Archers. I usually build Blizzard Warriors as my Archers, but I noticed the only difference in the units is defensive, and if I have to rely on the defensive ability of my Archers I am screwed anyway and the Spire horn Archers are 40% cheaper in Resources.
I haven't dug into the brass tacks of the combat system very deeply yet, but there are 2 defensive values that matter. The first, Defence Skill is a measure of how hard something is to hit. The second, Protection is strength of the units armor. Most armors decrease the units Defence Skill score, I assume the theory is that wearing heavy and bulky armor makes you easier to hit, even if that hit doesn't hurt.
The Spire Horn Archers have Defense 9 and Protection 6. The Blizzard Warriors have an 8 for both.
Here is my final recruiting screen for the Capital
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT4_recruitingdone_zpsc092cbfa.png&hash=441e1266bd89cc502f835b7d52bab0a5a7a6136b) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T4_recruitingdone_zpsc092cbfa.png.html)
My combat Commanders are headed home to reinforce, and my Scout is headed east to make contact with another human nation. That leaves the Mages. The Seraph will continue to Research in the Lab, the Harab Elder will eventually join him but he has other business to attend to first. Here is the list of actions he can take
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT4_Haraboptions_zps4790a065.png&hash=b21822902697c4241a1b44ab7016c5be5474811b) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T4_Haraboptions_zps4790a065.png.html)
Ritual Spells are powerful spells that have to be cast from a Lab and take an entire month (turn) to cast.
I will be Forging Items soon, but not yet.
Alchemy is changing Magical gems from one type to another. It is obviously not very efficient, but a nice option.
Empowerment uses Magical Gems to increase the Magic Path level of a Mage. You can add an entirely new Path or just add to en existing one. Again it is very inefficient, but many times the only way a nation can get access to a Magical Path.
I won't be using any Blood Magic this game so Hunt Blood Slaves is irrelevant. I don't know how it works anyway.
Zaelon the harab Elder will be Searching the Home province for Magic Sites. Magic Sites are where Magic Gems are produced and you need Gems to do much of anything starting in mid-game so finding a Gem Income is really important.
There are four different levels of Magic Sites. A mage with the proper level and Path will find all appropriate Sites when they Search. An A1 Mage will find all level 1 Air Sites, an A4 will find all level 1, 2, 3 and 4 sites in a province. Mages with high levels in multiple Paths are obviously the best to Search with, but you can't be too choosy because you have to get those Gems rolling in as soon as possible. The large majority of Sites are level 1 or 2 (I forget the exact number) so an early level 2 Search of everything will find almost every thing that is out there. There are Ritual Spells that do a level 9 Search for Sites in single provinces but they require Gems to cast and may require Research into Schools you otherwise wouldn't spend time on so their value is questionable.
Thanks for the AAR, I'll be following.
Just a quick question for you. I have this game and I quit playing a while back because I got annoyed at a mechanic that I couldn't figure out if it was either working as designed or just shitty.
I was playing that swamp lizard race, started out with dominion 10, since their marshlands essentially kill anything not them... But my problem came in that I couldn't spread my dominion outside of my land. It got to the point that I built a temple in every province i owned ( about 25) and had a priest and my prophet preaching in every border province, could still barely keep my own dominion up.
Didn't make sense and annoyed me, so I quit playing.
I have a theory on what was happening there but if don't know the brass tracks of they system well enough to be sure. I'll check the ruins when I get home.
My theory was way off.
That situation sounds weird to me after reading the rules and understanding the system. A Dom 10 Pretender with Temples in every province should have 10+ Dominion in all of your friendly provinces without too much trouble and should spread outward. It might spread slowly, but maybe you had high Dom enemy Pretenders and some bad luck, but having trouble keeping your Dominion in your own provinces sounds really wrong.
Also Preaching does not spread Dominion out of the province you are preaching in, it can only raise the Dominion in that province and not by much without a powerful Priest.
Turn 5
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT5_1_messages_zps2f90d661.png&hash=1fcc095916ecbfa63f446afa441a18ee36f32b82) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T5_1_messages_zps2f90d661.png.html)
No Magical Sites found. We did find a few Gems though a random event though.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT5_2_Event_zps4fda1504.png&hash=46817cb294f9589f90b0272d546c5a2f15c7f869) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T5_2_Event_zps4fda1504.png.html)
Here is the Map at turn start
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT5_3_mapstart_zpsd7f5cb15.png&hash=6114e8bc44c98fee92220424fdae7423b1b5b892) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T5_3_mapstart_zpsd7f5cb15.png.html)
We came across the Nation of Man to the east. Other than meeting Man nothing too exciting happening, other than Mictlan leaving some troops at our agreed upon border.
It is a Scout sneaking that discovered the Nation of Man, so he shouldn't know I have seen him. I will wait before I make contact.
The numbers in the lower right of the province info screen show the Paths and levels that have searched for Magic Sites in this province.
This is a quick turn. Well they all have been quick to play, but I can't think of anything interesting to talk about this turn so this chapter will be quick too.
Parshanta, the Warrior Prophet has gathered his armies in the Capital and is ready to move out.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT5_6_ArmiesinCaelum_zpsabd34629.png&hash=9eb8031505d816cf8525c532b102fdc38035a90c) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T5_6_ArmiesinCaelum_zpsabd34629.png.html)
I am still worried about the number of enemy units in Ecnaphale, the province directly to the east of my Capital, so I will skip it again. I want to move east, so I will attack the provinces to the south east of my Capital. It is occupied by Barbarians, the reports over the last 4 turns have showed 50, 30, 30 and 20 units in this province so I am comfortable sending my 50 unit army in.
The army's scripts are pretty basic, the Archers Keep Distance and Fire at Closest and the Infantry Hold then Attack Closest.
The new Caelian Seraph will join the first in the Lab Researching new Evocation Spells. They will finish Level 1 next month. Level 2 will require 100 Research Points.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT5_4_Research_zpsff1d39f6.png&hash=1e41acbad1e279229742a40d2cb434ba97779263) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T5_4_Research_zpsff1d39f6.png.html)
Recruiting is the same as well; another Caelian Seraph, more Raptorian Warriors and Archers.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT5_5_Recruiting_zps3949e5c9.png&hash=3c2b7cf8753a7ca848c5bec238fd6a0df9c522ee) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T5_5_Recruiting_zps3949e5c9.png.html)
I now have 3 Scouts and they are spreading out to survey the landscape; one will continue to search the area around the Nation of Man, one will poke around in the Mictlan lands and hope not to make an enemy and the third will head south west and see what it down there.
Turn 6
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT6_1_messages_zpsa618f093.png&hash=90a79b39141c9863bcd521e3fd1e523e35b021c7) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T6_1_messages_zpsa618f093.png.html)
We beat the Barbarians pretty handily, though we had a few losses.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT6_7_Battlereport_zpse8892634.png&hash=a8a55025fc1ae857fa9ddc257b202131e6cb0864) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T6_7_Battlereport_zpse8892634.png.html)
The random event was not a good one.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT6_8_Event_zpse5326f6e.png&hash=a1a6fe0e101f2426853debb52bd9a8dca6b7853a) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T6_8_Event_zpse5326f6e.png.html)
We finished a level of Research.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT6_2_EvocationSpells_zps5b7606cb.png&hash=2638b0939127321acc6def298883ebb2a0235b1d) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T6_2_EvocationSpells_zps5b7606cb.png.html)
I can't cast any of the Fire spells, and Water mages will be very rare for me, they will require a Harab Elder that gets those in random paths. I can't do the math but there is a 25% chance to get 1 point in Water, then a 10% chance to get a second point, then another 25% chance for that to be in Water. My notes say 0.625% but I can't imagine that is right.
Shocking Grasp is a melee range spell that I will likely never use.
Some of the Astral Spell will be useful once my Pretender shows up as he has Astral Level 4.
Here is the map at the start of the turn, zoomed out a bit to get some perspective.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT6_9_mapstart_zps1b24b738.png&hash=08e90b0723a6e98852cacc92b1ee4b11e2d1a8a7) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T6_9_mapstart_zps1b24b738.png.html)
The nation of Man only has taken 2 provinces, and Mictlan has 2 that I can see but they made an announcement in the forum thread that they are going to be attacking the province at the top left, just to the right of the Icon for Ashasairyan. He says he will immediately leaves after taking it, but taking a province adjacent to other Nation's Capital is close to an Act of War, so we will see how that plays out.
