Master of Myrror Fantasy Mod 2.0

Vlad update:

For reasons I do not entirely understand, Tauron eventually concentrated almost all his effort on the northernmost bit of the front, repeatedly trying to get at Breslau, the only exceptions being some half-hearted attempts in Rjakistan, and the odd naval landing. After having assambled a sufficiently big force (and having cornered the market for Ettin burgers), I went over to the offensive, and smacked Firepeak, which he'd been using as the base for the attacks. Losses were horrendous, however (damn Firewall!), and since my alliance with Sss'ra had just run out, I accepted peace in return for a tech (had to pay the bastard some gpt to make him swallow it, but it at least should decrease the risk he attacks me again all to soon).

Net result of the 2nd Tauronian War; I lost one city in Rjakistan, captured two in the North, and one on a big island next to our continent (where I already owned two former Lo Pan cities). Merlin's brief involvement in the war cost him a further city on the same island.

I figure it's time for some reconstruction now. Next target, as usual, would be Sss'ra.

Edit: Might add that Tauron had built both an Orc Camp and a Barracks in Firepeak. That, of course, pretty much defeats the prupose of the Camp, so perhaps consider changing its effect to something the AI understands.
 
Oberic game continued:

The end comes for SSs'ra rather quickly as I use another amphibious invasion up the coast to capture a city. I then bring in fresh troops and combine those with the troops still in good shape to take the city that has his dwarves. That leaves him with his capital and another city in the desert. I take the city in the desert as well and send what I have left that is fresh to be ready to assault his capital.

I have been playing games with the AI as he shuttles units around, probing for a soft spot to take something back or generally make a pest of himself. The defenders in each city I took had at least 2 dwarves and the dwarven city had 3. He has about 14 units outside his capital and if he leaves them outside, he is going to be sorry.

He does leave them outside and I manage to sack the capital with it having 3 defenders. I get rid of having to fight 14 other units (mix of mostly dwarfs and beastmen with a few fanatics), so I am quite happy. SSs'ra was doomed by his start position (mostly rough terrain, no luxuaries, no water for the most part).

I make contact with Morja and Vlad, who are on an island to the west of me. I also have a Merlin ship make an appearance. I find out I am losing to Merlin and that Merlin has a pretty good tech lead on me. (He has at least the 6 techs and working higher as I am just now starting on the 6 techs). I have a good edge on Morja and Vlad. Both are intertwined with each other with Morja having a slight edge.

Morja has Dyes and elves. His capital produces 10 shields a turn and has around 21 units there. Morja's capital is very exposed at the end of a strip of land.

Vlad has Dark Elves and Lizards along with Dyes as well. His capital has around 20 units and produces 12 a turn.

I establish an Embassy with Merlin and figure out he is way to the NE of me. His capital has 7 lux in the trade box and elves. Part of his empire also has men. Gonna be tough.

It is currently turn 199:

Oberic Econ: Inc 342 -95 sci, -23 ent, -48 corruption, -56 maint, -84 units.

My army continues to feel very powerful at this point: 120 units total, 36 allowed:

1 Settler, 10 workers, 36 bowmasters, 12 acolytes, 12 cleric, 24 sorcerers, 11 champions, 2 great galley, 1 catapult, 6 cogs, 5 hawkships

I have been running around 40 science or so and I have slowed a bit on science to build the treasurey up. The best units I generally see the death mages with are the 1-3-1 spear units and of course, the 3-3-1 guys. I have the navy built up a bit and I will produce more champions and also look to upgrade my bowmasters. At 30 each for an upgrade, its pretty cheap. With 4 pointers with an extra pip on the offensive and good defenders, I should hopefully get a beach head. The question is which one do I go after? Idealy, I would like to land and get the city that has the luxuary items as that is what is slowing me down on developement right now. Of course, I need overseas communication to be able to link it all together.

I also have to get the former SSsra cities up to speed as well and that is sort of tough with no water, the corruption and also the fact that many of them were at 1 pop and had basically nothing when I captured them. I have expended some cash to help speed construction of items to get them on line faster. I will probably build my dark tower on the far end of the island as one of the cities has good resources around it and that end of the island happens to be near the death mage islands as well.

