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How to play single realm sorcery wizard with success on expert difficulty?

I never have any success in play single realm sorcery wizard in any playthrough both in CoM and Warlord mod on expert difficulty. I always end up with low gold, low power, lag behind in research, weak militarily, and being picked target for other wizards' aggression due weakness and extremely bad neighbourhood. (I don't remember change anything about wizard personality in Warlord mod but in my recent playthroughs I always found myself surrounded by expansionist, militarist, ruthless, maniac.) So far I only have problem play on expert level for mono sorcery build as I could play other build on this difficulty just fine.

How to play as mono-Sorcery wizard with no other realm successfully?
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This is what I would do:

Set all cities to produce [Spearmen, Repeat] for the first 50 turns or so — as long as there is food; and wall off my territory.
Set Research—Mana—Skill to 0—0—100% and leave it there for the foreseeable future.
Transmute Gold to Mana to pay for my spells. Scrap the loot from lairs for Mana/Gold.
Cast Magic Spirit non-stop. Scout the map.
Cast Aura of Majesty, and make Wizard's Pacts and Alliances with everyone.
Isolate and reduce lairs and nodes over multiple turns, first using Cavalry + Phantom Warriors or Cavalry + Confusion, later on some combination of Flight, Invisibility, Mind Storm, Confusion, and Phantom Beast.
In the treasure, find enough +Defense artifacts to equip a hero so that the hero takes virtually zero damage from anything — 20~25 defense should do the job. Vials of Lucky and Super Agility help here. (Scrap other loot for Mana/Gold.)
The hero can proceed to take the capital city of the weakest AI wizard, followed by the rest of his cities.
I now own 2x the territory of anyone else, and can choose to win in any which way.
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Single realm mono-sorcery is quite broad. It will help to know more information…

- What races/retorts have you tried already?
- What specific strategies have you tried already? How did they pan out?
- What are the world parameters/modifiers you play with? Like how many opponents/land size/terrain type/etc.?
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(August 27th, 2023, 10:02)Ryzel Wrote: Single realm mono-sorcery is quite broad.  It will help to know more information…

- What races/retorts have you tried already?
- What specific strategies have you tried already?  How did they pan out?
- What are the world parameters/modifiers you play with?  Like how many opponents/land size/terrain type/etc.?

I play 13 opponent games on Warlord mod, on fair climate and rich mineral setting. Wizard is 8 sorcery books +artificer/specialist/tactician/Myrran. Race is Rakhshasa (Warlord mod). Rules included Plane of Earth, Target Aid, World Equalizer, Smart Familiar. Actual goal of this playthrough is to test newly added things and find bug if exist.

I am builder who avoid conflict, too bad that I start in mid of ruthless and maniac wizards, some even militarist. My first attempt is not aggressive enough, my empire size is modest and trapped in wasteful defensive war. Worst part of it is that I cast Aura of Majesty too early and it cost me early game due to its high upkeep in Warlord mod. I end up lag behind everyone by year 1515 just barely research rare spell. I give up when one of ai cast meteor storm as I play tall and have no disjunction. I see no hope to win so I end that playthrough and retry more aggressive early game from first turn save.

Before this, I used to play mono sorcery klackon in early version of Warlord mod when it still much closer to unmodded CoM2 on advance difficulty. Result of playthrough was near disaster until I get Uranus' Blessing that allow me to expand more until I fought spell of mastery wars, I give up try to win militarily when 4 ai cast SoM at the same time and end up win narrowly by casting SoM during Time Stop.

For why I'm not play aggressive, I like late game tools and spells and want epic late game fight and solve late game end of world crisis. Win game early would not satisfy my desire. Game would be much more unpredictable this way. I also not fond of heroes play but I pick artificer retort to test something about newly added item power.
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Well, you can't afford not to be aggressive on the higher difficulties. You start way behind the AIs. You have some serious catching up to do, so you'd better start working on it right now.

On Expert and above, with the massive bonuses the AIs get to their production and everything, they will accelerate very quickly, and reach the finish line very soon. You have no time to waste.

