Le Sage
Emperor
A Military History of The Principality
I did a story like this on my mod thread earlier while gametesting. It was an excellent way of analyzing the game and it was also a lot of fun to write. This story won't be involved in the technical details of the game functions, but rather try to tell a tale of war and peace in the World of Fairy Tale.
This story is based on my mod, Fairy Tale (Version 7); I play on Warlord level (don't laugh, I'm a stinky player and will probably get kicked real bad!) on a standard size map (PlanetGenerator, One Continent, Landmass). I play as the Principality, the most chivalrous of the civilizations in the mod with leader Edward Montjoie (Charismatic, Protective). I have no goal in the game, other than stay alive, fight my neigbours and really show my mod off. The story will be richly illustrated and it will emphasise the military side of Fairy Tale Kingdom building.
The early armies of the Principality
The Principality starts out with some moderately good Archers; these are really no good, but my Charismatic Trait also sees to it that they are equipped with some initial promotions that really come in handy.
There's not much early fighting. Even the Barbarians seem to stay calm. However, finding my neighbours, Zuur the closest to the west and the Collective the closest to the South, tells me that this will be an interesting campaign of fighting anyways.
My Fairy Tale Kingdom expands rapidly and maybe too quick, meaning that I'm fighting the economy rather than outer enemies. My scouts report that the Kingdom of Zuur is already building their powerful Legion units (pic 2). These are terrible, but slow, land units that can be terribly scary. Soon after that, I discover the tech to build my first cavalry - lancers - but these units are inferior to Zuur Legions.
In the 40th year, the King is born. The King is a Royal Family unit and he is a Great General. Around him, I form my first larger army in the next year. Although the Barbarians are awfully calm in this game, it's imperative to have a national military reserve. I usually keep my first Royal Guard Army deployed near my Capital, and that is what I do in this campaign as well.(pic3)
The Dragon's Quest
The Dragon is a powerful early unit that can do some really interesting things. Correctly used, the Dragon can mean the success or failure of the early part of the game.
The Principality Dragon was built, but later trained by the king, making it a formidable unit. At the founding of the city of Adlerbrugge, the Dragon was sent to boost the garrison. The town's position was far south of the homeland, and the Dragon could help defend the town against awaited Barbarian attacks; when those Barbarians finally showed up on the horizon, the Dragon stood ready to defend the town and did a good job (pic 1). Then he was sent south to reconnoitre along the Angvina border. In a splendid display of heroism, he attacked and too the Barbarian city of Arin, effectively extending the Empire to the south.
After that, the Dragon did reconnaissance in the far west. The Empire of Zuur is on the march and soon our borders meet. (pic 3) The early phase of the game is nearing its close. The borders are meeting and the land is being claimed. My first enemy will probably be Angvina in the south. Our borders meet at Arin. Then Zuur will probably be on turn. They are still happy since we happen to have the same state religion, but if I know them correctly, that will soon change as our borders now meet. I must prepare for a hard and long conflict in the west. I'd like to take out Angvina first, though.
Adventures on the Oceans
Building the Empire in peace and claiming land can be quite tedious. There's not much fighting. Not against armies of flesh and blood anyways, but rather against economy and things like that, things that are imperative to the foundations of any good Fairy Tale Kingdom, but that can seem boring.
It is good then that the relative tediousness of this period is broken by the exploring of the world. My ships now travel the world and find new cities and civilizations. Contact is made with the Elves and with the Dead Civ of Skeletons. My pirate ships venture into the waters outside the Zuur capital itself (pic2) and my Caravels reach far east, exloring both Collective and Skeleton lands.
As I'm having fun exploring the unknown, Kwelma of Angvina finally attacks unprovoced. A large army of Angvina troops all of a sudden stand on my soil outside the City of Arin. Time to start the fight! Forward march! (pic3)
I did a story like this on my mod thread earlier while gametesting. It was an excellent way of analyzing the game and it was also a lot of fun to write. This story won't be involved in the technical details of the game functions, but rather try to tell a tale of war and peace in the World of Fairy Tale.
This story is based on my mod, Fairy Tale (Version 7); I play on Warlord level (don't laugh, I'm a stinky player and will probably get kicked real bad!) on a standard size map (PlanetGenerator, One Continent, Landmass). I play as the Principality, the most chivalrous of the civilizations in the mod with leader Edward Montjoie (Charismatic, Protective). I have no goal in the game, other than stay alive, fight my neigbours and really show my mod off. The story will be richly illustrated and it will emphasise the military side of Fairy Tale Kingdom building.
The early armies of the Principality
The Principality starts out with some moderately good Archers; these are really no good, but my Charismatic Trait also sees to it that they are equipped with some initial promotions that really come in handy.
There's not much early fighting. Even the Barbarians seem to stay calm. However, finding my neighbours, Zuur the closest to the west and the Collective the closest to the South, tells me that this will be an interesting campaign of fighting anyways.
My Fairy Tale Kingdom expands rapidly and maybe too quick, meaning that I'm fighting the economy rather than outer enemies. My scouts report that the Kingdom of Zuur is already building their powerful Legion units (pic 2). These are terrible, but slow, land units that can be terribly scary. Soon after that, I discover the tech to build my first cavalry - lancers - but these units are inferior to Zuur Legions.
In the 40th year, the King is born. The King is a Royal Family unit and he is a Great General. Around him, I form my first larger army in the next year. Although the Barbarians are awfully calm in this game, it's imperative to have a national military reserve. I usually keep my first Royal Guard Army deployed near my Capital, and that is what I do in this campaign as well.(pic3)
The Dragon's Quest
The Dragon is a powerful early unit that can do some really interesting things. Correctly used, the Dragon can mean the success or failure of the early part of the game.
The Principality Dragon was built, but later trained by the king, making it a formidable unit. At the founding of the city of Adlerbrugge, the Dragon was sent to boost the garrison. The town's position was far south of the homeland, and the Dragon could help defend the town against awaited Barbarian attacks; when those Barbarians finally showed up on the horizon, the Dragon stood ready to defend the town and did a good job (pic 1). Then he was sent south to reconnoitre along the Angvina border. In a splendid display of heroism, he attacked and too the Barbarian city of Arin, effectively extending the Empire to the south.
After that, the Dragon did reconnaissance in the far west. The Empire of Zuur is on the march and soon our borders meet. (pic 3) The early phase of the game is nearing its close. The borders are meeting and the land is being claimed. My first enemy will probably be Angvina in the south. Our borders meet at Arin. Then Zuur will probably be on turn. They are still happy since we happen to have the same state religion, but if I know them correctly, that will soon change as our borders now meet. I must prepare for a hard and long conflict in the west. I'd like to take out Angvina first, though.
Adventures on the Oceans
Building the Empire in peace and claiming land can be quite tedious. There's not much fighting. Not against armies of flesh and blood anyways, but rather against economy and things like that, things that are imperative to the foundations of any good Fairy Tale Kingdom, but that can seem boring.
It is good then that the relative tediousness of this period is broken by the exploring of the world. My ships now travel the world and find new cities and civilizations. Contact is made with the Elves and with the Dead Civ of Skeletons. My pirate ships venture into the waters outside the Zuur capital itself (pic2) and my Caravels reach far east, exloring both Collective and Skeleton lands.
As I'm having fun exploring the unknown, Kwelma of Angvina finally attacks unprovoced. A large army of Angvina troops all of a sudden stand on my soil outside the City of Arin. Time to start the fight! Forward march! (pic3)