The farmlands province to the east of my Capital now shows as 90 enemy units; over the last 5 turns the report has been: 40,60,40,60,90. I need to get a Scout in that province ASAP. As far as I know the number of units won't change, it is just the accuracy of your information.
My reports also show 60 units in the province to the east of the one I just took, but only 20 Lizard Warriors in the province to the south west of Caelum so Parshanta's army will head there directly without reinforcing. I need to get east quickly but I only have 46 units and losing my army will slow me down more than taking my time.
I continued to recruit Raptorian Warriors and Spire Horn Archers in Caelum, and more Scouts and other assorted generic troops in the western provinces. Gray Forest, the province I just took, only allows me to recruit Barbarians. I don't like them because they are Undisciplined which means they cannot be given any direct orders. They are not any better that my regular units so I don't see any need for them now.
My Scouts are moving around, though focusing on my own area more than I had originally planned. The Harab Elder is Searching for Magic Sites in Zoglia, just west of Caelum.
Very nice, sbr! I used to love Dominions 2 (I used to play with Martinus a fair bit). This sort of game really lends itself to story oriented AARs, and I appreciate that in a game.
I was never a fan of Mictlan. Be careful that your seraphs don't end up as blood sacrifices. ;)
Turn 7
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT7_1_messages_zps09c6bd7f.png&hash=60e6a560b3c0cca7a64d623a0f1dfa0fe4866873) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T7_1_messages_zps09c6bd7f.png.html)
Two pieces of good news and one that is bad news.
The good news: Zaelon, the Harab Elder, found a Magic Site.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT7_6_Enchantedtower_zpsb7c32b36.png&hash=91ff7e99126c11d6502b619bd1110826a342328b) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T7_6_Enchantedtower_zpsb7c32b36.png.html)
And we defeated the Lizard Warriors in Scantrast.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT7_2_battlereport_zpsc8243a2a.png&hash=06003ca61647948ebf8f6c86d3a6ce8c5bd05e41) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T7_2_battlereport_zpsc8243a2a.png.html)
The bad news is another random event that is bad. I chose +2 Luck in my Scales when I created my Pretender God, but this province is affected by another Dominion and it is making me very unhappy.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT7_3_event_zpsc54ed76d.png&hash=8d9683dd3850dc9019ab54ef0429ca964aa6affd) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T7_3_event_zpsc54ed76d.png.html)
The map at the start of the turn:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT7_4_mapstart_zps07c31e0a.png&hash=000678b13dc12185fb33719b5b6d701fb4bdd0f7) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T7_4_mapstart_zps07c31e0a.png.html)
I have found two more human nations, Atlantis to my north and the aquatic nation R'lyeh.
Last turn I recruited a second Storm General in Caelum so I can have a second army and hopefully speed my expansion up. For know though Tathryavant will meet Parshanta in Ecnaphale.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT7_5_secondarmy_zpsbd3eafe7.png&hash=fd755bc34640158a8a2bdde9ef9650c994bd9160) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T7_5_secondarmy_zpsbd3eafe7.png.html)
To finish my turn off I forgot to recruit in my Capital province, :bleeding: I remembered and went to resend my turn but it had processed 15 minutes before.
I may not continue to do an update every turn until things get more interesting.
And thanks Jaron. :)
Turn 8
I really screwed last turn up. First off I didn't recruit anything in Caelum. Obviously that is bad because now my army, and thus my expansion against the Independents will be lagging. Also The Capital-only mages (Caelian Seraph and Harab Elder) are the most important and now I am I down two; I recruited a second Storm General early now I missed a turn completely.
Last turn I moved both of my armies into Ecnaphale, the farmland just east of my capital. The second mistake I made that turn was that I didn't script the second army. I don't know if that was the sole cause of my trouble but taking Ecnaphale was a Pyrrhic victory.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT8_2_battle_zpsf6171906.png&hash=7688073cd558d21e3e1bef09dfbcae5925130469) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T8_2_battle_zpsf6171906.png.html)
Besides the casualties a good portion of my army routed, but they only had 2 provinces to choose from and one was my capital. One Storm General went home to gather the units I didn't recruit last turn and the other headed south west to gather those cowards.
Here is the map situation
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT8_3_ecnaphale_zps7c08ecc0.png&hash=58bb78a6ce51fb12dfc38fa72a264e52364f2538) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T8_3_ecnaphale_zps7c08ecc0.png.html)
That is the nation of Arcoscephale to my southeast. I sent him a message and he told me that he was planning on building a fort in the province you can see here and that he was going to take all of the provinces surrounding it. I let him know that that was not acceptable and that I would be taking the province just east of Ecnaphale but he could have the rest.
This turn I recruited a Harab Elder and a bunch on infantry, including some of the crappier Caelian Infantry because they are cheaper and I need to build up quick after missing a turn.
Turn 9
No response from Arcoscephale so I will now take the province I told him I would be taking. Both Storm Generals converge there, with properly scripted troops.
I recruited a bunch more Raptorian Warriors this turn, and no Mage since the Elder is Slow to Recruit.
Turn 10
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT10_1_messages_zps0ecea044.png&hash=fe4e2d8f69bf1762e498f791548eb9cb161df568) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T10_1_messages_zps0ecea044.png.html)
This battle went better than the last one, but now I am rethinking my decision to buy the cheaper Caelian Warriors, as they almost al just died.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT10_1_messages_zps0ecea044.png&hash=fe4e2d8f69bf1762e498f791548eb9cb161df568) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T10_1_messages_zps0ecea044.png.html)
The random event is a decent one though.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT10_2__zpsd86e757c.png&hash=cdb050fb8d8ef0a0ba5eb79e491e9df26f2ae943) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T10_2__zpsd86e757c.png.html)
34 free Caelian Warriors. The free units are great to replace the missed turn of recruitment, but they are pretty much crap.
Map start
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT8_2_battle_zpsf6171906.png&hash=7688073cd558d21e3e1bef09dfbcae5925130469) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T8_2_battle_zpsf6171906.png.html)
We now share a border with Chelms, the Nation of Man, and it is at the province I told Arcoscephale they could have. :D I sent Chelms a message informing him of my diplomacy with Arco and letting him know that he could have the province just north of our border but anything east of that was mine. I also urged him to move north west ASAP to stem Atlantis' progress that way. I really want those mountains between Atlantis and I for now.
My second Harab Elder finished, and it is another good one. The one random point went into Earth Magic which will be nice.
My two Storm Generals split up again with one heading to Gray Forest to pick up the new religious warriors while the other heads home to grab the new recruits there.
Pretty standard recruiting, a Caelian Seraph and more Raptor Warriros.
Turn 11
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT11_1_messages_zpsa7ede858.png&hash=97a79f888a486f8fae17a9ab84f507aa9b86d464) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T11_1_messages_zpsa7ede858.png.html)
Chelms, Nation of Man has agreed to the border I offered.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT11_2_man_zps3fecf887.png&hash=ed7924e66b8541a15e695b367c586d8596127380) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T11_2_man_zps3fecf887.png.html)
Finished Level 1 of Alternation Magic
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT11_3_alt1_zps02ef3f0d.png&hash=39aa106ffde59ec1616b9a5a12a332ca572443b2) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T11_3_alt1_zps02ef3f0d.png.html)
Again I will be ignoring the Fire and Nature magic spells.
Hand of Death and Fists of Iron are melee attacks by the caster; Charge Body give off an electrical charge if hit in melee combat and Skeletal Skin makes the Mage resistant to piercing weapons caster and none of my Mages will ever be in melee range so we ignore them too.
Personal Luck will be a spell I will use once I have my Pretender in combat; it gives him a much better chance to evade blows that would otherwise kill him.
Aim is interesting, it gives an increase in Precision but for only one unit. Unless I knew how to get it to target a specific Mage I don't think it is too helpful. Giving 1/30 of my archers a bonus seems a waste of a spell.
Earth Grip and False Fetters are crowd control, limiting the movement of 1 or 2 units. Not too interesting when facing a 40+ enemies.
Earth Might gives a small number of units increased Strength, could be useful.
Yay Magic Sites!!
