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| Trip to France |
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Posted by: Ichabod - November 26th, 2022, 11:06 - Forum: Off Topic
- Replies (14)
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Bonjour mes amis français (and Europeans as well)
I’ll be spending a month in France, more specifically in Paris, between February and March 2023. The main reason for the trip is to improve my French as much as possible, but I’ll also be enjoying a vacation.
So, if anyone has any suggestions about how to best enjoy Paris, France and neighboring European countries, I would appreciate them. And if some of our European friends want to have a beer (or wine, or coffee and croissants) together, here’s your chance. Unfortunately, I can’t go to England, because I wouldn’t be able to go back to Schengen area due to immigration rules .
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| Late-era game |
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Posted by: Tarkeel - November 22nd, 2022, 15:32 - Forum: Civilization General Discussion
- Replies (4)
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Is there any interest in trying out a later-era start? I have enough on my plate with two active games, but I'll volunteer to make the map for it if there's interest.
For reference, here's the in-game changes to the various starts (in addition to having all previous tech)
Classical: 1 settler, 1 scout, 1 worker, 1 archer; Cities have no free buildings
Medieval: 2 settler, 1 explorer, 1 worker, 2 archer; Cities have free granary & lighthouse
Renaissance: 2 settler, 1 explorer, 1 worker, 2 longbow; Cites start at 2 and have free granary, lighthouse, aqueduct & forge
Industrial: 3 settler, 2 explorer, 2 worker, 3 rifles; Cites start at 3 and have free granary, lighthouse, aqueduct, forge, harbor & market
Modern: 3 settler, 2 explorer, 2 worker, 3 marines; Cites start at 4 and have free granary, lighthouse, aqueduct, forge, harbor, market, library, courthouse & jail
Future: 3 settler, 2 explorer, 3 worker, 3 mech inf; Cites start at 5 and have free granary, lighthouse, aqueduct, forge, harbor, market, library, courthouse, jail & factory; world map revealed due to Satellites
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| Most godly start I've seen... |
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Posted by: rgp151 - November 21st, 2022, 05:03 - Forum: Master of Magic
- Replies (2)
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I started this game a couple of days ago. I took the screen shot several turns in. Not only did I have 3 sorcery nodes nearby, each of which only had Phantom Warriors or Nagas in them, but I started as pure Sorcery with Conjuration and Sorcery Mastery, so it was easy to take them. On top of that, very early on, like 5 turns in, I got Suri the hero. Also, don't know if you noticed, but there is Silver in the mountains as well. So it was +6 gold and Wild Game.
The first blue dot to the west of the capital was a natural Nomad town with a default max pop of 22. Oh, also I was High Men to start. The second blue dot to the west was Rajak's capital (Klackons). I was able to take him out before he even established a single settlement. I actually conquered him with a Magic Spirit. I think that when I had gotten all three nodes I put most of my power into increasing Casting Skill, so I was able to drop like 6 or 7 Phantom Warriors on Rajak with a Magic Spirit.
Needless to say I quickly ran away with this game. It was on 1.5 Hard only, though I wish I could have played this start out on Extreme.
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| More bugs and suggestions for CoMII |
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Posted by: NathanMoM - November 17th, 2022, 02:42 - Forum: Caster of Magic for Windows (CoM II)
- Replies (2)
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Been playing on advanced difficulty, which is very hard to land a win on. I would say out of every 25 games I can win one time, and about 5 times I leave because I feel I might be able to win but it would be such a tedious, long experience that it wouldn't be worth the effort. Mostly the issues here are legacy. Anyway here is my most recent list of notes, suggestions and bugs.
Suggested changes
- z-x city cycling - don't include cities being razed
- warning about all your cities already have city spell - don't include cities being razed
- AI removes spell lock and instantly removes dozens of spells, often in the same turn - I suggest spell lock disables removal of other spells on same turn it was removed.
- Uranus' blessing does nothing at all for some races, and I think it's the only one like this. Maybe reduce magic bonus and add another effect(?). This is already a very boring spell anyway. How about random change to cast stasis in battle, like fate mastery but stasis? Something.
- Selecting a unit to see where it's pathed to, resets its path orders. Maybe require clicking self instead?
Suggested additions
- z-x cycling for eligible disenchant area tiles
Bugs
- Please make switch plane at same position on both planes like it used to be. Confusing as it is now, and I believe this must be a bug.
