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Old April 29th, 2012, 11:05 PM

Immaculate Immaculate is offline
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Default Re: Multi-Player After Action Report (Now Discussing Turns 4-7)

Arcosephalae
Turn Seven:
An Honest Mistake


Today’s turn AAR is brought to you by “The Bravery” - click the turn names for awesome 80s music. CLICK IT NOW. Open multiple windows and play it two or three times at once out of sync. You’ll be so happy.

Ooops…

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Not what I was expecting at all.

So what happens?

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Their undead cavalry hit my infantry line, and manage to kill many of them as well as our slingers while our chariot archers swing around and destroy their zombies (soulless) and finally their mound kings. We force a rout.

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But we lose much of our infantry and slingers.

Here you can see our barbarian commander and his chariots converging with the forces that just lost so many men to try and take another province. All the forces that routed in that last battle have run to the province ‘Stark’ is attacking from but unfortunately barb commander leadership sucks so he can’t pick them up to reform our forces.

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What do we have ready for those lizardmen?

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I’m hoping this is a functional pincer movement. We’ll see what happens. You can see that attrition has basically wittled down my initial expansion party and forced me to keep feeding forces to this command instead of starting a second expansion party. Its sort of pathetic but its turn 7 and I am still only taking one province per turn. This is a horrible initial expansion rate.
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Old May 1st, 2012, 02:01 AM
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Default Re: Multi-Player After Action Report (Now Discussing Turns 4-7)



Soundtrack: A. Avkhimovich: The Sound Theory: 02. Something Random


The turn before last turn I recruited a triton priest in Moon Sea.
Last turn I ordered him to search for sites, and he immediately
demonstrates why you should always search underwater provinces with
holy magic (H1 is enough).



The land temples don't give water, but are still nice.

The army led by Eshu Saath and Vkt'Ebph has also arrived from R'lyeh.



They prepare themselves for landfall, and their target is the
unsuspecting province of Numecria. The map has Ermor there,
yet Ermor is not a power in the game. And never will be ~~ the
story at the end will explain.

Meanwhile the sages of Arcoscephale have noticed the strange
going-ons beneath the sea.



For once someone sends us a friendly message! Why do the little
mans hate us so?

As you may have noticed on the screen above, Auluudh's guys are
just chillin'. How come? If you look at the south-eastern corner,
you'll see a certain octopoid monstrosity attacking the province
next from them ~~ from the other side. He doesn't need any help
with that, so Auluudh might as well make himself useful in his
capacity as a mage.



Yöt-Webbogoth also spots Pangaea's pretender, a vile undead husk
of a man that clings to its miserable existance at any price. Seems
a strange fit for a nation that's centered on growth and nature
magic, but nature/death is a very potent combination for Pangaea.
It gives access to carrion centaurs/lords/ladies that can reanimate
manikins (corpses reanimated by plants, undead with a nifty fatigue-
causing attack) for free, and a lich needs a strong dominion to make
the most of his immortality. Pangaea with it's cheap temples and
blood-sacrifice capability an provide, and those are even better
with a high dominion from the pretender.

Looks like he took really high dom. This means that I'll have a
nice old time preaching his filthy dominion out of my underwater
provinces. I also wave a tentacled goodbye to any plans I had to
snatch Tir na n'Og for Greater R'lyeh. Well, any *immediate* plans.
It'd be nice to have, since the only non-water access is via the
province his lich dude is standing in. But it also is on the
opposite end of the world from my, and I want to avoid the
impression of being excessively greedy. For now. Who knows, maybe
something will come up?

Anyway, with Yöt-Webbogoth attacking the last independant underwater
province this turn, Phase I of my cunning plan for world conquest
will be complete next turn. Have an inspirational picture:



Phase II will be:

A lab, a temple and a kelp fortress in. Every. Province.

Well, every second province maybe. And I'm talking underwater
provinces; on land I don't get any national units at all, so I won't
be building all that many forts there.

The labs will allow me to port mages troops with water-based spells
in addition to the standard astral ones (teleport & gateway). As
spread out as my empire is, that'll be very important.