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT11_6_site1_zps754a384c.png&hash=48d189fd7bce8e4b73f3d7389e48b25c8c54a92b) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T11_6_site1_zps754a384c.png.html)
Meh to the Nature Gems. Earth Gems good.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT11_7_site2_zps8fddc4fa.png&hash=218ab72ae926d0f01a3cb7eafeaaaddf94e0351b) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T11_7_site2_zps8fddc4fa.png.html)
Death Gems good.
A couple of good Random Events
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT11_4_event_zpsddef0903.png&hash=40395e4d3d4f8fd450708b41d1b4e631e9765415) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T11_4_event_zpsddef0903.png.html)
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT11_5_event2_zps0ca4d873.png&hash=0f97764627c9d82682053a5de07aacd83641b015) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T11_5_event2_zps0ca4d873.png.html)
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT11_17_mapstart_zpsf84e23b9.png&hash=33179e2aa37461e4542973afc72f557ddcff6a0a) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T11_17_mapstart_zpsf84e23b9.png.html)
The plan for this turn is too take two more provinces. My army is already split, half in Caelum the other half in Gray Forest to pick up the free recruits from last turn.
Parshanta will grab a couple of Mages out of the Lab and take them northwest to take Wic Forest, the last province on the border with Mictlan.
I am expecting to see about 40 enemy units. Archers will make up most of the army, along with Militia and Heavy Infantry.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT11_11_towicforest_zps74143ffc.png&hash=943d3a10c3abb2427a37f6a783558854ef0fdec7) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T11_11_towicforest_zps74143ffc.png.html)
Since I have two Priests here I can cast both my Blessing and Sermon of Courage on the first pulse of combat.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT11_16_prophetscript_zps0fff4796.png&hash=6ee7a1463d847312410015dad5a9b47598f5130c) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T11_16_prophetscript_zps0fff4796.png.html) (https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT11_10_harabscript_zpse7683041.png&hash=bf2e19afd2cae9b88fef133c7b3f70b11fad33e5) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T11_10_harabscript_zpse7683041.png.html) (https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT11_13_seraphscripttomarshlands_zps17def2ec.png&hash=3f0a46eb77a739fc73c21e9dfa3b86699e123a64) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T11_13_seraphscripttomarshlands_zps17def2ec.png.html)
The basic plan here is to get the army buffs up first, then the Mage's protection spells. The Caelian Seraphs will Slime the battlefield to limit the enemy infantry's movement while the Warriors fly to the rear and take out the enemy Archers. The Harab Elder will rain Lightning down, as will the Seraphs after the battlefield is sufficiently Slimed.
A couple of new spells that are script here
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT11_8_divineblessing_zpsb78fad1c.png&hash=a0cc9c9f2098114426fa0203bbf2083bba393a2b) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T11_8_divineblessing_zpsb78fad1c.png.html)
Only my Prophet can cast this because he is the only Level 3 Priest.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT11_9_airshield_zps34c4fd51.png&hash=ee80977b41a51afc705f45b46bcf3709dbaf3cb9) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T11_9_airshield_zps34c4fd51.png.html)
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT11_10_Slime_zps04e40bcc.png&hash=5e5363fe778eb54e355a7e6c33d77d28753f3fc7) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T11_10_Slime_zps04e40bcc.png.html)
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT11_15_lightningbolt_zps132f783b.png&hash=6f1084d31eebbbbefc468bf60842d340fab3666d) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T11_15_lightningbolt_zps132f783b.png.html)
The other Strom General will take the Harab Elder in Gray Forest with him south to Marshlands. I am expecting fewer Independants here, but the Nation of C'tis is bordering this province now I am hoping to not accidentally bump into any of their units here. I considered sending a message telling C'tis I was going to move in here this turn but decided not too.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT11_12_tomarshlands_zps3b16c9c3.png&hash=63ee945fd66562236a03f8f2e2f913755aeda2ed) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T11_12_tomarshlands_zps3b16c9c3.png.html)
The Marshlands Independent Army is mostly Militia and Heavy Armor, with some supporting Archers so I will go with the old Kill What is Closest theory. I only have one Priest so he will have to cast Blessing and Sermon of Courage here, otherwise the script is the same. I also have another Seraph flying down from Caelum to muddy up the battlefield.
The recruiting is just the standard Raptor Warriors and Archers. Once I start taking the mountain provinces to the north of the Capital I will be able to start making some more interesting units.
Turn 12
First the list of all of the Pretender Gods
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT12_12_pretenders_zps6571fe11.png&hash=7bcd35ee60323f7eb69aa0d91ec31a786a5365a4) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T12_12_pretenders_zps6571fe11.png.html)
Then Messages
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(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT12_2_Nininsina_zps8ab9f7d7.png&hash=876f6fa5efb4c21f0016001a2e5e929bff546107) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T12_2_Nininsina_zps8ab9f7d7.png.html)
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT12_3_battleMarsh_zpsdd7c2b96.png&hash=8f03e3da49d3a16d17007870f75d9a00bcde269d) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T12_3_battleMarsh_zpsdd7c2b96.png.html) (https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT12_4_battlewic_zpse076789e.png&hash=d79026a5d8137f4d210f8efcc832bebd98f380a3) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T12_4_battlewic_zpse076789e.png.html)
Predictably the battle that featured the most enemy heavy Infantry was the worst one. Both battles went about as I expected, but I was disappointed in the Slime spell. It didn't seem to do much, even when it hit an enemy formation. I will likely continue to use it for the defensive bonus, even if the movement penalty doesn't seem worth it. I assume since my units Fly they are not affected by it if they get hit with friendly fire.
We found an Atlantis spy in Scantrast and killed him like the heretic scum he was.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT12_5_atlantisscout_zps415cb904.png&hash=01e15bc6e9bb8f261c9e8d648a3a8c6286deb6bc) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T12_5_atlantisscout_zps415cb904.png.html)
I'm not entirely sure of the effect of killing the brigands. I assume it helps with unrest.
Map Start:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT12_6_mapstart_zps562b83d2.png&hash=1550a343babc691fa1d047d67e6b5059c578b652) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T12_6_mapstart_zps562b83d2.png.html)
I got both provinces I went after last turn. That leaves 3 Independent provinces in my territory. I will take one this turn and hope to get the last 2 next turn.
The units in Marshlands (the far south) will return to the Capital to rest up and grab this turn's new recruits for action next turn.
The unit in Wic Forest (western border) will meet up with Nininsina and this turn's fresh units and head to the middle of the three Independent provinces.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT12_11_nininsinaarmy_zpsde403880.png&hash=57d4c40805ba76b8b4a6142fa5be175eb9d3575f) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T12_11_nininsinaarmy_zpsde403880.png.html)
Nininsina has a couple of new spells scripted.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT12_10_twistfate_zpsd0a7d862.png&hash=4eb8fa5c57a1e71caccb618af640fb3ef1615838) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T12_10_twistfate_zpsd0a7d862.png.html)
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT12_9_starfires_zps762047b1.png&hash=542783dde7df8fa6e8e39b405c312532db8e3691) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T12_9_starfires_zps762047b1.png.html)
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT12_8_flyingshards_zps154e9195.png&hash=8fc8d2a618a5df8d1ab031202928dfb82fda836c) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T12_8_flyingshards_zps154e9195.png.html)
The Caelian Seraphs are accompanying the armies they were with last turn with the same scripts. Both Harab Elders are staying behind and Searching for Magic Sites in the new provinces.
In my other far western province I am going to start the construction of a fort. I should have started this much earlier, once that border was set with Mictlan. Oh well.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT12_7_Fortress_zpsc96bcf01.png&hash=c00b630f41d56bd021f1fd8e05a968a0c90ade29) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T12_7_Fortress_zpsc96bcf01.png.html)
I went with the Citadel. Once the Fort is built I will add a Temple and Lab. I will get a Fort on the Eastern border started as soon as possible.
On the recruiting front I am going to start going for Quality rather then Quality. I have enough units to take the rest of the Independents, so it is time to start thinking about fighting human players. Instead of the Raptorian Warriors I will start building Storm Guards.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT12_13_StormGuard_zps1210a72d.png&hash=04acac0b7c614c8b37e4e308553d8bd8318757ed) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T12_13_StormGuard_zps1210a72d.png.html)
They have better defense than the Raptors, but also they are resistant to both Shock and Cold so I don't have to worry about friendly fire as much. The downside is that they fight much better in my Cold Dominion and I had having trouble keeping my own lands under my Dominion, much less spreading it out to foreign lands.