I do also know Merlin has been fighting with Rjak and Tauron from the stand point that he has captured workers from them. I have not made contact with either of those two yet.
 
Oberic report continued:

Turn 233.

After crushing SSs'ra, I go through a short period of consolidation, building, and getting ready for the invasion of the island of death next to me. I have decided Morja is going to get it first as his capital is very exposed and most of the coast facing me has his cities on them.

The initial invasion goes extremely well and I do a direct amphibious assault on the city and take it. I then pour in more troops and after killing probably close to 100 units of Morja's army over the next 6 turns, I am left with 2 armies and a lot of elite units. Morja at one time shoved 27 units at me on the same turn and I managed to kill them all in the same turn. He was using a mix of skele spearmen, skeleton guards, and the usual shadowmen. A lot of his troops were regulars, not vets and this helped me a lot as I had at least vets and quite a few elites. The terrain was very favorable for me as well and he had to come at me in the open.

After Morja seemed to shoot his standing army, I then proceeded to do amphibious invasions all the way down the coast and have basically taken away 8 of Morja's cities including his capital. I also have a 3rd army to show for my efforts. Vlad has done nothing this entire time and he is going to be sorry at one point because I think I have Morja down to about 3 cities. I will try to finish him off as he has nothing I want. I find myself short of garrison troops and it has tied down a lot of my assault forces to guard cities and such. Will be fixing that as fast as I can, but basically, Morja is helpless against the champions. I take some losses, but it is not much, especially for the amount of damage I am doing.

Elsewhere, I see a report that Rjak is destroyed by Tauron. I also finally locate not only Tauron and Merlin but also Lo Pan. Lo Pan is on a smallish island to the east of a huge island that Tauron and Merlin share. Both Tauron and Merlin are ahead of me in science and both have considerable resources at their disposal. I can't trade with either of them for luxuaries, so I continue to have extra and can't get anything for them.

Tauron and Merlin are going at it and it looks like Tauron is slowly getting the upper hand. Tauron has a ton of Ettin units that he is pounding Merlin with and Merlin is responding with orcs. Looks like a real slugfest and as long as they keep each other busy and both continue to take huge losses, I will be happy.

For the overall strategic situation, I should be able to conquer the island next to me, but it is going to be a bit. That should put me in good shape as far as points go as I will have conquered 3 other positions. Hopefully, being that big will also help on the tech front as well. I should have access to lizards, elves, and dark elves to go along with my dwarfs.

Current econ is 514 with -186 sci, 34 ent, 70 corruption, 109 maint, 89 units.

Army is 147 units with 58 allowed.

1 Settler, 6 workers, 12 bowmasters, 3 armies, 12 acolytes, 40 scorcers, 39 champions, 1 catapult, 9 cogs, 2 giant spiders, 12 clerics, 12 hawk ships.

Some observations:

Death mages do need some help as while they probably had weak starts in my game, they are basically outclassed badly in the army department. The thing that has been huge against them for me (and was for the wars against SSs'ra) was that neither of them employed/got mounted troops. I was able to attack at will and have a good chance my troops would retreat rather than be destroyed, which helps cut my casualties down.

The other thing that has been extremely deadly is the amphibious assault ability of the life units. Again, I can use my champions for amphib and if the combat goes bad, they stand a chance to retreat to the ships. Honestly, I think the amphib ability of life needs to go. In combination with their ships, it is extremely deadly. The other thing is that I don't think the AI is that hot with it. I saw Merlin try to do a 1 unit amphib against a Tauron city that had a wall up.. not a pretty sight.

Long term, I hope to finish off both death mages and get the island consolidated and built up. There will be a lot of reconstruction and such as I get the infrastructure put together, so I don't know how I will stand in the science race. I will have to double check where the bigger transport is so I can get my armies into play when I go decide to have some fun someplace or even if it is to redeploy back to my home island as that is a bit closer to the action.
 
@TLC

I'll think about the Orc Camp. I've also suspeceted that AI doesn't understand it.

Thanks for reports and the savegame. Too busy to check it out right now though (schools end today and we have couple of graduation parties to go to).

@Klyden

Thanks for the reports.