The temples, together with a fort, will allow me to recruit my
wimmen. The R'lyeh ladies are very... traditional, and never leave
the house. They do provide a constant stream of free polypal spawn
(basically the hoburg militia of the seas) and a less constant
trickle of upkeep-costing but holy gibodai (the classier type of
mindblaster fish).

They also can kickstart my dominion with H2 preaching. Hopefully
that will be enough to let the temples spread it to the fortless
provinces in between: If I get provinces under my dominion, good
things will happen. If not, there will be problems ~~ my PD ain't
that great. But at least I'll have the option to recruit a ton of
R'lyeh tradmark chaff in a neighbouring fort and retake a province
if necessary.

The sea shall be an impregnable fortress, an iron clamp around the
land, a necklace of horrible spawn-factories constantly pumping out
their vile, wriggling offspring in an ever-rising tide of ickyness.
Mage fish shall gambol from the labs, spontaneously twirling their
tentacles together in invincible communions of doom.

I will be pursue this plan with stunning efficiency and without giving
in to any distractions whatsoever.

Nothing can go wrong.

~~~

For fellow aficionados of Lovecraftianesquish, here as a little something inspired by The Doom That Came To Sarnath.

TXT |

MP3
| OGG



The Doom That Came To Ermor ~~ Part I

There is in the land of Numecria an silent bay where no wind blows
and no wave dares to enter. Not long ago there stood by the shore the
mighty city of Ermor, but Ermor stands no more.

It is told that when the city of Ermor was just about to rise to
prominence, another city stood by that shore. This was the city of
Nume, and it was not a city of men.



The beings that walked the streets of Nume were fish-like in shape,
and it was said they had come from beneath the waves, long ago on a
night when the moon leered gibbous and the North Star winked evily
upon the mist-shrouded sea.

The things of Nume were no friends to the proud tritons or the mermen
or even others of their kind, for it was said they had sworn fealty
to the City of the Deep Seas, the name of which the wise do not speak.

The things of Nume also were no friend to man, for men did not think
that beings of such aspect should walk the world above. Moreover, they
did not like the brooding sculptures of Nume, and the squat and heavy
palaces of dark gray stone the things of Nume built. Strange and
repellent were the rites and customs of the city, and the men of
Numecria, and fair Saeborea, and distant Ograthon spat on the ground
when they spoke the name of Nume.

Yet despite the hatred of man, and the people of the sea, Nume
prospered, for her traders sailed farther then all others, to Komoroo
and even mist-shrouded, accursed Fomoria, and they brought furs from
the forests of Maverni, whose priests disdained writing, and strange
mechanisms from golden Arcoscephale on the slopes of Mount Cephalos.



Thus it was that the men of Ermor, who had raised their city to the
foremost of the many towns in the hills of Numecria looked upon Nume
and felt envy, and even hate. Still, they feared Nume's strange powers
and allies, and did not dare to strike.

Instead they sent their broad-shielded armies marching into the hills,
and made all other towns of Numecria send them tribute, and swear
fealty to mighty Ermor.

It was not enough.

So the augurs of Ermor sent to the Oracle at Cephalos, above golden
Arcoscephale, and the oracle told them this:

"If Ermor defeats Nume, Ermor shall never be defeated by man nor
woman."

And the augurs of Ermor rejoiced to hear this, but prophecy was
notoriously fickle, and apt to turn on those who trusted it to
quickly.

So the augurs of Ermor sent to the tribes of Maverni, and sent again
when the first delegation came to a bad end. And the second delegation
brought gifts before the druids, and returned with the following
counsel:

"If Ermor conquers Nume, the conquest of the world shall begin at
Ermor."

Finally the augurs of Ermor sent to the Sauromancers of C'tis, for
they were neither man nor women and the augurs were a cautious lot.
On the way there the delegation was stopped by the Fiery Ones of
Abysia, and taken before the Smouldercone for judgement, for they had
trespassed on the Abysians' land. But the delegation's leader spoke
passionately of friendship and alliance, and the Anointed of Rhuax
let them go, in return for the promise of a share in Ermor's great
destiny.

So the men of Ermor came to swamp-girded C'tis, most ancient of all
cities above the sea. There they saw lizard serpent-dancers whirling
and twisting in their holy trance, and splendid lizard princes ride
in gilded chariots, and the sauromancers conjure the spirits of the
dead with the smoke of certain herbs.

It was difficult for warm-blooded men to gain an audience with the
lizard sorcerors, but the delegation's leader persisted, and spoke
with great eloquence of Ermors splendour and riches, and the wisdom
of its augurs.

And the lizard-kings were swayed, and granted the men of Ermor leave
to speak with the Sauromancers, who than performed many strange and
unsettling rites. At last the Sauromancers spoke with a fell spirit,
imprisoned under the Root of the Earth, and asked about the fate of
mighty Ermor.

"If Ermor destroys Nume, Ermor shall learn the secrets of life and
death."

This the spirit spoke, and laughed so mightily that the earth shook
and a great temple to one of the many snake-godlets of C'tis fell
down.

The men of Ermor were divided what to make of this, but they were
agreed that the time had come for them to return. But the swamps of
C'tis are full of unhealthy airs for those not of lizard-kind, and
all of them fell ill not long after they had embarked on their
journey.

One by one they died, and only a single man returned at last to mighty
Ermor, ranting and raving. Still, it was enough for the augurs with
their magic to sift sense from feverish frenzy. And the augurs of
Ermor greatly wished to divine the secrets of life and death, which
they reckoned to be the greatest among the secrets that still eluded
them. For the augurs of Ermor were arrogant, and reckoned themselves
wise beyond all other men, and believed that there was little they did
not know, and that of even smaller consequence, save for the secrets
of life and death.