- Have mentioned before but please fix the bug complaining unit cannot travel on that plane.
Auto-combat mode stuff
- When you have no units, it still asks you to cast spells
- When you are attacked, it should allow you flee attempt rather than just yes/no use spells
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| Removing city curses |
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Posted by: Seravy - November 15th, 2022, 10:11 - Forum: Caster of Magic for Windows (CoM II)
- Replies (12)
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I'm not sure if we had a discussion on this before or not but pretty much the problem is this :
While there are many things a player can do to prevent city curses - diplomacy, denial of enemy scouting, etc - there isn't much they can do after the fact. In general nothing short of completely eliminating the enemy player works efficiently and this can be more of a problem now with higher enemy counts and due to map distances, a much higher opportunity cost of these kinds of wars.
I'm posting this now because I have a new idea how to solve this so I'll make a list of all the ideas gathered the past months and what I think of them.
1. Pay a bribe (gold) for dispelling city curses while in a peace treaty.
This is a reasonably good solution that still comes with a cost for the player as a punishment for not preventing the city curses in the first place.
While gold in general isn't as valuable as casting skill the city curse already did damage to your cities so from the AI's perspective, that damage + the profits make it a fair deal in exchange for the casting opportunity cost.
The main issue I see is how the curses attack player economy in the first place so in the case you need it most, it's already too late and it won't save you...but that might be for the best.
2. AI cancels the curses for free during the peace treaty.
This was what the original game did.
Not a fan, it's easy to abuse and there is no compensation for the AI for all the casting skill used.
Still it might be worth considering to make this possible as a modding.ini feature even if it's off by default.
3. AI cancels the curses gradually during peace/wizard's pact/alliance.
This is a softer version of the above. While the AI still gives up the curses for free, it also encourages the player to maintain the good relations with the wizard instead of backstabbing them after the curses are gone. It also punishes the players who let things escalate too far as it's only a good solution while there aren't too many curses yet.
I currently think this is the best possible solution but only for wizard's pact and alliance relations, as normal peace treaties are too easy to get.
I also think the rate of curse removal should be in modding.ini, and different for each treaty status, maybe around 0.75 curses removed per turn for pacts and much more (3-5) for alliances.
4. AI spells are easier to dispel while they are banished.
While the others are diplomatic solutions, this would be the military one. Conquering every single city to eliminate curses is too much to ask for, and conquering the fortress only to remove them automatically for free is too powerful considering how the game's systems make multi-stage attacks almost impossible to defend against, even in the fortress city. However if banishing a wizard would make all their spells easier to dispel, pushing Disenchant Area into the economically viable solution area, that's good enough.
The best way to implement this is probably a DispelResistance.CAS modding file with a default of 1/3 resistance for city spells and 75% resistance for everything else for banished wizards.
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| Late Rare and very rare in high difficulty settings and computer battles |
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Posted by: GMBarak - November 14th, 2022, 15:36 - Forum: Caster of Magic for Windows (CoM II)
- Replies (1)
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Hi,
I would like to raise a few issues for discussion please.
1. I am aware of the very rare spell and invisibility/invulnerability spell appearing only after a certain year, the problem is that I am playing in Lunatic and at date march 1509 only 5-7% of all lairs/nodes have remained unexplored on the map. so the chance of getting a very rare spell or an invisibility/invulnerability goes down to zero, because if the computer will not take the remaining 5-7% lairs in the next year, I will take it. so maybe we should reduce the year a little bit?
2. will it be possible to play and activate on option that the computer will play it's battles vs the lair monster for real, not through a calculation? I know it might make the turns longer, but I am willing to wait if I know it's fair.
Thanks.
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| Chevalier Plays AGEOD Let's Play/AAR |
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Posted by: Chevalier Mal Fet - November 10th, 2022, 10:28 - Forum: The Gaming Table
- Replies (276)
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Introduction: What is This?
Rise of Prussia is a strategy game by AGEOD recreating the Seven Year's War. AGEOD is a French company and has published many wargames using their proprietary engine, covering various historical periods. Off the top of my head:
- Wars in America, covering, er, wars in the Americas from the late 17th century through the early 19th. Flagship campaigns include the French and Indian War, the American Revolution, and the War of 1812.
- Rise of Prussia, our current material, which includes all of Frederick the Great's campaigns from the two Silesian wars through the Seven Year's War.