I stopped taking screenshots properly, but nothing too exciting has been happening. It is now Turn 18 and things have begun to heat up dramatically.
Turn 13
I took Gipha, the middle of the three mountain provinces north of my capital.
My Harab Elders found 3 Magic Sites in the 2 provinces they searched.
I set my army to take the last 2 mountain provinces.
The new mountain province has added a significant number of Resources to my capital for recruiting.
Turn 14
I took both Troll Peaks and Rim Mountains; both battles were bloody but I mostly lost the Caelian Warrior chaff I got for free. All of my armies returned to Caelum this turn to rest and refit. At this point I was not planning on expanding against the Independents any more.
I Researched Alteration Magic Level 2, the best spell is Mirror Image which is a defensive A1 spell that creates magical copies of the Mage making him harder for enemies to target. At this point I shifted my Research to Construction which allows the Forging of Magical Items.
Turn 15
My Research is strong enough that I Researched Construction Level 1 in one turn. The even numbered Levels of Construction are the ones that allow the Forging of new Items, so most odd numbered levels are a waste but Construction Level 1 is good for me. It allows me to cast the Ritual Spell Corpse Man Construction. This summons 1 Corpse Man at the cost of 1 Air Gem. The Corpse Man is an Undead unit that has very high HP (50), Strength (15) and Morale (50), they are lightly armored and need to be in a squad led by another Undead creature or a Mage skilled in Death Magic. There are more powerful Items I can Forge later that will increase the number of Corpse Men that are created each time I cast the spell with no increase in the number of Gems required. I will make heavy use of these as meat shields once I can increase the efficiency of the spell.
Last turn I was not planning on expanding anymore, but I figured that I am already one of the smallest Nations in terms of number of Provinces so I can't sit back. I moved my armies to the east side of the small island in the sea to my south west. I might run into or piss off another human player, but I can't sit back.
Turn 16
I took the province on the island with few losses and all of the armies returned to Caelum. I really love being able to move 3 provinces at a time, it really changes things as opposed to having to plod along one move at a time.
I also reached Construction Level 2, which give some nice Items for Forging, including one of the important ones early, the Dwarven Hammer. This Item reduces the number of Gems that are required to Forge an Item by two. It costs 15 Earth Gems but I have a nice income in Earth Gems now and it won't take long for it to pay for itself. It will be very nice when it is used by my Iron Crafter, who already has a Forge Bonus of 1, but his limited magic limits the Items he can make. Fortunately he can make some Earth based armor which will be useful in the early game. I don't think I will be able to make much use of him later, but I need to survive early game to get there to worry about that.
This is when things really start to get interesting in the game. My neighbor to the west, Mictlan, has been attacked by Lemuria; an undead Nation played by an experienced player. My neighbor to the we1st, Men of Chelms, has been attacked by Atlantis, played by another experienced player.
I'm enjoying the AAR as well, sbr. :)
Quick Interlude
My timeline from yesterday isn't quite right but it is close. All of the things I mentioned happened but I don't think they were all in the order I mentioned. Either way I have taken all of the Independent provinces I can and my Army led by Nininshina herself, is back in the Capital. The Iron Crafter is using the Dwarven Hammer to start Forging some cheap armor, mostly to be worn by Nininshina, as losing her in battle would be a death blow.
This seems like a good time to give a quick overview as the game goes from Early Game expansion against AI Independents to Middle Game fighting against other human players.
The game offers in game graphs that let you compare the Nations. They are not very useful as just a picture, because you really need to be able to click and interact with them to remove layers to really understand them. Here is the current graph showing Province numbers:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT18_provincesgraph_zps331f919f.png&hash=453daadfb176c30e8f8d78dc623a93df764cc905) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T18_provincesgraph_zps331f919f.png.html)
My line is kind of light blueish-purple that meets an aqua line 3rd from the bottom. The leader is R'lyeh the underwater Nation to my southwest. Lemuria is the purple line; Atlantis is the next blue line down; Mictlan is the aqua line that meets mine at the end and Men of Chelms is a green line that is completely covered by other lines.
I would guess that doesn't help you all follow the game very well. However, the server that processes the MP turns supplies some nice charts that will help. Here is the same info as on the graph above:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT18_provincechart_zps114cedc1.png&hash=fbae4b4b3bcd6443fd78188583bd4a3a8354385c) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T18_provincechart_zps114cedc1.png.html)
Obviously I am disappointed I am as low as I am. Outside of the mistakes I have already mentioned I don't think I have done anything terribly wrong, my units are soft and squishy and I didn't want to lose an entire army in a silly battle against a better armored and stronger enemy.
Forts: I am building 2 forts presently. The first will finish this turn, and I have sent a Mage and Priest to have a Temple and Lab finish in that province all at the same time. The other is still 4-5 turns away.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT18_fortschart_zps61688dbb.png&hash=6764d822469269e267d7c99020f5aa02d39071cd) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T18_fortschart_zps61688dbb.png.html)
I should have started my second Fort much earlier. I had a Commander sitting on his thumb in that area for quite a while but I didn't want to build so close to my Capital. As soon as I made a peaceful border with Mictlan I should have started that Fort knowing I wouldn't be expanding that direction anymore.
Income:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT18_incomechart_zpsbd504fbd.png&hash=60b16bdad4220ca238cdc41db05380a1d2a7358e) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T18_incomechart_zpsbd504fbd.png.html)
I am doing pretty well here considering how few provinces I have in comparison. The two farmland provinces plus my Dominion bonus for Order is helping.
Gem Income:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT18_gemschart_zpsbdcfb77a.png&hash=26d9d8493b45f9ae7349fa1ed6344a8e6929aebe) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T18_gemschart_zpsbdcfb77a.png.html)
Decent but want to be doing better obviously. I have searched most of my provinces with Harab Elders, but will need to continue to search the rest of the provinces and with Mages that have different paths and levels. I have a feeling I am not going to have enough Gems to do everything I want, but I suppose that is the point.
Research: This is the total number of Research points spent so far.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT18_researchchart_zps49205e02.png&hash=95aa7e94be8aa41ffea1d9657471e9ebc8be7270) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T18_researchchart_zps49205e02.png.html)
I have reached Level 2 in Evocation, Alteration and Construction. I am continuing to put all of my Research into Construction for now as I want to get to Construction 4 as there is some really useful Items at that Level. Obviously Level 6 and 8 are better and more powerful but they are a long ways off and cost a small fortune in Gems. I am researching slower than I would like, recruiting the second Storm General and missing a complete turn of recruiting has cost me 2 Seraphs that could have been researching for me. I have also been using Mages in combat more than I would normally do against an all-AI game but I needed to expand as quickly as I could before the other humans squeezed me out even more than they already did.
Dominion: I assume this is the total number of White Candles on the map.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT18_dominionchart_zps67f3f0cc.png&hash=3275c46c6f1d59ee9f0fe7e598f07bdb8c4ca97d) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T18_dominionchart_zps67f3f0cc.png.html)
Need more Temples but I always seem to have other pressing matters.
Army Size:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT18_armychart_zpsc69e6e60.png&hash=51d56b0ee1e4e35f838de44bd28ab42c225d7009) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T18_armychart_zpsc69e6e60.png.html)
I'm doing well here. My units are pretty cheap and weak though. I am starting to recruit better more expensive units now.
C'tis, R'lyeh and Lemuria all get free spawning units that require no upkeep, that is why their numbers are so high. I assume they are not very strong units, but numbers have their own strength.
There is also a Victory Points category, but that is the number of Capital cities owned and no one has lost theirs yet so that is just a flat line for everyone.
Turn 18
The only message at turn start was a random event in Troll's Peak that reduced provincial income by 10.
Here is the map at the start of the turn
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT18_mapstart_zps2a6aa003.png&hash=e70dce0625364d950c9bcd88d6dcc6be4eb01b9d) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T18_mapstart_zps2a6aa003.png.html)
The two provinces bordered in pink have been taken from the Men of Chelms by Atlantis. I don't have much of an idea about what is happening in the other war, it is too far away and I haven't been paying attention.