~~~ to be continued ~~~
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  #3  
Old May 1st, 2012, 04:36 AM

LDiCesare LDiCesare is offline
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Default Pangaea turn 9




TURN 9:


First, a view of the map this turn:


I conquer a province full of Circle Masters with my minotaurs. Maenads are good at catching arrows, as expected. As expected, they are bad at surviving the arrows.


I lose even more in the north, where the maenads were only supported by centaur archers, but still win the battle.


Thorion, after defeating elephants, now defeats much more dangerous enemies... Markatas!

Yes, seriously, Markatas deserve some love. They are probably one of the worst units in the game, but they are so fun.

Meanwhile, Fomoria is very high on the province graphs, with R'lyeh not so far. Abysia has been stagnating for a while, I'm just behind them BUT. What is he doing with his army of Burning Ones just south of me, with nowhere to go but in my lands? Seriously? So I bring back my god as I foresee an attack. Why otherwise would he be bringing his troops? I also buy some minotaurs. They should be able to deal some damage to abysians once berserked. And some revelers. These will have to go spread unrest in the fiery one's lands if he's the *** I think he is. Wtf is he thinking? That I'll fold and he can take out my lands easily? He's got lots of indies to expand into north and west. Bringing his armies here is simply asking for war, and it'll cost him as his pitiful dominion won't let him kill my pretender. Unless I am silly enough to attack outside my dominion, that is. I even blood hunt a little in my capital this turn in order to get some slaves and push my dominion if needs be.Blood-hunting is quite random unfortunately I send him an in-game message. It doesn't matter that he'll get it after attacking me, it seems so obvious, I'm just calling him names. He has to hope he can rush me, but if he fails, well, a failed rush means death for both parties. Why does he think my pretender is second in the HoF? He's either just ruining the game for both of us or being totally silly wasting troops near me on a peaceful visit.
Well, as expected, he is indeed attacking and my predicitons were right. He never managed to take me out, opened himself wide to be slaughtered by his other neighbours and is very likely to die before me. Although Marverni, who was bold enough to actually ATTACK (!!!) Fomoria without having any decent troops or research, may die first.
I also get sightings of both Helheim and Fomoria.
The good news is the Markata province can produce, well, Markatas, but also Atavai chieftains. Stealthy, 40 leadership. Awesome for revelers and centaurs.