Lack of mounted units on the death mages' part. It's intentional to have them at a disadvantage in this respect, but I could do something about their early military. Maybe drop Necromancer from Death VI to Death V. Skeleton Spearmen would become obsolete pretty quickly though. I may reconsider the Death Knights as well.

Amphibious life. Hmmm. I would hate to get rid of it, but maybe the combination of 2 move units and amphibious is too strong as the units can escape back to the ships.

Thanks for the feedback everyone. Gotta run now. :)
 
Another remark re: Death mages; despite, except for Death Knights, pretty much only using Orc units for offense, I've by now assambled a fairly obscene number of zombie workers. There only being so much terrain improvement to be done (esp as most units can't pillage), they get fairly pointless after a certain point, so I was thinking you could make them sacrificeable. Could help Death mages in the culture department too.
 
A patch! A patch! :) :clap: :) :clap: :)

Started a Freya game yesterday. Upped difficulty to Mopnarch to get a challenge and actually got one, partially due to stupid planning on my side (playing Civ while at work isn't easy ;) ). More later.

- Sacrificable zombie workers:
Don't know, might make them too strong. A Death mage can get truckloads of those if he wages some wars. However IIRC the amount of culture that a sacrifice gives can be tweaked in the editor, setting it to a low value might work.

But do the Death mages need some help for culture? In my current game, Rjak is second in culture (behind me).

Also, I remember that implementing sacrifices is a little complicated, as you have to make the right settings in about three unrelated places without the editor help helping you much ... nothing that can't be solved though.

- Orc camp:
I can confirm that the AI doesn't understand it, in my game Rjak has Orcs and he, too, builds barracks and orc camps. Unfortunately I don't see much alternatives for giving a military bonus (which is fitting for the orcs and shouldn't be changed imho). Perhaps letting the orc camp spawn an orc military unit every 20 turns or such?
 
That period of peaceful rebuilding didn't turn out to be very long ...

First I fought a short war against Ariel, and acquired her city on the aforementioned island.

Then I noticed that Sss'ra was falling to Tauron with worrying speed, so I declare war on him (Sss'ra) and occupied two of his cities, incl the one with his Dark Elf resource. I also took his town on the island, leaving it entirely in my hands.

This split Sss'raland in two, and Tauron proceeded to march a huge stack of Ettins into my territory, apparently to get at the other half it. I didn't trust him with that sort of force on my turf, however, so I demanded he withdraw. Sure enough, he declared war, and I proceeded to wipe out the Ettin stack. Apart from stopping him from invading my homeland, I guess the next goal is to take over his recent conquests in Sss'raland.

I've signed up Freya and Ariel against him. I do not expect them to do much, but with some luck they'll deal with his fleet.
 
Drift, I sent you a couple saved games.

Part of the thing about life being amphibious is the AI won't take full advantage of it like a player will. Men being amphibious is not that big of a deal because they are generally weak (no extra pip of health and won't retreat). Having the position with probably the best naval units early and mid game along with troops to take advantage of it (good attackers that have an extra pip of health and the ability to retreat from combat if they are losing) is a very powerful combination. It gives the AI defender no chance to mount any real counter attack or basically work on any defense.

The city I attacked was pretty well defended. It had 4-5 defenders and considering I could have struck about anyplace with the fleet I had, I was a bit suprised.

I also have to emphasis in this case that I went in with many elite units while Morja had mostly regulars. I bombarded any vet I could to reduce their hps.

I think the only thing that really needs to be done is to remove the amphibious ability at least from the faster units.
 
Got a couple more turns in. I relieved Tauron of a couple old Oberic cities he had taken from Sss'ra up in the NE, and slaughtered wave after wave of invading Ettins. On the mainland, the war is going quite well.

What's less good is that Tauron somehow found the strength to invade Oberics isles. I gifted the old lifer an Orcs resource in the hope he'll be able to push Tauron's minions back into the sea.

I'm, as usual, plotting to put Sss'ra out of his misery. If it succeeds, I suspect I shall miss the old lizzie - I and Tauron have taken turns betraying and abusing him over the centuries, but this far he's somehow always come out alive.

Speaking of betrayal, Rjak is still sitting on his arctic island, and has of late entered into an impressive number of military alliances. This far, no-one's taken the trouble to send a couple transports there and squashing him.
 
