View Full Version : AAR - EA bless (Helheim) owerpowered on med+ map ?
October 24th, 2006, 05:38 PM
there has been some discussion about EA bless strategies and possible counters. I think people were mainly in agreement, that some nations with possible bless/rush strategies are fairly overpowered on small (edit: had large here first - but finding out about that is the main purpose of this AAR http://forum.shrapnelgames.com/images/smilies/wink.gif ) maps and hard to counter (if it is possible at all).
It has been mentioned, that this might not be that much of a problem on a larger map due to the worse scales. But on the other hand the early game advantage could transform into a strong mid/late game, too.
This is what I will try to write this "AAR" about. The main focus will be on how strong Helheim is vs. 10 impossible AIs
on a medium map
with Atlantis being the only underwater nation. At least one nation should be fairly safe at the beginning and able to grow to some power http://forum.shrapnelgames.com/images/smilies/wink.gif
I went with a Father of Winters as a pretender (9F/9W, Dom7) and due to having 29 points left I am fairly sure that there are better scales out there http://forum.shrapnelgames.com/images/smilies/wink.gif
BTW, when judging the merits of heavy bless on a medium map please keep in mind that this is my 3rd dom3 game with about 12 dom2 games under my belt. I consider myself still very green, so I dare to say that the good players out there could do much better http://forum.shrapnelgames.com/images/smilies/happy.gif
October 24th, 2006, 05:46 PM
You're Helheim, Sloth is free points.
October 24th, 2006, 06:02 PM
Hmm, there goes the noob http://forum.shrapnelgames.com/images/smilies/wink.gif
Thank you, since I have not played Helheim before I was unaware that I could get away with Sloth with them. Or do you refer to the bug that Helheim can recruit its blessable/glamor cav outside its home-province ?
If this is the case I plan to avoid using this bug.
October 24th, 2006, 06:05 PM
Nope, though I'm aware of the bug and would abuse it liberally as well. Helheim's sacreds are woefully underpriced in terms of resources and you can easily get away with sloth 3. Taking just one neighboring mountain/forest province will let you have enough resources to field max sacreds.
October 24th, 2006, 06:09 PM
Oh yeah I like Magic 1 instead of drain 2, Helheim's battlemagic is so uber ...
October 24th, 2006, 06:16 PM
Drop down to sloth 3, misfortune 2(would suggest 3 but its a big map so..) and with your 160 free'd up points go with kissblades magic 1 (bladewind rocks, air magic is nice aswell) and then either go to either cold 1 or misfortune 1 again.
I was going to say you can expect a bit of trouble with abysia (fire resistant and high prot) but remembering your very high defence and great air magic you should be fine (try to keep in your own dominion though, if your lands get hot then his troops get better)
October 24th, 2006, 06:22 PM
Thank you again, will drop Prod to Sloth 3. And yup, I like magic, because of that I went with Drain 2 instead of 3 and took Cold 2 instead of 1 http://forum.shrapnelgames.com/images/smilies/happy.gif
I will NOT use the bug.
Since I am no great writer this should be more of an educational than an entertaining AAR - due to this using a bug would be wrong http://forum.shrapnelgames.com/images/smilies/wink.gif
October 24th, 2006, 06:27 PM
Not using the bug is fine, even before any temple spammage you can still produce over 500 golds worth of sacreds per turn NOT including the commanders needed to lead them (also note that 5-7 helhirdlings is enough to take most indies...)
October 24th, 2006, 06:30 PM
Scales updated http://forum.shrapnelgames.com/images/smilies/wink.gif
And I tried to take nations for the AI which could give me the most trouble (form the limited knowledge I have with Dom3).
October 24th, 2006, 06:35 PM
Mictlan is brutal when handled with humans but tends to implode with AI.
October 25th, 2006, 07:21 PM
after having solved my FTP-problems here are the first 2 turns .
"Cry Hovoc and let slip the Dogs of War!"
This is my initial position, with a mountain close and some nice looking plains I cant complain.
With my meager ressources I buy 4 Helhirdings (HH) and have 100gold and 8 ressources left. In addition my scout is turned into the prophet.
Arco, Ulm, Caelum, Vanheim, Niefelheim and Atlantis declared their prophets in addition to me doing so. Nothing else happened this turn.
The fairly light defended province to my southwest looks like a suitable target and I will send my initial army and the 4 newly recruited Herhirdings there.