Do NOT underestimate this guy. He's very precious, being a stealthy commander for very cheap.

And I buy my atavi chieftain a few warriors and ONE Markata. My enemies will shiver in fear at this awesome sight for sure.Yes, I know, Markatas suck. So what?
I'll also get Construction 2 by the end of the turn, so I can also start forging stuff if needed, although keeping research up to cons 4 would be my preferred option.
Overall, this is unhappy. I could expand greatly now if only Abysia left me alone. He won't gain anything by attacking me, so what does he believe he can do? I'll spam his backyard with revelers and his economy will tank if he doesn't waste money on lots of PD...Because obviously, every province he forgets to put 20PD in will eventually fall and he'll have to take it back and spend 210 gold to fortify it and never will he be able to use the commanders and money wasted this way to buy himself a second fort.
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Old May 6th, 2012, 02:27 AM
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Default Re: Multi-Player After Action Report (Now Discussing Turns up to 8-9)



R'lyeh ~~ Turn 9

SOUNDTRACK: Avkhimovich, The Sound Theory, 03: Noiser Offset

Story first, gameplay below:



The Doom That Came to Ermor ~~ Part II


Three delegations the augurs of Ermor sent out to learn the destiny of their city,
and three prophecies they received:

The Oracle of Mount Cephalos, above golden Arcoscephale, told them this:

"If Ermor defeats Nume, Ermor shall never be defeated by man nor woman."

The druids of Maverni, wise in the ways of the stars, prophecied:

"If Ermor conquers Nume, the conquest of the world shall begin at Ermor."

And the last foretelling came from a spirit, chained under the Root of the Earth and
questioned by the Sauromancers of ancient C'tis.

"If Ermor destroys Nume, Ermor shall learn the secrets of life and death."

This pleased the augurs greatly, and so they counseled the senate of Ermor to make war
on Nume. The senate needed little encouragement, for they were greedy and envious of
the fish-men's great wealth.

Out then marched the armies of mighty Ermor, with their tall shields and sharp swords
and cunning javelins. The dust raised from their sandaled feet blew in billowing clouds,
and their brazen horns brayed like hammers smashing the sun's disk.

The fish-men of Nume pulled shut their great gates of gray iron on which were certain
detestable bas-reliefs that sapped the will and courage of those who looked upon them, and
readied their spiked nets and barbed harpoons and three-tined tridents. And the horns of
Nume moaned and gurgled like dying whales.

But Ermor called upon the other cities of Numeria, and fair Saeborica, and even distant
Ograthon, and they enclosed Nume in a half-ring of soldiers, and made gifts to the sea-people
so that they would close the harbour. Even to wild Maverni they sent, for their fearless
warriors, and to golden Arcoscephale, for their cunning builders and number-men. They even
sent to the cursed giants of Fomoria, but of the fog-people none would come.

And the sages of Arcoscephale built great towers of wood to reach the walls, and the warriors
of Maverni leaped first unto the walls, where they made a great slaughter. And it is said
the jarls of Helheim rejoiced that day, but they were not present, for in those years the
Gates of Death were still firmly closed.

For many years Ermor would replay this battle on the blood-soaked sand of it's arenas, where
one of the gladiators would fight with trident and net, and wear a repellent fish-like helmet.

So the armies of men took the walls of Nume, and descended into the city, where they pillaged
and burned. And at last they came to the temples, and broke open the doors in search of riches,
but of what they found there no one would speak. But a grim hatred came then over them, and
they spurned loot and turned to killing, and some spoke at length with the tritons below the
waves, who would let none of the fish-folk escape.

Finally Nume was put to the torch, and the men of Ermor brought salt at great expense and
poisoned the earth, and the tritons warded the harbour so that no water would enter and no
water would leave.



With Nume broken and shattered, Ermor rose up, now first of all cities in the north-west. Yet
dreams plagued all that had marched against Nume, and their descendants, and none could find
sleep on the night that Nume fell, no matter how many years had passed.

This was why the celebration of Nume's death and Ermor's victory, at first a solemn affair,
began to become more and more debauched, as the people of Ermor sought to flee their dreams.