If your plan is to sit there dong nothing, and eventually learn some Very Rare spell that'll turn the game in your favor, on the lower difficulties it might work, because the AIs are just so slow. On Expert or Lunatic or Phantasm, games are won with Common spells and Tier 1 units and your ability to achieve decisive results with them.

By "games are won" I do not mean that you conquer the world with Swordsmen. However, at least you must close the gap with the AIs, and reach parity — already in the early game. This, in turn, all but ensures an eventual victory for you, since your methods have been proven to be good enough, having allowed you to equalize after starting with a great disadvantage.

If you are still lagging behind into the midgame, there won't be enough time to equalize before you're dead — that's just how those difficulty levels are designed.
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(August 27th, 2023, 16:26)J2Greene Wrote: Well, you can't afford not to be aggressive on the higher difficulties. You start way behind the AIs. You have some serious catching up to do, so you'd better start working on it right now.

On Expert and above, with the massive bonuses the AIs get to their production and everything, they will accelerate very quickly, and reach the finish line very soon. You have no time to waste.

If your plan is to sit there dong nothing, and eventually learn some Very Rare spell that'll turn the game in your favor, on the lower difficulties it might work, because the AIs are just so slow. On Expert or Lunatic or Phantasm, games are won with Common spells and Tier 1 units and your ability to achieve decisive results with them.

By "games are won" I do not mean that you conquer the world with Swordsmen. However, at least you must close the gap with the AIs, and reach parity — already in the early game. This, in turn, all but ensures an eventual victory for you, since your methods have been proven to be good enough, having allowed you to equalize after starting with a great disadvantage.

If you are still lagging behind into the midgame, there won't be enough time to equalize before you're dead — that's just how those difficulty levels are designed.

I did not do thing aggressively in taking more lair mostly due to I don't understand power of sorcery common. Also, I don't like to rely on save or die spell without fate mastery ( I don't have luck when come to save roll, for me ai roll always hit even if chance is just 10% while all my attempt always expect to miss if chance for resist is higher 40%, so waste completely. Luck is not my friend.).

About sit there and do nothing, no, I did not do nothing what I tend to do when build up my city is sign wizard pact with all aggressive neighbours to stay away from conflict and do lair hunting for resource and spells. To trap in conflict early is slow me down rather than boost my power.

Also, I don't rely on very rare spell either. What I looking for tend to be key spell on uncommon and rare level. Very rare spells are either unreliable or too late for builder like me. Most of key game changing spells are mostly rare tier.

What go wrong in this playthrough that make my usual strategy that working on other realm not working is that I have maniac militarist neighbour that I could not make wizard pact with. With resource constantly drained in attempt to defend territory in wasteful war. I also don't think I truly understand power of sorcery realm common when compare to other realm as well. I have more understanding on straight forward realm like life/nature/chaos more. It is also more difficult to deal with rampaging monster in Warlord mod as those monster waves are strongers especially for race that lack of early range option (I unders estimate power of early range option of Rakhshasa but it does not matter by midgame.)

But I agree with you that I'm not aggressive enough in secure more resource and take more lair. I replay from turn one with lesson on aggressiveness and how to abuse some spells lead to much better result compare to first time But being picked by death wizard neighbours due to room for expansion push me on collision course definitely hurt my progress a lot.
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NOTE - I’ve never played Warlord mod.

The way I’m personally playing this game is trying to win with every default wizard on Fair difficulty with 13 AI wizards and all other parameters randomized (including race/starting spells), no score modifiers or mods. I originally tried this on Expert, but I found I couldn’t beat it. Like you, I wanted to win using boom/peaceful strategies (if the spell/race combo called for it) but you just can’t do that on Expert and above. The AI production/power bonuses are simply too strong.

In my experience playing on Expert, there’s usually 3 phases of the game (and you need a plan for each one)…

1. Take over the first 1-2 wizards you meet before you’ve mapped out your home plane (Pre-Tree Of Knowledge units/Commons/early Uncommons)
2. Establish total dominance over your home plane before the final wizard on the opposing plane cracks a tower and starts warring with you (End-tier normal units/Uncommons/early Rares)
3. Kill the final wizard on the opposing plane (Rares/Very Rares)

If you can’t succeed in phase 1, you’ll be very unlikely to succeed in phase 2. Same with 2 and 3. Because the AI cities are 50% better than yours, you need AT LEAST as many cities as them in order to try boom/eco strategies with any hope of success (ideally 50% more cities). Therefore it’s mandatory to have an early military strategy of some sort; whether it’s brute forcing strong normal units down their throat with spell backup/enchantments, churning out strong summons, research rushing an early-game breaking Uncommon, or lair hunting to roll the dice for an overpowering advantage you can use early.

