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February 19th, 2004, 11:12 AM
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Re: Jotunheim:Utgard AAR
Arryn,
yup, I agree that speed of expansion is not THAT important in SP, but since I try to play my SP games in order to prepare for MP I am fairly focused on speed (most likely since I feel that I am lacking in this department  ).
Especially with R'lyeh (due to its fairly weak initial units) I imagine that it will be fairly hard to be competetive in MP without choosing a SC as a pretender.
I haven't played enough of the other races to be sure about this, but I think the magically strong races need time to get their power up and when they are jumped early in MP are going to be defeated, but they are getting stronger the longer the game Lasts.
The heavy hiting races on the other hand are very strong at first, but their power will not get up as fast. This should be an initial advantage in MP.
This might force the magic heavy races to make some very risky decisions which can break them early on or enable them to survive till midgame, where they can start to shine.
CharonJr
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February 20th, 2004, 04:19 AM
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Major General
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Re: Jotunheim:Utgard AAR
Turn #24, Early Spring of Year 3
Starting the new year with a bang!
This month, no travellers bring word from afar of events in distant lands.
Rimdriva's Acashic Record ritual upon the Feral Woods reveals an astounding 3 magical sites: Earth Blood Seepage (2E gems), another Bronze Pillar (1F gem), and a Maze (2S gems). A steady supply of earth gems is most welcome, and an increase in astral income of 25% is very helpful. Now all I lack is a source for air gems, and more death gems. My very weak death gem income has been seriously slowing down some of the things I would like to be doing with my plethora of death mages (13 seithkona and 3 norna).
Upon arriving in Hoburgdorf, Jorgun and Sigrdriva are met by provincial defenders of a hatamoto and 8 samurai swordsmen. The wyrm chews up the swordsmen with no trouble at all. Shortly after this battle, another occurs when the Ashikagan prophet (a taisho daimyo), a jonin, a hatamoto, 8 genin, and 1 crossbowman attack Bove and my main army in Ultima Typhia as I thought they might do. (Until my army moved into it this turn, the province was weakly defended compared to other targets that Ashikaga might have attacked this month. I was leaving it as bait to lure them into another bloody loss that they cannot afford.) This time, none of the Ashikagans escape. All the leaders, their prophet included, are killed in battle, and the sole crossbowman is killed when attempting to flee through territory under my control (the battle at Hoburgdorf earlier this month having cut off their only avenue of retreat). A very satisfying conclusion to my strategic maneuvering, despite losing 3 of the Jotuns to the poisoned daggers of the genin. In the pair of battles, Jorgun acquires 6 kills and 7 trophies, and Bove acquires 5 trophies (no kills).
Bdvar reports two-score light infantry and fanatics in The Dawn Land. He also discovers that the eastern extent of Marignon's expansion ends in Runia (#23), and the lack of an Atlantian presence in Oceania (#7) implies that Atlantis is preoccupied with their war with Man. Rod the Scout reports that two-score lizard warriors infest, er, inhabit the Second Forest. Ashikaga has about 30 yamabushi monks, samurai horsemen, and ashigaru spearmen, commanded by their nataraja pretender. Robber Home to the west has roughly 50 ashigaru spearmen, yamabushi monks, and aoi standard warriors, commanded by the hero Li T'ieh-Kuai.
The Enchantress Petrona (3A1N) has joined my researchers at the Well of All Waters. Petrona's good skill in the path of air will enable her to forge air skill-boosting items -- once a source of air gems can be found.
My realm has:
- __6 Dominion max.
- __7 Temples
- _22 Provinces converted
- 550 Treasury.