Oberic report continued:

The war in the north continues as Tauron slowly gets the upper hand on Merlin. Tauron enlists the aid of Lo Pan, but not sure how much help he will be. Merlin still has control of the seas as far as I can tell.

I finish some consolidation and contemplate where to drop the hammer on Vlad at. Unfortuately, in taking out Morja, I have cities/positions to defend on 3 fronts. I am sure I will have control of the seas and it will be interesting to see where he tries it at. I finally get around to declaring war. Just before I do, I do a bit of spying. I elect to take out a city of his that is isolated to the west. This will protect two of my cities and is one less direction he can attack from. I find out that he has like 20 units in it and another city I had planned on doing an amphib on has a pile of units in it as well. So much for that idea. I basically decide to hold every place and take the city that had 20 units in it. Casualties are not too bad as he did not have walls although he does have the necromancers now so at least he has 4 point defenders.

I play several turns and it is just a colossal slugfest with me taking my lumps (the DE units are taking their toll, even on my sorcerers) but giving out far more damage than I am taking. I implement phase two and take a coastal city I had planned on taking on the first turn of the invasion. I manage to get it as it had minimal defenders.

Vlad has a big military for what he is and promptly counter attacks by shoving in a ton of units. After looking things over, I come to the conclusion that I have to withdraw my depleted units and let them recover a turn. I have to abandon the coastal city and he is pressuring me hard to the west as well.

I withdraw and he takes the city back and then pushes a ton of units to the west. I try to reenforce my garrison as best as I can as we battle over strategic terrain (hill has a lot of bodies on it ;) ). I take a chance and with my refreshed troops, retake the coastal city again. He had left minimal troops behind to guard it and I retake it easily. My troops are rested so I push in 3 armies and 10 champions and wait to see what happens. Vlad pulls back a bit in the west against my hard pressed troops there and moves a ton of units back after the city I just retook. He has like 20 something units next to the city, so he may very well take it back, but my bloody noses are starting to tell as he has fewer stacks to move around.

Vlads army seems to be quite the mix of lizardmen 2-3-1, Necromancers, shawdowmen, skele spearmen, skele guards, and DE assassins (4-1-1) and also the usual shadowman trash. Of all those units, I would say the shadowmen are the most numerious.

I continue to do ok on science, but am behind both Tauron and Merlin.

I have most of Sssr'as cities just about rebuilt with improvements and such and they are starting to contribute to the war effort. I have a lot of work left to do with Morja's cities as well, but it is coming along.

This has been one of the most interesting games I have played.

One note: the monk units are showing up as costing maintenance when they are supposed to be free.

On the eve of the war, the econ looked like:

Inc 783. Sci 268, Corruption 118, Maint 157, Units 157.

Army was 223 units with 66 allowed.

1 Settler, 7 workers, 7 bowmasters, 3 armies, 73 scorcers, 84 champions, 11 cobs, 8 spiders, 7 warrior monks, 12 clerics, 12 hawk ships.
 
Oberic report continues:

Vlad continued to push lots of troops at me and it appeared that he was running out of steam, so I started up with the amphib invasions and took several cities from him along the coasts. This caused all pressure in the west to go away and although I lost a city on a counter attack, he was doomed.

I cleaned up the rest of Vlad's cities and basically finished him off. I now have a large area to consolidate made worse by the fact that I get the swampy part of the map. Will have to do my best to clean it up as fast as I can and I also face another tough decision as well.

I know I am behind tech wise, but my feeling is I should now have a chance to catch up a bit. My decision is that cash would really come in handy to help speed up the rebuilding process and get those cities on line and productive faster. There is also the question of upgrading my military as well. As it stands, it won't hack it. I also have to decide how fast I want a piece of Tauron. The easiest thing would be to do upgrades from the Champions to White riders, but that is 60 a wack.

Tauron continues to get the upper hand on Merlin and finally takes his capital. Merlin is reduced to about 4 cities in the north and has a hide out city that will undoubtedly become his capital to the south of me.

I know Tauron has at least the 1-4-1 evil eye defenders that I can expect to see in his cities and I suspect he will be fielding the 8-4-1 units as he has both that option as a Chaos mage and also there is a troll unit as well.