The province to the northeast looks quite juicy incomewise (about 250 gold/turn), but I am not sure if my 4 HHs would be enough to overcome the defenders.
In addition 1 Helkarl and 3 more Helhirdings will be bought this turn.
October 26th, 2006, 08:38 AM
Quick add concerning my army setup and my reasoning for going after Carnag.
With me having only been able to recruit 4 Helherdings I felt that I could not make a squad of only HHs since they would be subjected to morale checks. Due to this I grouped them with the spearmen from my initial army and put them to the front/middle with orders to attack closest.
Spearmen losses are a danger there since this could lead to morale checks when too many of them are killed, but I hope with the HHs being fast they will take the brunt of the attacks.
But due to this weakness I will try to send my first division only after fairly soft targets. And since I wanted a mountain province for the ressources Carnag fit the bill http://forum.shrapnelgames.com/images/smilies/happy.gif
The javeliners are put close behind the 1st squad with orders to fire.
The scout/prophet will Divine Bless and cast Seremon of Courage followed by smites and a cast spells order. My commander has orders to stay behind troops.
Depending on what kind of forces will show in the provinces adjectant to Carnag I will decide on either press ahead with the 1st division with their current setup or might pull them back to the capital in order to turn them into a full-helhirding force (which would stop my expansion) or send the newly recruited Helkarl with his 3 Helhirdings in support of an attack on the western plains province (facing the morale problems with this squad, but hoping that the fight would be over before they might break).
If I am able to contine my attacks vs. "weak" independents the Helkarl will start some research (likely into Thaum for finding magic sites, but Conjuration and Evocation look interesting, too) till the next batch of Helhirdings (hopefully 5) is ready. Then this 2nd "pure HH" Division would start to conquer indies and look for the AIs.
PS: Any ideas which research path is the most important for EA Helheim ? I tend to favour Thaum here due to my magic focus and the strength of the sacred units (hopefully not much need for Evocation in the beginning). Conjuration with its summonable additional mages/researchers looks strong, too.
October 26th, 2006, 11:44 AM
Sounds like you have a plan.
Thaumaturgy/Enchament/Conjuration/Alteration is the staple of Death nations I think. Evocation is good for Air and Earth. Alteration has some very, very good buffs for the Helkarlarlalrkarlarkalrlkalkra whatevers and later on there's stuff like Drain Life, Disintegrate and *boom boom boom* SOUL VORTEX *boom boom boom* there. There's also Earth Meld and Destruction which the dwarves can cast for the lulz.
Conjuration has all sorts of Death goodies.
Construction is also important for kitting out killing machines.
October 27th, 2006, 05:04 AM
Grrr, am I right to think that it is not possible to restore any old save-game ?
I did turns 3 and 4 and looked at the results for turn 4. When I wanted to save and exit I pressed "end turn" instead (without having issued any orders).
October 27th, 2006, 01:52 PM
I'm sorry, but I don't think there is. http://forum.shrapnelgames.com/images/smilies/frown.gif Think of it as an extra challange...
October 27th, 2006, 06:16 PM
Thx, oh well, will try to have to recall what happened during those 2 turns, but I DO remember that Atlantis DOWed me on turn 5...
October 28th, 2006, 08:54 AM
Carnag was taken without any problems and the 1st Division will turn northwards into the (hopefully) rich plains province of Fenica.
More Helhirdings are recruited in order to set up a 2nd division which should speed up my expansion. For the moment I trust my 1st division with being able to take out the independents it faces.
Atlantis declared war on me...
Fenica was taken without too many problems and the 1st division will continue northwards. Especially since I can see some enemy dominion to the northwest.
The 2nd division is formed and will move into Summerlands this turn which should provide a nice boost to my income.
1 Helkarl and some (4 IIRC) Helhirdings are recruited as the nucleus for a 3rd division.
Some research into Thaum has been done, but since the Helkarl will move now I don't expect any breakthrough soon.
Mictlan declares war on me (seems like at least 2 AIs are aggressive) and in order to show them my contempt for their actions I decide to do nothing this turn (geez, I hate to hit "end turn" due to my own stupidity) http://forum.shrapnelgames.com/images/smilies/happy.gif
Silver Fangs and Summerlands were taken (number of my own casualties in unknown, but both divisions are still in fighting condition). Most of my initial army and 3 Helhirdings are in the 1st division and 9 Helhirdings in the 2nd division.