I mentioned my 2 forts in the statistics updates. I don't remember f I mentioned them when I started building them. The first:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT18_newfortlabtemple_zps49a9a4f6.png&hash=39cd619e2412e6001520c9e3a80e4fec240e9462) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T18_newfortlabtemple_zps49a9a4f6.png.html)
You can see the Seraph building a Lab and the Harab building the Temple here. Those buildings only take 1 turn to build, so those units just last turn and will get these buildings built then move off.
The second fort:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT18_newfort_zpsdc987ef3.png&hash=1361482cb0a067777ababbfd640cfa85543c4bdc) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T18_newfort_zpsdc987ef3.png.html)
This is still 5 months away. I will hopefully build a Lab and Temple here too, timed to finish right at the same time again.
The Items I mentioned that I had forged for Nininshina
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT18_helm_zps607de6d9.png&hash=7a07bcc551be455cf19427cf65188d1d21087b02) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T18_helm_zps607de6d9.png.html)
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT18_weightlessarmor_zpsc4b31b5d.png&hash=6b13d3bbb2108baa71803ef906666152668f0154) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T18_weightlessarmor_zpsc4b31b5d.png.html)
These both give added Protection to the wearer. The important note on these is the lack of Encumbrance. Units take fatigue during battles; when a unit gets to 100 fatigue they pass out unconscious. Fatigue also reduces a units attack and defense values (-1 per 10 fatigue) and the chances of getting a critical hit against a fatigued unit greatly increases as well. The example from the manual is crits against an unfatigued are very hard to get while a unit with 60 fatigue will take a critical hit 25% of the time they are hit.
For each attack a melee unit takes its Encumbrance value as fatigue. Spell casters take even more fatigue. Each spell has an inherent fatigue cost, but that can be reduced if the caster has a higher than required path level. An A2 Mage casting an A1 spell only takes ½ the fatigue; an A3 only takes 1/3. Mages also get a fatigue penalty based on their Encumbrance. Keeping the Encumbrance low on casters is very important which I why I crafted the Weightless Scale Mail instead of something stronger, but heavier.
I have been recruiting the same Caelian Seraphs, with the occasional Harab Elder thrown in. My units have mostly been the Storm Guards I mention previously, along with some stronger but flightless units. These units are my strong Sacred units but the lack of Flight is making me reconsider using them; they will probably just be my home defense force while the Flying units are my offense. The Storm Guards only have a movement of 2, instead of the 3 I have been used to so that sucks too.
As soon as I saw Atlantis taking a province from Chelms 2 turns ago I knew I was going to war with Atlantis. I don't know if Atlantis intended me to get into this war, or if Chelms was just their best option to expand. The Men sent messages asking for help and we responded that we were on our way even before he asked.
The other alternative would have been to stab Chelms and take what I could from them before Atlantis swept them up, but I decided on war for 2 reasons. One because even if I took a few Chelm provinces I would still have a much stronger Atlantis on my border I would almost assuredly be their next target. I should also have an ironclad ally on my western border if we can win this war which would let me stab one of my other neighbors without too much worry about my west border. Second, I felt that Atlantis and I were destined to fight this game, especially once we started off so close together so we might as well get it on.
The envoy from the Men and I have been talking strategy in the last couple of days. My original thought was to fly the 3 spaces and just hit the Atlantis Capital directly; that would help tp dry up their recruiting base and cause a serious problem to their rear. After talking with Chelms we decided not to do that but to try and catch the Atlantean armies in a pincer. This is where the Strom Guards' movement of 2 really hurt me, I was hoping to fly in and hit them hard with no warning. With that reduced movement I need to move my units closer to the front before I can make a worthwhile attack. The province I am moving to borders one of Atlantis' new provinces so they will see me, but it also borders 2 other nations so hopefully he will think I am up to something else. I will lie to him if he asks me directly and tell his I am stabbing Chelms.
So all of my flying troops: 36 Storm Guards, 24 Raptorian Warriors and Spire Horn Warriors, and 56 Archery units led by Nininshina, along with 3 Harab Elders and 3 Caelian Serpahs are moving east to fight the Altanteans.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi195.photobucket.com%2Falbums%2Fz133%2Fsbr32%2FDom_4%2520Wrinklytoes%25203%2520AAR%2FT18_moving_zps70588dc3.png&hash=2da234f4146fb86e0f6a28c54b8a1952770d2774) (http://s195.photobucket.com/user/sbr32/media/Dom_4%20Wrinklytoes%203%20AAR/T18_moving_zps70588dc3.png.html)
Ugh. My bandwidth limit will reset in 2 days.
Should I move away from Photobucket? If so where?
Turn 19
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FO9BOyqD.png&hash=ade126f201060a263253472c124668ab6faa44bb) (http://imgur.com/O9BOyqD)
Not sure about the battle in Gnome Peaks. The units from Chelms routed immediately against an Atlantean Scout. I could see this battle because I had a Scout in the province.
The event was a nice one
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F6tv3vk3.png&hash=f1d64ae68786213c3e419dc7e2c27e2dea638f52) (http://imgur.com/6tv3vk3)
And my Prophet died. Not good. I can appoint a new Prophet in 6 turns, but this is going to make it even harder to keep my Dominion up even in my own provinces.
The map at Turn Start (or close, the Gray arrows are my Scouts moving around)
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fnjg2L9u.png&hash=7311d881bc41576c42c0825e3f76119a0b27c7c5) (http://imgur.com/njg2L9u)
I have been active on the Diplomatic front recently. I have been constantly reassuring Arcoscephale, to my south east, that he doesn't need to worry about the large number of troops that he can see on our border. He is asking what my plans are but I have been very vague while reassuring him that he is in no danger. I also sent a message to Arcosecphale trying to work out a trade for my Nature Gems; I have no use for them now and no future plans for them so if I could turn them into Air, Earth or Death Gems without having to use Alchemy it would be great. Arco doesn't have any extra sources of what I am looking for so that is a dead end.
This turn I have sent a similar message to C'tis, to my south. They don't need Nature Gems as much as Arco would, but I see C'tis as one of my biggest threats and a trade agreement is always nice to keep relations up.
I have been in constant contact with Chelms since he was attacked by Atlantis. We have been sharing scouting information and trying to come up with a plan to fight the Atlanteans. A tricky thing in this game is there is no formal alliance or military access, if my armies and Chelms' armies end up in the same province we will fight a battle. We had hoped for me to attack 2 of Atlantis' provinces this turn, but I am not willing to do that now.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FS0SR9uP.png&hash=c7171265fd566ed7e667ae469eaed8c87f72fd8f) (http://imgur.com/S0SR9uP)
The original plan was that I send the majority of my force into Jebero (the northern province on this map) and a token force to defeat the Provincial Defense in Barra. However, Atlantis has moved 40 units into Muspel and is now 1 move from both Jebero and Barra and I with my lack of information I can't risk splitting my group; my army is small enough that those 40 units moving to either province could turn the tide. My token force would lose if they moved to Barra and if I split my army and those Atlantean units moved to Jebero I may not be able to take that. Of course, there is a chance that I will lose the fight in Jebero no matter what I do, but I feel I need to play it safe here and keep my forces together.
The final script for my army. It is pretty similar to everything I have been doing before, but I am still limited by Research so I couldn't do much more even if I wanted to or knew what to do.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FnWAB8oq.png&hash=0cc864493557a582d048f2be89b3acd3b645474b) (http://imgur.com/nWAB8oq)
I will announce the war against Atlantis after this turn, once I have attacked him. We have not had any diplomatic contact so this can't be considered a back stab in any way, especially considering he did the same to Chelms.
Quote from: Kleves on June 08, 2014, 09:06:31 AM
I'm enjoying the AAR as well, sbr. :)
Me too. Dominions :wub:
Quote from: sbr on June 09, 2014, 06:56:36 PM
Ugh. My bandwidth limit will reset in 2 days.
Should I move away from Photobucket? If so where?
Move to imgur, use the chrome imgur extension and its a one click rehost.
That attack last turn was a terrible idea and I got my ass kicked. My Pretender, 7 Capital-Only Mages and most of my entire army was wiped.
I am continuing to support Chelms with scouting reports of what I see but I am not sure when I will be able to continue the fight. He seems confident he can defeat Atlantis' armies by himself letting me just move in and take undefended provinces.