I now have elves, dark elves, lizards, and dwarfs. The elves and dark elves offer some possibility of good units down the road and I plan on going for the corruption reducing ability of the elves. I have a lot of cities (mid 30's) but they are spread out. The lizards are not much help for me and the Dwarves not much better than my own units on defense. White riders will give me a 5 point attacker, but I will be short hps (or at best even) against what Tauron will field. I would have a speed advantage. Another thing that might help is that I do have another commander that I can make into an army. It won't be until the third era that I can get a ship capable to transporting an army and I don't know if I can wait that long along with the fact that I don't think the Champion armies are going to be very effective. Sure wish there was a way to upgrade units in an army, but oh well.

Economic is 912, -227 sci, -176 corruption, -209 maint, -110 units.

Army is 201 with 91 allowed.

1 Settler, 7 worker, 7 Bowmaster, 3 army, 12 acolyte, 63 scorcer, 71 champion, 1 catapult, 11 cogs, 11 spiders, 19 warrior monk, 12 cleric, 12 hawk ship.

Hmm.. cost to upgrade 62 champions to white riders.. only 3720 gold. Won't mention that I could research wizards as well and don't even want to think of how much cash it will be to upgrade my scorcers to wizards. ;)
 
This is a screen shot of the game as it currently is. The big part is the heart of my civ. To the NE, the huge red is Tauron and the small red to the east of him is Lo Pan. Merlin rounds out the rest of the map.

The areas I conquered include the island to the west of me and the NW part of my island.
 

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Sacrificable zombie workers: Not a bad idea. In my games Death mages have always been very weak culturally. Don't know if Well of Souls changes that. I'll consider it.

Orc Camp: Gotta think on this one too.

Amphibious life mage units: I'll get rid of it. It is probably too strong especially since AI doesn't understand it.

Warrior Monks costing upkeep: They shouldn't cost anything - it's set up correctly in the editor, but I'll test it.

Game reports and savegames: Thank you again. I've read the reports several times and studied the savegames. Good stuff, as usual.

Chaos mages seem to be doing good. Nice to see Vlad putting up a fight against Klyden and not being a complete pushover.

- -

I would like to ask everyone for things that should be fixed/changed before I go 1.0. Doesn't have to be anything big or important, just something that you would like to see addressed. I can't/won't do big changes to game mechanics at this point, but I can fiddle with the details. :)
 
Drift said:
Sacrificable zombie workers: Not a bad idea. In my games Death mages have always been very weak culturally. Don't know if Well of Souls changes that. I'll consider it.

Orc Camp: Gotta think on this one too.
...
Sacrifice sounds good.
In the editor there is a flag "this building replaces all other buildings with a certain flag" used for the various plants in the vanilla game. Maybe you can use this to make the Orc camp replace the barracks. Unless you're already using it, of course...
This way it would be built by the AI (as it already is), and used in the correct way (which it isn't).

I'd like to see some work on the txt files. It's silly to research Electricity. :p
 
I've been saving the "replaces all improvements with this flag selected" for something bigger, but it's definitely a good idea to use it as a quickfix for the orc camps. Thanks. :)

I knew you guys would ask for the one thing I'm reluctant to touch - texts. ;) I'll see what I can do, but I won't promise anything. It's time consuming and tedious work.
 
Here's the report for my Freya game that I started yesterday. @Drift: I made a save game every 50 turns (and will continue to do so), this should give you a good impression on how the game is developing. First four saves are being sent to you right now.

Settings:
- MoM version beta 10 pre-release 2 (without the WoS/Shrine update)
- Monarch difficulty
- standard worldmap, all map settings standard
- eleven opponents
- I chose Freya to play

1. Initial Expansion
I started on a river, amidst forests and ancient forests, and (like before) in immediate vicinity of a node of my magic type. Goblins, tobacco and a chaos node were also in the city radius.

