Here's what happened to me last night.

Sorry if it's a bit longish, but I really like to read the game reports here and just hope that you feel the same.
Psyringe game 2 report 1
Settings:
- MoM version beta 9 update 2
- Regent difficulty
- tiny worldmap
- five opponents
- everything else random
- fate handed me Merlin to play
1. Starting a Life (Mage)
For better understanding of the geography, here's a map of turn 72 (I'm at turn 144 now):
(Umm, this link should have been a picture. What am I doing wrong?)
I'm the light blue empire in the south. My starting position was the city in the southeast, on the eastern coast of a not-too-large peninsula with room for about three cities. The good things about my starting position were a lake and furs nearby, also a death node to the south. There also was a sweet spot to the northwest, were three nodes (life, nature, chaos) were surrounded by grasslands. This position was also strategically valuable, since it was the entry point to my peninsula. If I could secure it, then my capital and perhaps another city on the peninsula would be relatively safe. If an enemy got there first, however, I'd be stuck on my peninsula until I built ships, and also would lack three node types.
So I had to get there first, at all cost. However playing with six mages on a tiny map, there might be other wizards not to far away. So I started to build a settler right away, while my worker was already building a road to the sweet spot. I also tweaked my city's production so that the settler would be ready exactly when the city size hit three. Being Merlin, I also had a scout, which I sent out to check for competitors. He didn't have to search long. On turn 2 another scout, violet in colour, showed up right beneath my sweet spot.
2. First Contact with the Dead
Great, I thought. Mordja sitting right above my peninsula, that was just the little challenge I wanted.

The undead wizard was friendly, but refused to trade his Death I technology for my Life I. I didn't have any money (put all into research as soon as I found out that it really made a difference), so I left it at that and hoped to get another tech from some other wizard, so that I could offer Mordja more. Since Mordja blocked my way to the north, I went westward and found out that there was another peninsula there, of yet unknown size. So the water to the north was a lake, with Mordjs to the east of it, me and my peninsule to its southeast, and another peninsula to its southwest. This map provides some nice bottlenecks. I sent my scout along the shore of the lake, northwards, and he soon met Ariel.
Ariel wasn't exactly what I hoped for in terms of trading for tech, as we both were racing along the life tree with little possibility to complement each other. However I welcomed her as a potential ally against Mordja.
Some turns later, my scout met Vlad in the northeast. Vlad, too, refused to trade with me, apparently he already had traded with Ariel and I had nothing new to offer. This wasn't looking good, I feared to be left behind in the tech race. However some turns later I got lucky, when I met a scout of Tlaloc before he had made contact with the others. I excessively traded techs around, mostly giving the other wizards substantially more than they gave me, but successfully catching up in the end.
Soon after meeting Tlaloc, my scout died because of acute player stupidty. Checking out a path to a larger landmass in the east, he saw two strange units of a brownish colour that he didn't know yet. So he moved beneath them in order to make contact and got killed by the jaguars. Lesson to be learned: barbarians in MoM are
not white, check unknown units before moving your own defenseless units right before their fangs.
3. The War for the Sweet Spot
In the meantime, my worker just completed his road to the sweet spot, just in time to see a
Settler of Mordja approaching! My settler still needed four or five turns, and two more turns to reach the place. No way I could be there first. Mordja must have completed his settler seven turns faster than me! He must (interestingly) have realized the importance of this spot and probably - like me - built a settler right away. He didn't even waste time to send an escort with it. Strange, I've never seen the AI sending settles without an escort. But knowing that I didn't have any military unit at that time, the unded king probably thought he didn't need one.
He was wrong.
I just had researched Life Magic II and switched from building a settler to a protector. In the next turn, Mordja founded his city exactly where I wanted to build mine. In the same turn, my protector emerged. You remember that my worker already built a road to the sweet spot? Well, now the speed of my protector came in handy. As his first action, he raced along that road and, still within the same turn, sacked Mordjas undefended city.
Mordja was less friendly afterwards. In the next turn I defeated a skeleton warrior, which was on its way to the sweet spot, seemingly a late escort for the late settler. Feeling strong after two victories, and also estimating that Mordja's defenses couldn't be too strong after just wasting two units, my valiant protector pushed forward. From across a lake he could see that Deathmound, Mordja's capital, was only defended by a skeleton warrior (or more). With his speed and his good attack, my protector had a reasonable chance to conquer the city and end the threat that Mordja posed for me.
However, as he approached the city, the undead king suddenly pulled a
Skink out of his sleeves. So he didn't just have the ability to produce settlers seven turns faster than me, he also had
Lizardmen under his command!
My protector retreated to a nearby hill, so he could see the enemy coming, if Mordja should decide to strike back. He also could protect my newly founded city on the sweet spot.
To my surprise, Mordja did not strike back. Instead, I spotted another settler moving towards the southwestern peninsula, escorted by a skeleton warrior. (Strange, why didn't he build another Skink?) This was too easy to be missed. My protector rushed in, killed the escort and got me two workers. I then made peace with Mordja, because most wizards were already larger than me and I wanted to expand instead of potentially wasting military units in an attempt to storm Deathmound. Mordja agreed and was nice enough to send me another one of his workers, apparently he intended to make this a habit. I also extracted some money from him, which was enough to hurry my next settler - which I needed to seal my border with Mordja. So the undead wizard basically paid me for hemming him in.
4. Expanding and catching up
My capital now churned out settlers (and clerics when population was low), and I was able to build two more cities. (This is the situation as you see it on the map above.) I needed to get my economy going, as I was again falling behind in tech. I still hadn't build a wizard's guild or even a life shrine, but was confident that I could do that now.