Arco and Niefelheim showed up on my borders, but since neither had declared war on me yet I decide to leave them alone for now.
In order to make some progress with my magic research I will recruit a Hangadrott for 400g this turn in addition to 7 Helhirdings. The 3rd division will be fairly strong with 12 Helhirdings at its call.
In order to bolster my forces in the southwest I recruit 1 commander and 5 heavy infantry in Carnag in addition to archers in some of the other provinces.
With moves to Citala and Greater Woods I try to prevent Arco from making further progress into my sphere of influence. In case Niefelheim is looking for trouble I will have my 3rd division ready. But facing 20 Giants might be interesting if Niefel took a decent bless, even with 12 fully blessed Helhirdings.
It will be interesting to see what effect the impossible AIs combined with me missing one of the important early expansion turns will have in the long run...
October 28th, 2006, 09:04 AM
All that with 12 horsies? Goodnes. o_o
October 28th, 2006, 09:26 AM
I hope that I wouldn't come to that http://forum.shrapnelgames.com/images/smilies/happy.gif And I saw that some of the giants are hurlers...
October 28th, 2006, 10:31 AM
Great Woods was taken without casualties, but I lost 2 Helhirdings in the successfull attack on Citala.
Commoners raised the defenses in Fenica by 15 PDs to 16.
Sauromancia showed up with about 40 lancers and archers to the SW of Carnag, but at the moment I have to focus my attention on Arco with only newly levied troops from the provinces and the beginnings of my 4th division as guardians vs. any attack.
My 1st division found the lightly defended Arco capital and will try to take with province and lay siege to it.
The 2nd division will try to cut off the Arco force in Rotmarsh by an attack into the Marshlands in order to join the siege on the following turn.
The newly formed 3rd division with its 12 Helhirdings will strike south into Feldan Forest vs. approximately 50 woodman/blowpipers in order to join the siege later on.
Another Hangadrott and 7 Helhirdings are recruited with hopefully 7 additional HHs (limited by my dominion here) on the following turn. In addition some heavy infantries and archers are recruited throughout the conquered provinces.
I am a bit too aggressive for my own taste, but am afraid that I have to be in order to make up for my earlier blunder. A lightly defended Arco capital is just too sweet a target... http://forum.shrapnelgames.com/images/smilies/wink.gif
October 28th, 2006, 11:04 AM
Arco fielded about 40 defenders (all except 4 from PD, looks like the AI raised it quite a bit), but despite being pressed my 1st division was albe to beat them while losing 9 spearmen.
My 2nd divions meet with about 40 Arcos (mainly militias and light infantries with some heavy infantries, flyers and chariots) in the Marshlands and was able to route them. 1 Helhirding was lost in the attack.
The 3rd division took Feldan Forest from the indies without any losses. There is an arena in Feldan which provides 25 gold.
Niefelheim has 30 militias/hurlers to the west of Fenica who are supported by 5 giants and 1 Gygja who is radiating power.
Sauros forces of about 60 lancers/archers moved to the southeast and might attack me or take the indie plains of Hubbarton which I consider mine, but at the moment there is nothing I can do about either Niefel or Sauro.
The second Hanga will help with the research while I recruit 1 Helkarl and 7 HHs for my 4th division. Archers/heavy infantries will be recruited in the other provinces again.
The 6 remaining Helhirdings of the 2nd divison might not be enough to face the reported 60 Arcos (militas, light infantry, bear tribe warriors) in Rotmarsh and I send them to support the siege. Either those Arcos will come to me anyway or wreck some havoc in my lightly defended provinces. In this case I will use my 4th division with its 14 Helhirdings to mop up.
1st divison will continue its siege while the 3rd will attack Oak Woods and either join the siege or retake the Marshlands (if Arco takes it) on the following turn.
I try to recruit the Farstrikers merc band in my capital for 165 gold in order to progress south and secure my southern border.
Since I am fairly sure that I will lose either the Marshlands or Citala to Arco this turn I set both taxes to 200% http://forum.shrapnelgames.com/images/smilies/wink.gif
I would love to build some temples/forts, but at the moment expansion/destroying Arco seem to be more important.
October 28th, 2006, 11:34 AM
Arco attacked the Marshlands with about 20 militias and archers and easily beat the lonly PD there.