Initial exploration showed that I was on the north-eastern section of a larger continent (map attached below). To the northwest and southwest of me were two rather large lakes. I decided to secure the bottlenecks and hoped that I could settle the whole are behind them. Feeling that I could settle there later, I directed my initial expansion to the south and made the mistake to overexpand myself. I couldn't produce settlers fast enough, and soon settlers and escorts from Raven, Rjak and Ariel were invading my territory ... well, actually it wasn't even mine yet, as I had procuced settlers instead of culture and so had large gaps between my cities. The borders that I had planned for my empire turned out to be much to ambitious. Rjak managed to build a town beneath the nearest life node, which left me without a life node (but I still like the fact that the nodes are slightly more scarce now so that this was possible). Raven even managed to sneak three settlers in, despite the fact that we didn't have a mutual border and he had to cross Rjak's territory to do so. And Tlaloc set across the sea and circumvented the scout with which I blocked a peninsula to the north (which has quite good land), founding two towns there.

Some observations: Research rates felt about right. The racial resources are a bit too common now for my taste. I had goblins near my starting spot, trolls not too far away, and also elves. I could've also had men I had expanded a little more intelligently. And just across my border, in Rjak's territory, there are dwarves. Rjak also has orcs (two of them actually) and trolls. He doesn't even use the trolls because he concentrates on the orcs. I'm also unsure whether he uses the dwarves, I have seen a single clansman running, but apart from that I've only seen necromancers so far.

Imho the appearance ratios of the race resources should be lowered. Their being common devaluates them somewhat. I have goblins and elves, but I rather ignore them in my curent game, because I also had trolls and based my military on them. It's just not so exciting anymore to discover elves when you know that you also have a good chance for trolls being around. I also think that scarcer race resources will lead to a higher replay value because you can't follow the same tracks as easily. I fear that with more common racial resources, players may develop strategies like "always search a dwarves resource, secure it and build dwarves for defense". I think in the long run it would be more fun if you had to follow different tracks in each game you play because you cannot get these resources as easily.

However as I said, I'm always for scarce resources, even in the main game - so don't base any changes on my opinion alone. :)


2. First round of wars

Because of my building settlers and nothing else, and because of my overextending (which led to higher corruption in my cities), I couldn't keep up in the tech race. Tlaloc beated me to two nature techs in a row and traded them to the other mages, which effectively took me out of the tech race. I just didn't have anything to offer to anyone (besides Raven, who didn't have anything for me). Being scientific finally saved my day: when I reached the second age, I got Nature VI for free and immediately traded it around.

But before that happened, Tlaloc recognized me being weak and backwards and attacked with Ents. I defended with gnolls, I did have half-gnolls by the time, but because auf my overexpansion, my road net wasn't ready yet and I couldn't build them at the borders. I was lucky that I had hooked up the trolls resource. I started building those in all my cities.

Tlaloc dragged Rjak unto the war, so that I was facing enemies on both of my borders. I immediately made alliances with Ariel and Raven, which put Rjak in a very awkward position: his whole empire was basically a horizontal line of cities, and now he had enemies on 80% of his border. My plan worked: Rjak pulled his forces back from my vities and directed them to the south. Ariel took one of his cities, but lost it soon afterwards, and lost another one. Raven also lost one of his cities to Rjak, who seems to make good use of his orcs.

I researched Orcs & Trolls II and am now in the process of upgrading my military to ettins. I already conquered the city that Rjak had planted in "my" territory and will soon be ready to attack one or two of his core cities. Things look okay right now, but I don't know how well Rjak defends his cities, after all he has dwarves. Also Tlaloc might want to exploit the situation that my army is fighting Rjak and my border with Tlaloc is rather weakly defended right now. I'm also not sure what Lo Pan will do, so far he stayed out of any wars, but if he decides to attack me, I'll probably lose one or two cities to him.
 

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Here's my personal wishlist for things to do until version 1.0: :)

1. Reduce appearance ratio of race resources (perhaps to 30?)

2. text file polishing (science advisor, perhaps some diplomacy)

3. some helpful pedia texts for new players. Version 1.0 will probably attract many players who didn't want to play an "unfinished" mod, so this version will probably be played by many people who don't know much about it yet. So now is the time to implement some helpful text to make it easier for them to find into the game. Examples: The settings for the governemnts (all of them!) should be explained in the pedia, also a short paragraph about how the governments work differently in MoM than in Civ might be helpful. Also, the texts for the units of each "line" (life, chaos, trolls, dwarves etc.) could use a paragraph about the specific strangths of these lines. Some short information like "Dwarves are the strongest defenders in Myrror", or "Goblins are cheap offensive units". It's not hard to learn these facts by yourself, even as a new player, but if the info is stated explicitly in the pedia, then it would be even easier for these new players to find into the game.