We will see.
I got a message offering an olive branch for my "transgression". I responded with: :moon:
Quote from: Alcibiades on June 10, 2014, 05:41:29 PM
Quote from: sbr on June 09, 2014, 06:56:36 PM
Ugh. My bandwidth limit will reset in 2 days.
Should I move away from Photobucket? If so where?
Move to imgur, use the chrome imgur extension and its a one click rehost.
Yep, that is what I am going to do. Photobucket can Suckit.
Ok where were we?
On Turn 20 I made an incredibly dumb attack and lost most everything. I told Chlems they were basically on their own, but they reassured me that they would be OK and to just rebuild and rejoin the fight. So I decided to do that.
I have been rebuilding my army, recruiting Mages since mine all died and my Research has ground almost to a halt and recruiting Scouts. And more Scouts. And then some more Scouts. Now on turn 23 I have at least 1 Scout in every Atlantean province and I am feeding Chelms recruiting reports every turn.
This is what I sent him for Turn 23 (the current turn):
QuoteStone Heavens(213) - 8: Ice Guards. Angakok. PD: 1 officer and a few henchmen
Erfel(211) - 9: Ice Guards. One and Future Queen. PD: Well organized
Fever Fens(214) FORT - 10: Snow Warriros, Shamans. PD: 1 officer and a few henchmen
Behemoth's Rest(197) FORT - 20:Snow warrirors,Tungaliks. PD: 1 officer and a few henchmen
Feldan Forest(198) - empty. PD: 1 officer and a few henchmen
Glimmering Fields(199) - 1 scout PD: 1 officer and a few henchmen
The Greater Wild - empty. PD: 1 officer and a few henchmen
Old Man Mountians(187) - 1 scout. PD: 1 officer and a few henchmen
Atlantis(188) FORT - 30: Ice Warriors, Arssartuts. Angakok. PD: Stong and well organized
Juec(181) - 20: Ice Guards, Ice Warriors PD: 1 officer and a few henchmen
Mite Marsh(182) - empty. PD: 1 officer and a few henchmen
Solian(183) - 30: Crossbowmen, Ice Guards, Ice Warriors. PD: Well organized
Trenceber(169) - 6: Crossbowmen. PD: 1 officer and a few henchmen
Watronia(179) - 80: Ice Guards, Ice Warriors, Crossbowmen, Arssartuts. Angakok. PD: 1 officer and a few henchmen
Barra(151) - 20 Crossbowmen.
We have a basic idea of where everything is and where it will be coming from.
Chelms and I are also coordinating our attacks as much as possible.
On Turn 21 Man gave the Atlantean Army a good thumping and took a province or two.
On Turn 22 Atlantis and Chelms fought again, and again Chelms won but this one was Pyrrhic for sure. The fight started at 94 troops for Man and 79 for Atlantis; Man took 54 casualties to Atlantis' 46 and Chelms lost their Prophet. I made a probing attack (code for a silly attack with some fodder I had lying around I thought I would just throw it in there and see what happens but forgot his Provincial Defense would fight too otherwise I had him) against Barra, on the Caelum/Man border. I lost, but not decisively.
At this point Chelms had to stop and regroup, his units can only march 1 province per turn so it takes him longer to get reset. It worked out well that when my ally needed to rest I was ready to go back on a limited offensive. I sent most of my flying army to High Peaks, just over the mountains and Atlantis' most south west province. In the meantime my flightless armies, including my Mammoths which still do not have Flying Carpets, are on the move and ready to converge on Barra on Turn 24.
There was only one Atlantean Scout in High Peaks and he was driven off with little difficulty. Taking this province was a real boon; besides the resource and income loss to Atlantis this province has 3 Magic Sites that I immediately discovered gaining me 3 Death Gems, 2 Earth Gems and 1 Astral Pearl.
I don't cannot fight Atlantis head on, so I raised the Provincial Defense up to 15 and am now returning to my Forts to grab more fresh recruits. I would like to keep High Peaks, but not enough to commit any units to hold it. I hope the threat of the Chelms invasion on the other border keeps Atlantis from just trying to retake it next turn. If not, hopefully the Provincial Defense makes it bloody enough that they regret sending too small a force; if they send a large force that should relieve pressure on Chelms. If Atlantis does retake high Peaks I will be moving right back with my full armies on the next turn. With an ally that can stand up to the Atlantean Infantry I can jump in and out all day letting him bleed himself out on two fronts.
By the way details on the death of a Pretender. You obviously lose any benefits of the Pretender being alive: Dominion spread, researching, forging, fighting, etc.
The Pretender can be resurrected but it will take a long time. Each Priest unit can pray to Call God each turn; each level of Priest adds to the counter. When the counter gets close to 50 (for randomness sake) she is resurrected. When Nininsina died I had 1 Level 1 Priest.
Once resurrected the Pretender loses 1 point in every Magic Path, so my A5E4S4 Pretender will become A4E3S3. You don't lose the Bless effects though, so even though I no longer have E4 or S4 I still keep the Invigoration and Magic Resistance Blessed effects.
Turn 24
Slow news day, but last turn was slow.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FDizRfin.png&hash=00868a488f4208a26b3f0405b3b6ab3cc7168e35) (http://imgur.com/DizRfin)
The Spirit of my old Prophet has left this world, so can I now appoint a new Prophet.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FOoSZGhQ.png&hash=b7934c9b574fd3f61acc6b02fcd6df60a726becd) (http://imgur.com/OoSZGhQ)
I finally take Barra from Atlantis. I am a bit confused about this turn, I know that if Mammoths (or any other large animal/creature) route they will run over and though anyone behind them. I knew that and thought I had positioned all of my units so nothing was behind the Mammoths, but for some reason that is not how it played out. It wasn't a huge deal but the Mammoths did route, and right through my Earthbounds, my most expensive Sacred units. I only lost 1 but that slowed them down enough to extend the battle longer than it needed to be, increasing my casualties.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fy1QhYc3.png&hash=fa117e4ab9666d9ad9e203d463e67b18e662625c) (http://imgur.com/y1QhYc3)
A worldwide event, this is the second day this has appeared. There is a chance that another player is doing this; some Ritual Spells will appear as random events.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F11tGL7X.png&hash=8498537c7ef85e40781ad683d14b468ed230a3f4) (http://imgur.com/11tGL7X)
Here is the map at very close to the start of the turn. The left-most arrow is a random Commander gathering up recruits. The center arrow pointing down is a Commander going to get the routed Mammoths. The longer right-to-left arrow is the 2 Mages involved in the battle for Barra returning to the Lab in Caelum.
This another slow turn as I position my units for another attack on Atlantis. Both of my Storm Generals both have some cheap armor now and meet in Wic Forest which is 1 turns move from 3 Atlantean provinces, including Atlantis itself. I think the Men of Chlems will be attacking next turn as well, but I haven't heard from him yet.
At the start of a new year, here are some in-game graphs that are filtered to just show me, Chelms (Green) and Atlantis (Dark Blue).
Total number of Provicnes:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F7GSLjNP.png&hash=d7ffb8925941fc87b391406602a030d7c0109fae) (http://imgur.com/7GSLjNP)
Income:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FilqcrTx.png&hash=7becc893b7b11ca22c00c0ad8af316e040cba712) (http://imgur.com/ilqcrTx)
Gem Income:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FVOOwCvn.png&hash=97ec754013f0908e09c35e6d672fc8d7c8be76f2) (http://imgur.com/VOOwCvn)
You can clearly see where I took that province with 3 Magic Sites last turn.
Dominion
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FFSqlBE9.png&hash=bc02f7fb409ad391f52c2095af0d1c62b9107f95) (http://imgur.com/FSqlBE9)
Army Size:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FK7zmc7q.png&hash=102b2457a7a9f2c9844f253c91d722fd62a9c9a6) (http://imgur.com/K7zmc7q)
We have the biggest army of the 3 again, but it needs to be much, much bigger before I can fight anyone one-on-one
Research
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FWzCLB5l.png&hash=a5b41198578e155c0ae9205b569240fb5fe94988) (http://imgur.com/WzCLB5l)
Blech
Turn 25
Last Turn was another turn of positioning. Atlantis re-took High Peaks and I didn't want to risk meeting his main army so I stayed on my side of the mountains, but moved 1 province east, as the one I was in didn't have enough supply for my army. My main army all went under the command of one of the Strom Generals and the other returned to Caelum to grab more troops. I am still trying to reincarnate Nininshina and I forgot to name a new Prophet the first turn I could so I did that on Turn 25 as well.