- Revolution Under Siege - the Russian Revolution and civil wars that followed.
- Pride of Nations - a Victoria-style economic and imperialism simulation, awkwardly shoehorned into their engine. Not actually a bad game.
- Civil War II - er, a successor to their first Civil War game, probably my favorite Civil War strategy game on the market.
- Wars of Napoleon - Napoleon's campaigns
- To End All Wars - the First World War
So you can see it's quite a list, and I left out some. The main draw is the WEGO system the games use, similar to Diplomacy if you're familiar with it. All players enter orders for their various military formations (you can maneuver individual brigades or companies all the way up to entire army groups) and make their political and economic decisions, then all moves are executed simulataneously on the map. Armies move around provinces, bump into each other, and fight battles resolved according to their leadership, the terrain, supplies, morale, and their rules of engagement. We'll get more into the system as I play the game, but it's a fairly elegant design once you get used to it that I think recreates operational-level warfare quite well.
For this game, we're going to be taking command of Prussia, 1756. Turns are executed in two-week intervals, beginning with Frederick's invasion of Saxony in September of that year - so, two turns in September, two in October, etc. I will play each month in turn, and at the end of the month post a report on our operations here, with the opportunity for the war council of DSL to chime in with strategic or operational advice. Feel free to criticize me from the peanut gallery, ask questions, or just let me know if this is the kind of content you enjoy on RB! Might be a nice break, eh?
With that, let's dive in!
Background
![[Image: fPbPPUA.png]](https://i.imgur.com/fPbPPUA.png)
![[Image: ZxGoux3.png]](https://i.imgur.com/ZxGoux3.png)
The game gives you a brief background on the political and strategic situation. Essentially, over the last 15 years, King Frederick of Prussia has seriously upset the balance of power in Central Europe. In 1741 and 1744, he conquered and annexed the German state of Silesia against the opposition of Empress Maria Theresa of Austria, winning two successive wars against the German state and setting Prussia up to challenge Austria for control of Germany.
![[Image: 1199px-Europe_1740_en.png]](https://upload.wikimedia.org/wikipedia/commons/thumb/1/11/Europe_1740_en.png/1199px-Europe_1740_en.png)
Europe, 1738 - before the Silesian Wars.
The major players are England, France, Sweden, Austria, Russia, and, of course, Prussia, with numerous minor states lining up on either side. Brandenburg/Prussia, under Frederick, doubled its size by seizing Silesia - and now Frederick is hungry for more.
In 1756, he attempts a coup de main, similar to the successful invasions of Silesia in the previous decade, and strikes due south at Saxony. If Frederick can overrun Saxony quickly, he estimates he can present the other powers with a fait accompli and they will allow the move to pass uncontested. Unfortunately for Prussia, he miscalculates - Austria declares war and rapidly moves to relieve the beleaguered Saxons, while Habsburg diplomats are able to sway Sweden, Russia, and France to the side of Austria (England, partially to due to ongoing colonial disputes with France in North America and partially to maintain the balance of power, provides money and limited troops to support Prussia). Accordingly, we will shortly find ourselves surrounded by a ring of foes - Sweden to the north, Russia to the east, France to the west, and above all, Austria to the south. We will have to march fast and fight hard in order to keep our little state from being overwhelmed by the storm to come.
At our disposal, though, we have the finest army in Europe - the famed Prussian army, of course. Small, but professional and exceptionally well-drilled, it can almost literally run rings around the slower, more amateur, lumbering armies of the coalition. It's 1756, so we fight with short-ranged muskets, smoothbore cannon, and cavalry armed with sabers for shock action.
![[Image: 1920px-Preu%C3%9Fische_Grenadier-Bataill..._Garde.jpg]](https://upload.wikimedia.org/wikipedia/commons/thumb/0/01/Preu%C3%9Fische_Grenadier-Bataillone_schlagen_die_Sachsische_Garde.jpg/1920px-Preu%C3%9Fische_Grenadier-Bataillone_schlagen_die_Sachsische_Garde.jpg)
Prussian troops routing Austrians at Hohenfriedberg, 1745.
In general, battles will be fought by battalions grouped into brigades, with artillery and infantry fire softening up formations and warding away cavalry until the battle can be decided by a decisive application of the bayonet. Cavalry is used to scout and to prey on disordered or fleeing units, while generally avoiding formed bodies of troops. Artillery is most useful in sieges, but is mobile enough to make a difference on the battlefield - but mere infantry, poor buggers, will bear the brunt of the work and the casualties.