Just my own personal opinions of course.:)

Regarding the orc camp / barracks problem: I'd be reluctant to use the "replaces buildings of same type" flag here ... it would of course work, but there's only one such flag, and imho there are better uses for it. Has anyone tried to use this flag to diversify strategies? E.g. you could have mutually exclusive buildings that provide strong boosts each for production, science, money, and one that spawns units. This way the player had to make a decision of what he wants to emphasize in any given city. I'm not sure whether the AI could handle that though. In any case this idea is out of scope for version 1.0.
 
Oberic continued:

My period of consolidation continues as I prepare for war with Tauron. I finally get trade over ocean and see what kind of deals Tauron wants to make for some resources. The good news is it appears I am starting to somewhat catch him in the science department as I actually have something he does not. I don't consider it worth it to trade him for a lower tech, so I keep what I have. I do slice his treasury in half as he trades for my 2 luxuaries. Neither of us have any extra resoruces (I have dwarfs, lizards, elfs, and DE and he has trolls, humans, orcs, and Goblins).

Tauron finishes off Merlin on the mainland finally and for several turns, things are quiet as I get a handle on my new continent and also try to push the science as hard as I can. Its hard to decide which way to go as far as units. I need something with big offensive as there will not be much hope defending against his slugging units and I need to basically also deal with his fire walls as well. I finally elect to go with the white riders as my main offensive unit to start with, even tho the DE and elf units have one more attack. Both are a bit more expensive and I rate a hp pip more important than 1 attack at this stage. I can also upgrade the white riders to paladins later (I hope) and paladins are not too far off.

Tauron decides to push it and the next thing I know, I am hip deep in Tauron warships and transports. I don't have a big navy yet (mostly transports) as I really did not need it against the death mages. I loose most of my wind riders in battles of attrition with Tauron's warships. He has temporary command of the seas as my cities are in the middle of being upgraded with the oblesk improvement. I have a ton of White riders to act as a fire brigade and I toss garbage into the more difficult terrain, figuring that I stand a chance if he is in the open.

Tauron does make several landings, the worse one being 2 Ettins, 1 giant, 1 chaos knight, 1 evil eye, and something else. I manage to wipe those out with my troops (and take a few lumps in the process) and this makes me feel reasonably good about my choices so far. I still have a very important edge in speed and my attackers generally stand a chance to retreat if the fight is going against them.

My main production cities complete their upgrades and I am soon flooding the seas with wind riders and Tauron takes more and more losses until the seas around my island are clear for the most part. I have something like 12-14 cogs and around 60 white riders. My delima is how soon do I strike? I have selected a city that is near me (3 turns of movement to get there) and it is in the open. I figure I can try to invade it and take the city. After that, he is of course, going to send the kitchen sink at me, but it will be in all open terrain. I am sure he has some Chaos Knights and those will present more of a threat to start with because I won't be able to counter attack them before they can attack me.

Points wise, Tauron has around 60K and I have 39K. I think I am closing the gap on him, but not fast enough. Turn is around 320 something.

This probably the deepest I have played a game on this and it is going to be interesting I think. Merlin is down to his one city and Lo Pan has 6 or 7. I have 48 percent of the population and Tauron has 45%. I have probably 4 techs to go to get to the end of the second era.

One note: I don't see where we can plant trees. I did note that there was a comment on Nat 8 and also on Nat 10 about being able to irrigate without fresh water. I can in fact do that as of Nat 8.

I agree on the civlopedia needing to be updated and corrected. If I get a chance, I can see about doing a little write up on each position as I have played all of them repeatedly. This is an excellent scenario and I would hate to see it tarnished in any way by lack of attention to detail. The details are hard, but I think it makes a big difference in the long run.

I like the idea of a sacrifice on the zombies. Where it could cause issues at is with the single city cultural victory. Something that would take some testing/observation I think.
 
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