The 30 indie militias/archers/heavy infantry in Oak Woods were killed by the 3rd while losing one of my Helhirdings.
Arco split its forces in Rotmarsh and send about half to the Marshlands while the other half took the indie province to the south. Seems like he does not consider the siege of his capital to be a serious threat, I hope that he is wrong about this...
Niefel keeps its troops on my border, but has made no further progress.
Sauro did what I have been afraid of and took the plains, threatening to move north into the province (Florien) I plan to take with some heavy infantries/archers from Carnag in addition to the Farstrikers from my capital which I have been able to recruit.
The newly raised 4th division will relieve the 3rd in Oak Woods which will try to retake the Marshlands and keep pressure on the Arco units away from the capital.
It would be nice if Sauro and Niefel went to war about the indie province west of Carnag, but I doubt it...
1 more Hanga is recruited and 7 HHs again, but this time I recruit an additional 6 mounted hirdmen as potential rear-rushers if the cold war with Sauro should turn hot over Florien. They might be used as a mop-up force also, if Arco continues to move its troops in my territory.
October 29th, 2006, 02:34 PM
20 Arco archers and militias tried to break the siege of the Arco capital, but were annihilated without a single loss to my troops.
About 40 Arco militias, light infantries and archers defended the Marshlands. They were unable to stop my 3rd division, but managed to kill 1 Helhirding.
Sauro did attack Florien this turn and destroyed the independents there, but were thown out of the province by my heavy infantry and the Farstrikers. 24 Sauro lancers and archers were killed with 2 of their commanders (1 commander and 23 troops escaped) while I suffered the loss of 12 archers and heavy infantries (3 form the Farstrikers).
The walls of Arco are still holding and since they keep some troops in the field taking provinces instead of ordering them back to defend their capital I feel that I have to increase the pressure.
3rd and 4th division will join the siege now, which should enable me to storm the walls fairly soon (defense value of a fortified city is "only" 250).
1 Helkarl, 7 Helhirdings and 7 more Mounted Hirdmen are recruited in my capital. If the Arco division in Midland should get aggressive towards me I am fairly confident that I have enough firepower in my currently being build 5th division to squash them.
Some additional archers and heavy infantries are recruited throughout the realm.
At the last minute I decided that the mercs should earn their pay and my own troops will understand the importance of expansion instead of definding. The 2 divisions from Florien and send SE to take the lightly defended indie province of Ligrea, possibly meeting superior forces from Arco and Sauro there...
I keep asking myself what Niefel is up to and am very interested to see what Sauro will make of the little misunderstanding that lead to our border incident...
October 29th, 2006, 03:14 PM
Quick question: If a fortress turns neutral during a siege, do I have to do anything special, or will my forces continue the siege ?
The orders still say siege, but IIRC I had some problems in another game with a fortress becoming neutral during a siege.
October 30th, 2006, 12:03 PM
Hmm, nobody has any idea ?
Oh well, since I already made a mistake and this AAR is for educational purposes I will just let them keep on sieging and see what happens http://forum.shrapnelgames.com/images/smilies/happy.gif
October 30th, 2006, 12:32 PM
I think that if a fort turns neutral you can conquer if automaticly without a fight when you storm it. Not sure. Happened once to me.
Good going BTW. http://forum.shrapnelgames.com/images/smilies/happy.gif
October 30th, 2006, 01:51 PM
As expected Arco did attack the indie province of Ligrea and beat them, but made the mistake to split its troops again. About 40 bear warriors, wind riders and some chariots took my lightly defended province of Citala without any problems (had it at 200% tax for the last 2 turns).
The remaining 20 bear tribe warriors, light infantries and militias managed to beat the indies without too many losses, but were no match for my 2 divisions. Sadly my commander and most of my forces were killed, with the Farstrikers only taking light casualties.
We founds some nature gems in the Feldan Forest and some of my units in the Marshlands were cursed for collecting some gems from a vengefull witch.
My dormant breathen managed to wake up from their sleep this turn while I will be confined to this prison for 2 more years...
The Arco walls are still holding, tbut their end should be near.
A new commander is recruited in Ligrea in order to lead my remaining archers. Meanwhile I will give a farewell present to the Farstrikers and send them to the lightly defended Arco province of Midland. After my troops took the brunt of the attacks (still 27 Farstrikers left) that seems only fair to me (I never claimed to be a nice god http://forum.shrapnelgames.com/images/smilies/wink.gif )...