Every year the festivities grew more raucous, the excesses louder and more insistent, as every
year more people had come under the curse of Nume, and where desperate not to sleep.

So it was that one hundred years after Nume's fall, there were few guards on duty at the
harbour, even though news from under the sea had been worrying of late.

And so, when under the gibbous, green, leering moon and the madly twinkling north star the huge,
slimy sea-trolls lurched out of the mist-shrouded sea, and the misshapen, hunchbacked, mindless
toad-men followed, hopping and shuffling, few stood to snatch up their spears and shields,
fewer still stood and received the monstrous charge.

The people of Ermor were used to strange noises on this night; no-one heeded their screams.

Those that escaped the first battle would accost random party-goers, but to no avail: all
believed them to be in the throes of some strange delirium brought on by one of the many exotic
drugs that the people of Ermor had come to favour on this night.

Behind the vanguard, the vast bulks of the Abzu-lesh hurled themselves out of the water,
accompanied by more of their stunted atlantean slaves. They would begin to turn the people of
Ermor on one another, and cloud their minds further to keep them from realizing their doom,
save for their last moments when the veil would be ripped from them, and the terrible
realization of their death would be prolonged into eternities by the cruel magic of their
killers.



Thus Nume was avenged.

Thus Ermor was defeated, by neither man nor woman.

Thus, at Ermor, began the conquest of the world.

Thus Ermor learned the secrets of life and death.

~~~

inspired by *The Doom That Came to Sarnath*

mp3 low quality (9M)

mp3 high quality (18M)

ogg vorbis (9M)

txt

~~~

GAMEPLAY GAMEPLAY GAMEPLAY

This is a memorable turn. This month the last independent underwater province has fallen to Yöt-Webbogoth's
might.



Resistance is feeble. Futile, too. There was a moving sandbank in the province, a nice earth site that will
automatically be found. Yöt-Webbogoth heads north: he can't yet leave the water, and the nation most likely
to come visit underwater is Fomoria. It follows that the kraken an do the most good discouraging this by
lounging about off Fomoria's coast.



At the same time, Eshu Saath and Vkt'Ebph make landfall in Numecria.



Resistance is... beyond feeble. Did the goatfaces try to invade before? About two thirds of the enemy units
end up on R'lyeh's side. And this is where Ermor is supposed to be? Clearly everybody was distracted by
debauched celebrations of some sort.



Not everything goes well: Madness descends on Lake Fortune in the utter north-east.



I didn't know this could happen with cold scales? Or was this sabotage? Deliberate, malevolent, evil, evil
sabotage? Did someone cast Raging Hearts on my provinec? Will someone own up? No? Then I will just have to
presume all of you guilty. ALL OF YOU.

On a happier note, let us welcome our newest overpaid mind lord recruit, Dxu'daku. As you may have deduced
from his name, he is actually less overpriced than his fellows.



Double death picks! Can't hold a skull staff or skull face, but with rings of sorcery and wizardry D4 is
doable. Or better, he could make a skull staff and skull face for a revenant to hold/wear (enchantment 3,
death 2, summons a D1 mage with HANDS and a HEAD). That'd give us D5. Which in turn is enough for lichcraft,
and with that Bob's your uncle. Or B'obph.

Since we have water and death we could also go the conjuration route via Streams from Hades (W4D1) to get
a Kokythiad, which is a W3D3 mage. With hands. And a head. Also there are wendigos. Wendigoes? Hopefully
we'll see some of those at one point.

Anyway, Dxu'daku. Fine young mind lord. All right, maybe young is not quite the right word for a 1500 year
old fish monster. Still, I foresee a GREAT future for him.

For now he's going out sitesearching (placed at the back, set to retreat) and hopefully in a few turns
we'll have the death gems pouring in.

Nithü ~~ remember Nithü? ~~ has been looking for nature sites all this time, no success so far. He's building
a lab in Baptizer this turn (that's the north pole fortress).

Last edited by jotwebe; May 6th, 2012 at 02:41 AM..
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