Turn 26
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FBDE8YRS.png&hash=c9d150d33f14df4f11250b580b71b63d19c876ac) (http://imgur.com/BDE8YRS)
I got my new Prophet. That will help in bringing back my God and in Dominion spread.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FTqS0EXU.png&hash=9c68e5ffab4e62ffb9143dc5586d9c67bce381a7) (http://imgur.com/TqS0EXU)
The battle between Man and Atlantis is not the big showdown I hoped for.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F1WEPBXM.png&hash=cfe989d29e63e8b41884cf0490b8dce3c83138c0) (http://imgur.com/1WEPBXM)
Here is the map and the plan:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fw1nT0xB.png&hash=968419ee0f33e93351a03298382b43fd9cdb13cf) (http://imgur.com/w1nT0xB)
Atlantis either has something very interesting planned, or he thinks I am a complete idiot. I assume he doesn't think I will just march right back into High Peaks and risk a battle between our main armies, so I a guess he has something good up his sleeve. He can hang out here in the east with me while the Men of Chelms take his western provinces unopposed, that is fine with me.
My main army will move up to Trencebor, while the small reserves in the Capital will move into Watronia. Both have risks, but I think I will be OK. The ~20 Crossbowmen in the province just east of Man's army could move southwest into Watronia but that seems like a poor move with Chelms moving eastward. There are also ~30 units in Atlantis that could meet my main army in Trencebor, but again moving south into the mountains doesn't seem like an optimal move when they could very well end up cut off down there. I am not too worried about the fight in Trencebor even if he moves south. The crossbowmen could very well ruin the attack into Watronia though.
The Men of Chelms will be moving east again this turn, but I don't know which province they will be attacking yet.
I received an interesting diplomatic proposal. The Lizardmen of C'tis, one of my southern neighbors has proposed a 20 turn Non-Aggression pact and trading/crafting agreement. He wants to trade Gems and is willing to pay me to Forge some Air Magic Items. I have no doubts that these will likely come back to kick my ass later but 20 turn of peace from that direction will be welcome. C'tis wants Earth and Death Gems, which are important to me too, so I don't know what sort of trades we will be able to work out unless he has excess Air Gems. I can give up some Earth Gems, but my Death Gem income is only 3 per turn, until I retake High Peaks that is.
The game is on a hiatus while the entire continent of Europe is away from their PCs either watching the World Cup or on Holiday. It will resume with a daily turn sometime in mid-to-late July. I hope to use that time to get this caught back up. I am about 12 turns behind.
Turn 27
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FnDtSDwC.png&hash=efb355002cd92b96bf0fe996e0650b10d5a214de) (http://imgur.com/nDtSDwC)
Finished Construction Level 4, that is a big one as it allows for the Forging of some nice Magic Items. Specifically Death Staff (gives +1 Death Magic), Earth Boots (+1 Earth Magic), Winged Helmet(+1 Air Magic), Flying Carpets, Wall Shaker (Increases Siege Power when besieging a fort), and Storm Spool (gives me 2 more Corpse Man Constructs when casting the Ritual spell, for a total of 5 per Air Gem when combined with the Lightning Rod). I will begin Constructing Corpse Men this turn, even before I craft a Storm Spool. My next step in Research is Enchantment 2, to get to Revive King, which summons a Mound King, an Undead Leader who can lead the Corpse Men into battle.
I have also started forging Owl's Quills
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fa69qshe.png&hash=251c98ba07474a5432217e7def7ca8530b5b3bf7)
There were 3 battles between Atlantis and Chelms and I, none of them worth a shit.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FzyV1XpT.png&hash=e47954c61d48540c5c2ab087eb8ad4585b324f2a)
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FNRzEZTi.png&hash=6f199d383033c4110b166fd25335c354db96c70e)
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FnvNBcWZ.png&hash=96ebe4ea9b9f986129e3c6f4e5838a46a8d4b946)
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FrZJSqs9.png&hash=ca3ea7a379001e07b0fe6f015553fc4623fd011f) (http://imgur.com/rZJSqs9)
I was expecting something from Atlantis this turn, but I was not expecting the German Atlantean Army moving though neutral Benelux Mictlan to get around the Maginot Line Mountains and into the soft underbelly of France Caelum. At this point I panicked a bit; I had no idea how to stop that army before it reached my Capital, and once it got there I was in deep shit. Besides losing a ton of income and resources, my other 2 forts didn't produce enough troops to beat that army before I lost Caelum. I had been recruiting a bunch of trash around the countryside, generic Infantry (Heavy and Light), some Lizardmen from the swamp province in the south (even though the cold-blooded beasts don't fight very well in my and Atlantis' cold homelands) so I began marching them all towards the enemy army hoping to at least bleed them a bit before they hit my capital.
With my excellent mobility I figured I didn't need to send my main flying army home quite yet, if Atlantis is going to leave their homeland undefended I will do everything I can to make him pay for it. I send one small group up north to take Glimmering Fields which is between his capital and his northeast fort. I send my biggest group west to retake the Gem mines in High Peaks.
I don't remember exactly what I was recruiting these turns along with my normal Storm Guards/Horn Spire Archers in my forts I began to recruit 5 Earthbounds per turn. I had stopped recruiting these even though they are my only Sacred units, and my best and strongest melee units, but they don't fly and that didn't work for me. Now that we are in a defensive mode they are required and fast. I am also recruiting as much chaff in the countryside as I can afford.
Turn 28
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F3v9Ywn0.png&hash=2f5a7e95c52a7489fc90720e33a2bc4c63f9b076) (http://imgur.com/3v9Ywn0)
Finished Level 1 of Enchantment and one to go.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FmGM0Ipz.png&hash=443af7826cfc018f71336f30494e19b3adace539)
My pretender Nininshina finally came back to life as well. Cause for much celebration!!
However this is when I REALLY started to hate the Atlantis player. One of his national summons spells is a Tupilak which targets a province and attacks a leader there. He sent two to Trencebor, where both of my armies were. Both fought the same Storm General; my guy won the first fight but lost the second.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FDQIjDZH.png&hash=0bb44de07dd6e927906fa6e6ba1714e285ad2a93)
Now I had 97 leaderless troops sitting on their thumbs in Trencebor instead of attacking High Peaks.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F3R08B9S.png&hash=9dd05a4d28f775028850e22f1b3fcd5987443a17)
It took me a while to figure out how to counter this. Atlantis also used this same spell against the Men of Chelms to slow their advance as well.
At least the smaller group made it up to Glimmering Fields, which they took unopposed.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FcmsoGiO.png&hash=987482a2b148703dca6d1477cf60d9243eaa95b1)
The Atlantean advance on Caelum continues as well...
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FI1yOC1a.png&hash=a98f75cd87cfdfe943e912d90ebbb3be39f19594)
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FxTYdOhv.png&hash=ad1b29b5787acb65cdab327343fae5fdf4294199)
At least there are small groups that might cause an Atlantean soldier to stub his toe or something. Not looking good at all.
The Random hero event will help, with a Level 2 Death mage and Level 2 Priest.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FFOUyXQa.png&hash=cf32158f07e5dc09c2c8acb6be48c4fd92f36870)
But it won't help much.
Somewhere around here C'tis and I confirmed our 20 turn NAP and agreed that I would send him 10 Earth Gems and 10 Death gems in exchange for 20 Air Gems. He also wants me to Forge him some Winged Shoes, which gives the Flight ability to anyone wearing them but I told him that with the hostile army in my territory I would have to wait on that.
More recruiting and figuring out how to get enough Commanders up to Trencebor to get my army back under control and useble.
Turn 29
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FIb5WRuR.png&hash=9ab5c10d3572ee22785d64825abbbf7069f1d989)
Finished researching Enchantment Level 2 so Mount Kings can be summoned to lead my growing army of Corpse Man Constructs. I have moved my Research into Evocation and Alteration now, will be able to finish a level on both next turn.