It seems like Sauro understood what I tried to tell him by taking Florien and finally took the indie province seperating them from Niefel - this might get interesting http://forum.shrapnelgames.com/images/smilies/happy.gif
During the siege I reorganise my divisons there and transfer the troops of the 3rd and 4th to the 1st and 2nd, which gives them about 16 Helhirdings each. Allsvinn and Gunnlaug - the commanders of the 3rd and 4th move towards the capital in order to lead new troops.
The 5th division will set out to the Marshlands in order to defend the province and either help with the siege or take some of the remaining Arco provinces. It is composed of 14 Helhirdings and 13 Mouted Hirdmen with orders to hold and attack rear. Quite a formidable force.
In order to strengthen my forces on the Sauro border the 8 earth gems are alchemised (if this is even a word...).
October 30th, 2006, 01:56 PM
12 provinces on turn 11 and Arco more or less out of the game, I can't complain here.
But I am a bit disappointed by the AI. I can't understand why Arco keeps going after indie or my provinces instead of moving every trooper it has to the defense of the capital.
I they had another town I might have been able to understand this, but when I take their capital it will be game-over for Arco at this early stage of the game.
IMO if the only fort an AI has is threatened by ample forces to breach the walls it should switch to "save the realm" mode and stop trying to expand/harrass.
October 30th, 2006, 02:01 PM
Hmmm, usual AI rushes people to kill your besieging troops. Unusual.
October 30th, 2006, 02:38 PM
Research up to Thaum 2 was completed this turn and I will try to reach construction 4 next for some path-boosters and Legions of Steel at Con3.
The Farstrikers took the lightly defended province of Midlands without any problems and left my services for a tour with Vanheim.
Arco took Summerlands from my archer defenders with about 20 bear tribe warriors, 6 chariots, 6 Windriders and 2 Myrmidons.
But right after this battle Wyglia, the god of Arco succumbed to its final death due to dominon loss. My prophet at the Arco capital had managed to establish my dominion in Arco's capital province on the turn before. This leaves me to bang on the walls of a now independent fort.
Allsvinn and Gunnlaug continue their slow march through thick forests back to my capital. In hindsight it would have been save to move them via the now secured Marshlands, but better safe than sorry...
On a sour note the lightly defended former Arco province of Mite Marsh in the NE is now held by about 50 indie knights and militias.
5th division will set out to retake Rotmarsh from about 70 indie Bear Tribe Warriors, light infantries and archers.
The way north is "blocked" by 2 indie provinces containing 40 of either heavy infantry and elephants or heavy infantry and heavy cavaleries. But I want to head north since the Sauro capital should be around there. In addition I am fairly confident that 40 heavy infantry and cav will be unable to stop my 30+ Helhirings. But for the moment they keep sieging that ex-Arco fort.
1 Helkarl and 7 Helhirdings are levied with some addition archers and heavy infantries throughout the realm.
3 merc regiments would become available on the next turn, but I lack the money (and the will) to hire them at the moment.
The strong Niefel force west of Fenica has me worried, but with my fast 5th division (3 moves) and the troops I recruit this turn I am confident that I could break a siege of my capital if I had to. With 4 Hanga's in the capital and their skills in death magic (D3) in addition to 3 Helkarls (D1) I am fairly confident that I could frighten away some of this force.
Well, the end of Arco was a bit of an anticlimax...
October 30th, 2006, 02:45 PM
Anticlimax indeed, but the progress is handsome to say the least.
October 30th, 2006, 03:51 PM
And another question before saying anything about this turn later on:
Am I right to assume that beaten nations will scrap their units 1 turn after they were destroyed ? And that the large knight/militia force is only there since there has been an event in this province to cause the knight/militias to take over ?
October 30th, 2006, 05:12 PM
With Arco's god gone Rotmarsh was taken without any opposition by the 5th which will continue to Cimri in the hope of finding more former Arco provinces there before other nations arrive to share in the spoils.
Construction 1 has been reached and research will continue.
The now indie fort at Arco is still under siege.
A mixed archer/heavy infantry unit from Marshlands will reclaim Citala while the newly formed 6th division (14 Helhirdings) will retake Summerlands.
In addition some commanders are moved to provinces in order to gather the newly recruited troops (archers/heavy infantry) there.