Fortunately, since mono-Sorcery is so broad, you’ve got a lot of options to choose from. I’ll just lay out my varied thoughts…

- You might as well go 10 books; you get some nice bonuses and you get basically a guaranteed strong mid-late game with a couple early guaranteed very rares. Sorcery very rares are all stupid strong.
- Turn 1 Uncommons have some good options; Aether Binding is mandatory though as the skill bonus it gives is totally crazy. Getting that up ASAP should keep you on par with Expert AI or even surpassing them despite going an early military strategy. For the 2nd one, I’d do Water Elemental if going for summon spam, or Flight otherwise. Vertigo is great too.
- Retorts can be flexible; I’d go Specialist no matter what though to get a total 30% research bonus and -21% cast cost. Other than that, I’d probably go either Sage Master (for rushing the turn 1 Uncommons and a total 60% research bonus), Tactician if I’m rushing Barbarian normal units, Alchemy if I’m rushing any other race normal units, Myrran to get Trolls, or Conjurer for combat summons/Water Elemental spam.
- Starting commons I’d pick are Blur, Resist Magic, Confusion, Phantom Warriors, and either Floating Island or Guardian Wind. Naga/Focus Magic is a trap I think, you’re looking at 120 mana/4 mana upkeep for ranged poison 3 on one relatively fragile 15 HP total unit. That’s super slow and expensive. For the same price and no upkeep you can get Resist Magic on 4 Wolf Riders, or get like 8 casts of Confusion.
- For the starting race you want something that has comparatively strong normal units in the Fighter’s Guild tier or less. Gnolls take the cake for me, as Wolf Riders are the most durable unit you can get, low requirements, cheap to make, super fast, great at exploring, and their weaknesses (defense and resistance) are exactly what Sorcery can support (Blur and Resist Magic). They’re also fast enough to run around the combat map not getting hit if you wanted to spam spells like Confusion and Phantom Warriors. 2nd option would be Barbarians for Berserkers; you could probably also do Klackon or Lizardmen for tanky Halberdiers, or even High Men Crusaders. Go straight for their requirements on all of your starting cities (after Sawmill), Barracks, Alchemist Guild (if you didn’t pick Alchemy), and spam them until your immediate neighbors are captured.
- Alternatively, if you want to try summon spam with early Water Elementals, you can go Halflings or High Elves to boost your spell power parameters. With Conjurer/Specialist and 10 books, Water Elementals should cost 89 mana/2 upkeep each, which is super good for the strength of that unit. A stack of 4-5 should be able to clear out most easy lairs/nodes and overpower wizards in the early game. Not as good as Giant Spider spam (could get a stack of 9 for the same price), but should get the job done.

Once you successfully navigate phase 1, mono-Sorcery has a very easy time dealing with mid-late game. A lot of their rares are gamebreaking (Stasis, Air Elemental, Invisibility, Spell Blast), and their very rares are even worse (Power Link, Wind Mastery, etc.). The trick is getting there.

Hopefully this helps!
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Thank you for the tips. I hope you all try Warlord mod some days.
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(August 28th, 2023, 08:25)Ryzel Wrote: NOTE - I’ve never played Warlord mod.

The way I’m personally playing this game is trying to win with every default wizard on Fair difficulty with 13 AI wizards and all other parameters randomized (including race/starting spells), no score modifiers or mods.  I originally tried this on Expert, but I found I couldn’t beat it.  Like you, I wanted to win using boom/peaceful strategies (if the spell/race combo called for it) but you just can’t do that on Expert and above.  The AI production/power bonuses are simply too strong.