I don't remember now exactly what my plan was, though somewhere around this time something interesting happened. The game was updated and it made some changes to my nation. A lot of my units became better armored, with a corresponding increase in Resource cost (which I didn't have to pay retroactively obviously), and more importantly all of my Caelian and Spire Horn units gained the Storm Immunity trait. This is interesting because there is an Evocation 5 spell called Storm that makes "flying impossible and shooting difficult." It also makes Fire Magic less effective. There is also a Conjuration 2 spell Summon Storm Power that when cast during a battle and in a storm increases an Air Mage's Air Magic by 1. So assuming this works out like I think, I could fight battles where no one else can fly (no other flying nations but there are Magic Items and Summons that give/have that ability), enemy archers and fire magic are less powerful, while not only am I not affected by any of these things, but I can get an extra boost to my Air Mages.
Storm is a very powerful spell and needs a A5 Mage and costs 100 Fatigue to cast, so at this point only Nininshina, my Pretender will be able to cast it and it will knock her unconscious when she casts it. I need to get lucky and get a A3 Harab Elder or two and Forge a Winged Helmet (A+1) and Bag of Wind(A+1) to be able to make a habit of casting this spell.
At this point, whenever it was, this is where my Research priorities moved to; getting Evocation 5, then to Conjuration 2.
There were a couple of battles this turn. A small force of Men took an almost unopposed province of Juec from Atlantis and Atlantis retook Glimmering Fields after I abandoned it.
The Atlantean steamroller made quick work of one of my ridiculous speed bumps between the Atlantis army and my capital.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FJztDqCI.png&hash=0512813592d980abef05d6a354a387f4ea72b5de)
Yikes, nothing I have is stopping this army.
An event, a scout died, troops starving, yadda yadda yadda .... Nothing else very interesting there.
Map time ...
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I open the map and get confused, where the hell is the huge Atlantean army that should be bordering my capital?
ERMAHGERD!!
He turned the wrong direction and attacked my other fort!! I didn't even register the name of the province our battle was in, and I just skimmed right over the Your Shit is Besieged message at the start of the turn.
I have no idea what he was thinking here, and will be very curious to talk to him after the game. To me our war changed right here, it went from me being doomed to him being in trouble. I still think he could have walked right into my capital province and I couldn't have done anything about it.
Not only that, but what is the strategic thought in abandoning your homelands to the Men of Chlems only to take a periphery fort of mine? And a very unproductive one at that. Very strange.
From this point on I went from scrambling to stop his advance to building and positioning an army that could hopefully break the siege, or if not smash the Atlantis army right after he broke through.
This is the collection of junk I have in the province between the siege and my capital.
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It won't beat the Atlantean army by itself, in fact it wouldn't even be close, but it could be a nice meat shield to protect my real army and mages once they get rallied (and if a bunch of it died saving me Upkeep costs that would be nice too).
I do make a couple of attacks this turn. I send my largest army in to take Wic Forest and cut off the Atlantean army. There is a chance that he realizes he has mad a mistake and pulls out this turn and smashes my army but I am willing to take that chance. I also move a smaller group back into High Peaks to get those valuable Gems flowing back to me.
More recruiting of stuff in Caelum and Constructing Corpse Men in order to build an army big and strong enough to deafeat this army and move in to help Chelms in the Atlantis heartland.
Turn 30
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C'tis and I complete our trade of Gems this turn, I get 20 Air Gems in exchange for 10 Earth and 10 Death. I am going through Air Gems pretty quickly with Constructing Corpse Men and Forging Owl Quills so this is needed.
Atlantis sends out a couple of more Tupilaks, this time killing a Scout and a random generic Commander in Zoglia, the province with my big trash army.
I win both battles, Wic Forest and High Peaks, very easily as both are undefended.
There seems to be some sort of cult forming in High Peaks but I am not sure what that means or how to get rid of it, so it is time to pull out my favorite strategy of ignoring it and hope it goes away and bothers someone else.
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The Atlantean army won't finish knocking down the walls of Herghendorf this turn, but they will next turn. The Fortification has 199 strength left and they did 167 points last turn. I will have everything ready to hit Atlantis' army the turn after next; movement and attacks happen before Castle Storming during the turn so I will be able to hit them before they get in and kill my undefended Mages. I don't know if I have enough to win the battle, but I will definitely do some damage and make Chelms' conquest easier.
Turn 31
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A couple more Tupilaks were summoned and while I now know how to deal with them, I am not always able to do it perfectly. The key is to have 4-5 units with Guard Commander orders. Those units usually appear to help out in assassination attempts, and with the Tupilaks low Defense and Protection (both are in the 5-6 range) they can be killed rather quickly. If they are not killed in the first combat pulse you will be in trouble though; the Tupilak has the Fear ability and any one routing from an assassination attempt is auto-killed. This happened to me in one of these battle, I smashed the Tupilak down to like 2 HPs on my first pulse then all of my guys just ran and were killed. I was pretty pissed until I figured out what was happening. The only downside is that those 4-5 units will stay behind and Guard Commander during a pitched battle as well, so they are not in the battle.
Enough Guards:
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Not enough Guards:
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The battle in Atlantis was a silly idea by me. I figured I would be more than willing to trade a Scout to know the composition of the Army in his capital. It didn't work out that way, as that army moved and the Provincial Defense killed my Scout.
There were 2 really interesting battles this turn.
The first was in Wic Forest, where again Atlantis made what seemed to me to be a weird decision to abandon the siege at Hergehndorf (he left 1 unit there to continue the siege but it will die next turn as the defenders in the fort come out to Break the Siege) just before the walls came down, though the attacker has no idea about the state of the walls so he didn't know how close he was to bringing them down.
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Fortunately I only had a few meaningless units there as my main Flying army had moved north to Nydian Range to take that.
All sorts of things happened in High Peaks. I had tried to move that army out of High Peaks (don't remember where they were to go, just another province to harass Atlantis) but the Tupilak attack that killed my Commander was in High Peaks, so my 56 units were leaderless and couldn't move. Atlantis then attacked them with the army from his capital, so while my units were killed and scattered I still got some intelligence on the size and make up of that army; it was more costly than I wanted though.
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Yuck, 109 units here and I assume the other 144 will be moving north to join up and fight in Atlantis' territories. The 30 remaining Storm Guards were scattered to the 3 friendly bordering provinces.
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As I said before I assume that the army that just left Herghendorf is headed north to defend Atlantis, there is the slight change that they may now move to attack my capital but at this point I want to fight that army and I think Atlantis knows that. I would love to stop them before they link up, but the army that can catch them can't beat them and the army that can do a lot of damage can't catch them. The birdman army north of Atlantis' army will fly 2 provinces south and Army Group Trash will move north hoping that maybe the Atlantis army stays put, but that is extremely unlikely.
Turn 32
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I am continuing to Summon Corpse Men even though I don't need them at the moment. They will never be able to catch up before the large battle that is looming. I don't remember if I did stop at this point though.
All of the battles were expected. Wic Forest is where I moved Army Group Trash, Nydian Range is where the Atlantean army moved and the battle in Herghendorf was me breaking the siege and killing one dude. There was nothing interesting about any of those battles, though here you can see the composition of Army Group Trash
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The map looks as expected, the Atlantean army headed home with a tail of my two armies wagging behind. I am assuming that he will move that army all the way the his capital, so the flying units will just move one province at a time to help with the supply issues I am having with the large army.
I am also starting to get the reserve flying units and Mages in my other forts into position for the attack on Atlantis in 2 turns.
Arise, thread! Back to life with you! So... I started reading into this game, and I think I'm going to get it at some point. I ordered the hardcopy rulebook they offer, as I love being able to actually hold such things and read them not on a computer screen. Would those of you who have played it recommend it?
Quote from: Benedict Arnold on January 14, 2015, 04:50:20 AM
Arise, thread! Back to life with you! So... I started reading into this game, and I think I'm going to get it at some point. I ordered the hardcopy rulebook they offer, as I love being able to actually hold such things and read them not on a computer screen. Would those of you who have played it recommend it?
I'm enjoying it, but I only play against the AI.
too bad you missed the steam sale on it. It was 9 bucks.
Damn. When's the next big Steam sale?
I really enjoyed it for a while. AI is kind of meh, though.
And I still never got resolution on that problem I had as the lizard people. Haven't played since. <_<