With 5+ 20k+ pop provinces in my realm I am starting to feel inclined to use my B1 Hanga for some bloodhunting (did I mention that I am not a nice god ? http://forum.shrapnelgames.com/images/smilies/wink.gif ), but will refrain from it for the moment...
A Svartalf is recruited this turn in order to prepare for forging a dwarfen hammer/earth boosting items later on. In addition 7 Helhirdings and 3 Mounted Hirdmen are recruited. Since my treasury is depleted by this point I have to take small consolation that the former Arco provinces I am about to (re)take should provide a considerable boost to my income.
Caelums's presense in Dunheim does worry me a bit as well as Sauro's forces on my border, but at least the large contingent of Niefel is no longer right at my border.
For the moment I try to consolidate my power and reap the rewards of my Arco campaign, but I feel that I will have to do something about Sauro soon, unless an easier target will present itself http://forum.shrapnelgames.com/images/smilies/happy.gif
I try to avoid looking at the game graphs too often, but here is a snapshot of the current balance of power:
Except for provinces and income (where I lead) I am mainly in the lower half of the graphs, which does not bode too well. Especially Sauro seems to be a major power, further strengthening my believe that I have to do something about them soon.
I am aware that quality plays often a larger role than quantity, but even the research and gem income of Sauro is very high. On the other hands that means that many already researched provinces might fall into my hands from a campaign against Sauro http://forum.shrapnelgames.com/images/smilies/happy.gif
Edit: I have just seen that Ermor has built a 2nd fort 1 turn ago with Atlantis, Mictlan and Vanheim having done so this turn. Even more reason to strike at Sauro soon before they are able to get additional troops. If only the indies would cease to defend Arco...
November 1st, 2006, 02:13 PM
Desaster struck at Cimri. My 5th was met by close to 130 Caelum units who had managed to sneak into Cimri before my troops were able to arrive.
4 Mammoths trampled my Helhirdings and while my troops managed to take down 2 of them and repel the other 2 morale broke soon after this due to the heavy losses suffered. The Caelum flyers had no problems killing my fleeing Mounted Hirdmen to the last man, only the Helkarl managed to survive the onslaught.
Overall I managed to kill 51 Caelum troops + 16 undead, but the prize my troops had to pay was way too high. I have to find a means to neutralise these Mammoths when I run into them the next time. Massed archers with order to shoot at large creatures might be the solution, but Caelums flyers are surely ordered to attack archers. I hope Caelum will stay on the sidelines till I am able to bring the large number of troops to bear I will need vs them.
On the bright side Citala and Summerland were retaken without any opposition.
And to end with something negative - the fort at Arco still holds (slowly I am beginning to wonder if this is a bug, or maybe the walls were magically restored after the ownership of the fort changed hands ?!). I need those troops on my southern border with Sauro, not being kept up in the north. In addition another fort and the associated gem sites of a former capital would be a nice boost.
Vemund, the luckless commanders of the former 5th is ordered to sneak back to the capital. The less the news of the disaster of Cimri can spread the better...
While keeping a close eye on Caelum the 6th in addition to 40 heavy infantries and archers are sent to Carnag in order to prepare for a possible strike vs. Sauro.
40 archers are brought south from the northern province of Silver Fangs since the threat from Niefel has diminished for now and they might be needed vs Sauro soon.
Another Svartalf and 7 Helhirdings are recruited in addition to as many archers as the treasury can supply.
The Canyon of Sand was found in Rotmarsh (1 erath-gem/turn), a relic of the Arco empire which should help with money/later magic items.
With research up to 54 points/turn due to the returned Helkarls I will reach construction 2 this turn and ponder about researching more aggressive spells. But despite the defeat I am still confident in the physical abilities of my troops and in the power fear can have on my enemies.
Sadly there is nothing I can do right now about the barbarian uprising in Hubbarton south of Fenica, but if Sauro is not able to establish order during this turn my troops in Carnag might feel inclined to step in to keep the peace there http://forum.shrapnelgames.com/images/smilies/wink.gif
For the moment I will concentrate on Sauro, but this might change fairly soon if Caelum decides to make a move. Thanks to my fast units and the limited size of my realm I am able to reach most provinces in 1 turn should it become neccessary.
November 2nd, 2006, 05:46 AM
Changed the subject-line to something a bit more fitting http://forum.shrapnelgames.com/images/smilies/happy.gif
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