September, 1757
Here is the situation that confronts us as Frederick orders his proud legions forward at the close of August:
![[Image: dcujG3C.jpg]](https://i.imgur.com/dcujG3C.jpg)
There's a lot going on in the main game interface, but for now ignore most of the various numbers and interface elements, I'll explain all later. Just focus on the various portraits and cities visible on the (quite lovely) map. The main Prussian army is encamped at Dresden, under Frederick. It is organized into columns - essentially a strong division or a weak corps. To the east I have highlighted a detached column of the army, under General Links.
In AGEOD games, armies are represented on the map by counters, typically a portrait of the commanding general. Contained within the army or 'stack' is a bunch of units - which are visible at bottom when you select the stack. For example, Link's column consists of 4 brigades of infantry, two loose battalions of infantry not part of a larger brigade, two independent batteries of artillery, and (vital) a pair of supply companies. Various indicators tell me that all units are up to strength, fully supplied, adequately led, and well-formed (we'll get to those later). All told, the game estimates his column to have about 1385 "power," an abstract measurement of military strength taking all those factors into account - a more useful estimate than raw number of men (eg, 1000 Prussians aren't the same as 1000 Russians!).
Let's look at Frederick's main army, up at Dresden:
![[Image: 8Spxm83.png]](https://i.imgur.com/8Spxm83.png)
Wait, only 285 power? What gives!? This is the main royal army?
Well, no. If you look above the unit listing at the bottom, you will see 6 tabs, including the Elbe Armee. These are other formations present in the same province as Frederick. So this stack - consisting of a measely mortar battery, some engineer and pioneer companies, and various supply companies - is actually just the headquarters stack under Frederick's direct command. One of the other tabs is the Dresden garrison force (we won't touch that), and the remaining four are Frederick's subordinate columns. Each column numbers ~20,000 men and represents a corps. Paging through them, we find a respectable army:
![[Image: 7TERuNC.png]](https://i.imgur.com/7TERuNC.png)
13 brigades of infantry, 5 loose battalions, 4 of cavalry, and 4 independent artillery batteries. All told, the Army of the Elbe is nearly 5,000 power strong. More than enough to overwhelm the weak Saxon army encamped in Pirna to the southeast. The scenario tells us that if we can cut the three main roads leading out of Pirna - one to the northwest, leading to Dresden, one to the east, towards Bautzen, and one to the south, towards Prague - the demoralized Saxons will probably surrender. We can expect the Austrians to be speeding to their relief, so we'll need to move quickly.
I lay the following orders for early September:
![[Image: mtsWqha.png]](https://i.imgur.com/mtsWqha.png)
Link's column will close from the east and hold the bridges over the Elbe from Pirna to Bautzen. One column will march on Pirna itself to throw a ring around the Saxons, but the camp itself blocks movement to the south. So, Frederick will lead the bulk of the army through the hills to the south and throw himself across their lines of communications. At the same time, I order a division of cavalry to sweep through the hills further west and scout for incoming Austrians on Freddie's flanks. Finally, to the east, to place pressure on the Austrians, an independent column will cross into Bohemia and besiege Koniggratz.
A closer look at the northeast front:
![[Image: eHayLAU.jpg]](https://i.imgur.com/eHayLAU.jpg)
Schonn's corps will be the one to cross the mountains for Koniggratz. He'll be mostly on his own and could be in trouble if the main Austrian army comes after him, so we'll be a bit cautious (more on rules of engagement in a later post). Also visible is the Bautzen corps moving west to block Pirna, and coming in from the north I have a cavalry corps riding to cover the gap between my main army and Schonn.
Late September
The campaign opens with no firing just yet. I'll get to the results in a moment. First, an overview of the front. AGEOD's engine has various map modes - supply, weather, simplified terrain, regions (some political decisions are via region), etc. Here's the control map mode, perhaps the most useful:
![[Image: CS3VyJH.jpg]](https://i.imgur.com/CS3VyJH.jpg)
Prussia is shown in blue, Austria in white. Note that Austrian allies like France are also shown in white, while neutral Poland-Lithuania is visible in pink.