My brave protector, who singlehandedly won my war against Mordja, started exploring the southwestern peninsula, where he sadly fell prey to jaguars. Lesson to be learned: Even a seasoned fighter
may still be defeated by barbarians, especially if he can't defend well. (Btw, where are those animals from? They are done extremely well imho.) The land there was not too inviting, consisting mostly of mountains and tundra, but I spotted three different types of luxuries there. Since only I had access to this area, I was pretty sure that I would finally get the strong economy that a life mage should have.
From time to time Ariel or even Freya (who occupies a piece of landbetween me and Vlad, seperated from me by the sea) would try to send units through my territory. But they always left when I told them. Tlaloc and Freya were competing with me for the score lead, but things began to look promising.
5. The second war with Mordja
Then Mordja sent a settler with a Skink escort across my empire and declared war on me when I asked him to leave. Apparantly he semed to have some kind of a grudge against me. In fact he must have been pretty desparate, I've seen one other settler of him moving nothwards, but he didn't manage to found a city there either.
So I cancelled my wizard's guilds and built bowmasters instead. I killed the skink and converted the settler into two more workers. then I sent three bowmasters to his on and only city. He defended with a single skeleton spearman, and two bowmasters were enough to defeat that one. After taking the city, poetic justice kicked in, and I renamed it from "Deathmound" to "Lifemound".
So Mordja's defeated and I can now finally, finally start building some cultural boosters and securing the luxuries on the southwestern peninsula, right? Right?
But wait.
What's that violet city suddenly doing down there between
my resources?
Yep, you already guessed it: the computer managed to restart Mordja exactly on the spot where he wanted to send his settler to (and where I wouldn't let him).
Enraged, I moved my bowmasters down there, which took some time. But I defeated his capital just a turn ago, so I can do it again, just don't give Mordja time to build up defenses ... some turns later the first of my bowmasters ended its move right between two wolfpacks. Apparently Mordja didn't need defenses, he had shielded himself with barbarians. Of course I used both movement points of my bowmaster at once, ending my turn right between the wolves with no possibility to retreat. He died quickly. Lesson to be learned: Actually
learn something from all these lessons, dammit!
With the remaining two bowmasters, I attacked a city that Mordja had just founded one turn ago. This city was, as was Deathmound, defended by a single skeleton spearman. At Deathmound, two bowmasters had been enough to conquer the city. This time however, the bowmasters went down without the defender even taking a dent.
Suddenly standing there without offensive units, I made peace with Mordja for the second time. He was a Gentleman and even sent me one of his workers to celebrate the end of the war.
6. Peace and Expansion
So I lost the three luxuries that I thought were secure, but I finally had the period of peaceI needed. I had fallen behind in tech, having no luck with trading Life Magic III, apparently Ariel tossed this knowledge around right before I learned it. However, some turns later I could trade Life Magic IV to Tlaloc for three other techs and some money. Apparently this tech was very valuable to him (I still wonder why exactly).
I also built some ships and started exploring. I shipped some scouts around to grab goody huts on forgotten islands. This finally put me in the tech lead. Just west of my empire I found an Island with room for three cities that I called "the promised land". It contained grassland, some nodes, and even goblins were there. Goblins will be invaluable for my coastal cities (which are in the majority) as soon as I can build fisheries, so I founded two cities there. I also found dwarves, put a city beneath them and rushed a harbour there. There may come a time when I need to strengthen my defenses.
Getting the units across to these islands actually proved to be a a challenge as some krakens were swimming around, and I had no harbor on the western coast where my ships could rest. However my ships were just fast enough to outrun them. Playing hide and seek with them around the islands was actually fun, however I wonder whether the AI can do this effectively.
7. We are the Champions
At some time during my expansion, Tlaloc out of the blue declared war on me. I didn't take it too seriously, because Freya is between me and Tlaloc, and I also have enough ships to defend against a sea attack. Even if he came, I have some sorcerers and can build more if necessary. (Speaking of sorcerers, the upgrade chain from the offensive protector to the defensive sorcerer looks a little strange, is there a reason why you don't upgrade protectors to bowmasters?)
However after some turns Tlaloc suddenly made an alliance with Ariel, my neighbour in the north. But at that point I had researched Life Magic V. I built three Champions, took over the nearest of Ariel's city (that I can defend easily because of its bottleneck position in the southwest of her empire) and made peace with her again. Tlaloc also wanted peace after I had employed my Champions. They are indeed quite powerful. Their bonus hipoint increases their chances to win a fight against a fortified veteran 3-point-defender in a town by about 14%. An elite Champion should take out a fortified skeletal spearman with a probability of 75%. Even a veteran 6-point-attacker only reaches 70%. (But I use an old combat caculator, the numbers may be wrong and should be double-checked.)
Back to my game. I now had some powerful Champions, but they had nothing to do, as (strangely) nobody was at war with me. So what could I do? There was an old bill still left open ... and thus started the third war against Mordja, which went quick and smooth. Three champions were enough to conquer both of Mordja's cities (defended by spearmen) and clear up remaining barbarians. I didn't lose a single unit in the process, although I might have lost one or even two Champion with some bad luck. However my victory over Mordja was never in question during this war.
8. Present situation
I'm now in the tech lead and score lead and should win this game. However I missed all wonders so far, I might regret this.
My score is 327, Freya (295) and Tlaloc (281) are still strong, but my lead is rather growing. Vlad (251) was a little behind and is now catching up after settling on another island. Ariel (227) is currently in a weak position, but could catch up once she got her economy running. Currently she's lacking a little in tech though.
It has been a very fascinating game for me so far, with a challenging start and some very interesting twists. But I think I'm starting to win now.
My thanks go out to Mordja. Not only has he been a worthy opponent, his continuous suppy of workers also substantially strengthened my economy. I never built a worker myself, apart from the one I started with I've only got eight of Mordja's workers running around. Rest in peace, undead wizard.