In my experience playing on Expert, there’s usually 3 phases of the game (and you need a plan for each one)…

1. Take over the first 1-2 wizards you meet before you’ve mapped out your home plane (Pre-Tree Of Knowledge units/Commons/early Uncommons)
2. Establish total dominance over your home plane before the final wizard on the opposing plane cracks a tower and starts warring with you (End-tier normal units/Uncommons/early Rares)
3. Kill the final wizard on the opposing plane (Rares/Very Rares)

If you can’t succeed in phase 1, you’ll be very unlikely to succeed in phase 2.  Same with 2 and 3.  Because the AI cities are 50% better than yours, you need AT LEAST as many cities as them in order to try boom/eco strategies with any hope of success (ideally 50% more cities).  Therefore it’s mandatory to have an early military strategy of some sort; whether it’s brute forcing strong normal units down their throat with spell backup/enchantments, churning out strong summons, research rushing an early-game breaking Uncommon, or lair hunting to roll the dice for an overpowering advantage you can use early.

Fortunately, since mono-Sorcery is so broad, you’ve got a lot of options to choose from.  I’ll just lay out my varied thoughts…

- You might as well go 10 books; you get some nice bonuses and you get basically a guaranteed strong mid-late game with a couple early guaranteed very rares.  Sorcery very rares are all stupid strong.
- Turn 1 Uncommons have some good options; Aether Binding is mandatory though as the skill bonus it gives is totally crazy.  Getting that up ASAP should keep you on par with Expert AI or even surpassing them despite going an early military strategy.  For the 2nd one, I’d do Water Elemental if going for summon spam, or Flight otherwise.  Vertigo is great too.
- Retorts can be flexible; I’d go Specialist no matter what though to get a total 30% research bonus and -21% cast cost.  Other than that, I’d probably go either Sage Master (for rushing the turn 1 Uncommons and a total 60% research bonus), Tactician if I’m rushing Barbarian normal units, Alchemy if I’m rushing any other race normal units, Myrran to get Trolls, or Conjurer for combat summons/Water Elemental spam.
- Starting commons I’d pick are Blur, Resist Magic, Confusion, Phantom Warriors, and either Floating Island or Guardian Wind.  Naga/Focus Magic is a trap I think, you’re looking at 120 mana/4 mana upkeep for ranged poison 3 on one relatively fragile 15 HP total unit.  That’s super slow and expensive.  For the same price and no upkeep you can get Resist Magic on 4 Wolf Riders, or get like 8 casts of Confusion. 
- For the starting race you want something that has comparatively strong normal units in the Fighter’s Guild tier or less.  Gnolls take the cake for me, as Wolf Riders are the most durable unit you can get, low requirements, cheap to make, super fast, great at exploring, and their weaknesses (defense and resistance) are exactly what Sorcery can support (Blur and Resist Magic).  They’re also fast enough to run around the combat map not getting hit if you wanted to spam spells like Confusion and Phantom Warriors.  2nd option would be Barbarians for Berserkers; you could probably also do Klackon or Lizardmen for tanky Halberdiers, or even High Men Crusaders.  Go straight for their requirements on all of your starting cities (after Sawmill), Barracks, Alchemist Guild (if you didn’t pick Alchemy), and spam them until your immediate neighbors are captured.
- Alternatively, if you want to try summon spam with early Water Elementals, you can go Halflings or High Elves to boost your spell power parameters.  With Conjurer/Specialist and 10 books, Water Elementals should cost 89 mana/2 upkeep each, which is super good for the strength of that unit.  A stack of 4-5 should be able to clear out most easy lairs/nodes and overpower wizards in the early game.  Not as good as Giant Spider spam (could get a stack of 9 for the same price), but should get the job done.

Once you successfully navigate phase 1, mono-Sorcery has a very easy time dealing with mid-late game.  A lot of their rares are gamebreaking (Stasis, Air Elemental, Invisibility, Spell Blast), and their very rares are even worse (Power Link, Wind Mastery, etc.).  The trick is getting there.

Hopefully this helps!

Hey Ryzel, if you want tips on how to win in the harder difficulties, I think the best tip I can give you is to go for nodes and towers. you can watch sapher's gameplays on youtube where he wins in Phantasmal to see how it's done. good luck!
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