To zoom in more closely, we can see the situation in Saxony-Bohemia, mid-September 1756:
![[Image: HPyIIrI.jpg]](https://i.imgur.com/HPyIIrI.jpg)
Frederick's columns are still struggling through the hilly terrain west of Pirna and won't reach their blocking positions for another week or two. Our cavalry, though, has reached the far side and spotted a few Austrians hanging around near Lobositz. More concerningly, the cavalry corps meant to maintain contact with Schonn has found a large Austrian force at Turnau, southeast of Bautzen. You can see by the number of green dots on the base of the stack how large it is - stacks can receive from 1 to 4 dots dependent upon their size. The dots provide only a rough estimate of size and power, of course, but it's good for a quick evaluation. To get details on exact composition - leaders and units present, total numbers of men and supplies, etc. - you need to get close with cavalry scouts.
Zooming in on the critical front, you can see that we have about 2300 power worth of Saxons, locked up in Pirna besieged:
![[Image: TyTINIb.png]](https://i.imgur.com/TyTINIb.png)
It's possible they could have contested my stack moving into the same province as them, but they opted to remain in their fortified camp instead:
![[Image: Belagerung_bei_Pirna.jpg]](https://upload.wikimedia.org/wikipedia/commons/8/88/Belagerung_bei_Pirna.jpg)
Had they fought, it would have precipitated a battle, and I would have had to explain that system in this lengthy post, too! Thankfully, they are now trapped and will have a difficult time breaking out on their own.
Most of my men are still marching to the positions I assigned in September, so I only need to issue a few new orders - sending the cavalry sweeping around Prague from both directions, with orders to evade combat. I want to find out where the main weight of the Austrian army is located, and most importantly bag the Saxon army before the Austrians can interfere, not precipitate a battle without all my army up:
![[Image: pKOBdMI.png]](https://i.imgur.com/pKOBdMI.png)
Frederick's army moves to a blocking position south of Pirna, while the cavalry sweep. I leave my cavalry corps in the hills near the Austrian corps - it's good terrain and the cavalry can make a decent defensive stand there, retreating if things look hairy.
September rolls to October and:
![[Image: EnO7yKk.png]](https://i.imgur.com/EnO7yKk.png)
Pirna surrenders (two weeks ahead of the historic timeline), as the Austrians make no move to stop us! 18,000 enemy soldiers march into Prussian internment - many of them will join our ranks soon. At the same time, snow descends over the front:
![[Image: U7GlUG3.png]](https://i.imgur.com/U7GlUG3.png)
Situation, October, 1757. Two Austrian corps are visible - Kollowrat is pressed our cavalry back near Bautzen, another very formidable force under Piccolomini is encamped at Koln, midway between Prague and Konigratz.
So, Saxony falls without a shot being fired, but we have an early snow upon us. That snow is going to melt into mud in the next few weeks, I expect, bogging down our marches and limiting our supplies. We have one corps near Koniggratz, threatened by two powerful Austrian corps. Our cavalry sweep didn't reveal much around Prague, but probably there are more Austrians encamped there. Our main army is over the passes into Bohemia, so we have some options.
Gentlemen of the Prussian General Staff, here is my evaluation of the situation. We have perhaps 6 weeks before winter seriously sets in and forces our troops into quarters (more on weather later). That is enough time to seriously rough up Austria or even capture Prague, setting us up for a drive on Vienna in the spring. We want to move quickly above all else, because France, Sweden, and Russia are still mobilizing against us and can be expected to join the war in 1757. So, the next six weeks are our main chance to throw everything we have against Maria Theresa before her lapdogs can join the fight.
Here are two potential courses:
![[Image: I855JrP.png]](https://i.imgur.com/I855JrP.png)
In Operation Black, we take advantage of the snow closing the passes south and Kollowrat's isolated position in the north to attempt to cut his retreat south and fall on him with the entire Elbe army, defeating the isolated corps in detail. We could inflict severe casualties and cripple a significant chunk of the Austrian army, but we are generally marching AWAY from Vienna in this plan, and it's possible Kollowrat will retreat, letting our blow fall on thin air.
Operation Red drives on Prague, attempting to seize the city before winter. Prague is an excellent base to push south on Vienna, and Kollowrat is badly positioned to defend the city - we can get between him and Prague, leaving us to fight the remaining Austrians no doubt encamped around it without his support. It also places us closer to Schonn, who is attempting to besiege Koniggratz but is dangerously exposed, with Piccolomini a week's march away and doubtless more Austrian columns behind him at Prague.
So, questions and action items:
1)What is do be done with Frederick's army? Operation Black, Operation Red, or a third plan I haven't considered?
2)Schonn's force - should he maintain the blockade at Koniggratz, fall back into the mountains for a defensive position, or, boldly, attempt something like marching to join us near Prague?
3)Should further reinforcements be sent to the Austrian front, or to reinforce our vulnerable areas to the rear before the coalition attacks in the spring?
Other questions/clarifications I can make?
Thanks for reading along! I think this will be fun!
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| Extreme and Impossible 1.5 11 Books |
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Posted by: rgp151 - November 9th, 2022, 17:04 - Forum: Master of Magic
- Replies (15)
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So, for a long time I played 1.5 Hard without 11 books. On a level playing field, 11 books is clearly a "cheap" strategy and gives a massive advantage. However, I recently started trying 1.5 Extreme and Impossible using 11 books. I still haven't found a totally satisfying approach yet.
Here what I've tried:
Nature : Basilisk, Water Walking, Gia's Blessing > High Elves
Life: Prayer, Raise Dead, Stream of Life > High Elves, Nomads
Death: Black Prayer, Night Stalker, Wraiths > Halflings
Sorcery: Phantom Beast, Flight, Mind Storm > High Men
Haven't tried Chaos.
The issues I've run into are these:
Nature seems like the best overall most balanced start, because you get a nice city buff that can put your development on turbo AND you get a powerful summon that you can use for early conquest. The problem is, Nature is just so darn weak overall. The Basilisk seems great on paper, but inevitably I constantly run up against Black Prayer and Confusion, which just wrecks them. It's also difficult to maintain momentum with Nature, and it offers little to help you hold on to conquered towns other than trying to cheese a Sprite into key towns with walls and use them to block entry.
Life is generally good, and yes I know about Invulnerable Guardian Spirits, but those don't really work so well. And on Impossible you just can't take out enough capitals fast enough with Guardian Spirits to really make that strategy worthwhile. So I think it works better to take Stream of Life. But you run into the typical Life problems how to garrison towns you have conquered and how to move over water. I also almost always play Life with Warlord, so not having Warlord really slows things down when garrisoning newly conquered towns.
Death has a lot going for it, sort of, but as usual, Death doesn't really have that much that can help you in a fight if you don't have Undead units on hand. Berserk can be quite useful, but other than that its just Black Prayer mostly. I my last game I was able to wipe out most of the wizards pretty quickly, but I didn't take out the Myrran wizard quickly enough while I was wiping up Arcanus. Then Horus, who was mostly Blue with a little White and 2 Red, got really powerful and obtained Spell Ward, which really shut me down hard. He had Banish and Doom Bolt and Psionic Blast, along with Invisibility and Mind Blast. Plus he had a vast empire of Dwarves and Dark Elves. Many of the Dark Elf towns got Warlocks and the Dwarven towns were Golems and Cannons.
I wasn't getting any heroes, even with over 100 fame, so I had to summon own, which worked ok, but I couldn't use then against Horus due to his direct damage. When he started putting Death Wards up I just gave up.
The problem with Sorcery is that it doesn't really have a power spell to get you going, like Gia's Blessing, Stream of Life or Wraiths. Yet, Sorcery of source has the best overall late game power. I'm not really sure what to start with using Sorcery. Mind Storm was ok. I took it because at 35 base cost it is at least castable out of the gate. Storm Giants are lackluster and pretty expensive for what you get. I considered Wind Walking, but meh. Invisibility maybe? Of course the key here is the Flying Paladins, but it takes some time to get those. Still, being able to just crack Paladins and Word of Recall them to new towns does make it possible to keep the conquest train rolling once you get going.
For Nature you could take Gorgons, but then you have the problem of how to garrison and support conquered towns. At least with Gia's Blessing you can boost your economy to try and keep up with the AIs.
Anyone have successful strats for 11 books on 1.5 Extreme+?
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| Valve has a Gambling Problem |
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Posted by: Charriu - November 8th, 2022, 05:58 - Forum: The Gaming Table
- Replies (11)
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I just watched this video about Valve and found it worth sharing especially because we have some parents here too:
Basically there exists a growing casino business around Valve's CS:GO skins, which is open to minors and Valve like other companies isn't doing anything against that.
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