- 891 Income. (+69)
- 299 Upkeep. (+16)
- 141 Resources in Jotunheim. (unchanged)
- 189 Resources in Pythium. (+4)
- _14 Provinces controlled
- Jotunheim: Dom=6, PD=25, Unr=0
- Zenthra: Dom=6, PD=10, Unr=0
- Eribon: Dom=3, PD=10, Unr=0
- Gwyrth: Dom=3, PD=10, Unr=0
- Iron Range: Dom=6, PD=10, Unr=0
- Saetica: Dom=1, PD=10, Unr=1
- Black Alps: Dom=5, PD=3, Unr=0
- Ancyrna: Dom=3, PD=10, Unr=0
- Bel: Dom=2, PD=3, Unr=0
- Pythium: Dom=4, PD=10, Unr=0
- Hoburgdorf: Dom=-4, PD=0, Unr=14
- Feral Woods: Dom=1, PD=2, Unr=0
- Ultima Typhia: Dom=6, PD=10, Unr=0
- Well of All Waters: Dom=5, PD=10, Unr=0
Gem income is:
- +_2 Fire (21)
- +_0 Air (--)
- +_6 Water (08)
- +_2 Earth (05)
- +10 Astral (09) (includes 5 Clams)
- +_1 Death (11)
- +_6 Nature (36)
Magical knowledge (stars denote schools being researched):
- 6-Conjuration*
- 3-Alteration
- 0-Evocation
- 4-Construction*
- 3-Enchantment
- 0-Thaumaturgy
- 0-Blood Magic
- 144 RPs (of 170 available at labs)
I recruit and 5 Jotun spearman in Pythium and another Enchantress in the Well of All Waters. I raise 10 provincial defenders in Hoburgdorf, and increase the PD of Saetica by 10 (to 20) to dissuade Ashikaga from another counterattack there. I also raise the PD of Bel by 2 (to 5). These preparations drain the treasury of 549 coins.
With most of the unrest in Saetica quelled, I raise taxes there back to normal, while lowering the tax rate of Hoburgdorf to 60% to silence opposition to my conquest.
I have the Seithkona Hnoss forge a Horror Helm for Rod the Firbolg in Pythium, and I allot 5 death gems for the task. The Enchantress Pladina forges a Charcoal Shield, also for Rod, and 5 fire plus 5 earth gems are alloted to this task.
The Norna Skade continues her monthly ritual of Awakening Vine Ogres, at a cost of 1 nature gem per month.
Bdvar moves east into the independent coastal farmlands of Ephesibor (#40), while Oedre continues to keep an eye on Atlantis and Man. Rod the Scout moves east into the farmlands of Garillion (#145). Bove will take my main army (of 38 Jotuns) to Hoburgdorf to protect my avatar, while Tahmar will escort 5 newly-recruited Jotun spearmen from Pythium to meet them there. Albrecht and Geiserik also move to Hoburgdorf. Rod the Firbolg heads back to Pythium to pick up magic items and more troops. Erkeborn and Grymis the Prophet preach at the temple in Saetica. Jorgun and Sigrdriva, having nothing better they can do this month, patrol in Hoburgdorf as they await the arrival of more Jotuns.
[ February 20, 2004, 17:49: Message edited by: Arryn ]
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February 21st, 2004, 01:49 AM
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Re: Jotunheim:Utgard AAR
Turn #25, Spring of Year 3
My grip tightens.
This month, no travellers bring word from afar of events in distant lands.
Rod the Scout reports approximately 30 light footmen, crossbowmen, and heavy footmen in the farmlands of Garillion. Bdvar reports 30 fanatics, and light and heavy cavalries in the independent coastal farmlands of Ephesibor. He also finds the western extent of Atlantian control is in the Sea of Menace (#31). The Ashikagan force from Robber Home appears to have moved into their capital in anticipation of an impending attack by the army I have amassed next to them. A reasonable precaution on their part, but one that actually helps me. My plan is to first surround their capital, and thus deprive the defenders of further material and economic support. By vacating their adjacent provinces they are making it easier for me to accomplish my plan.
The Enchantress Kara (3F1N) has joined the coven at the Well of All Waters. My researchers achieve the coveted seventh circle of power in Conjuration!
My realm has:
- __6 Dominion max.
- __7 Temples
- _22 Provinces converted
- 553 Treasury.
- 917 Income. (+26)
- 321 Upkeep. (+22)
- 141 Resources in Jotunheim. (unchanged)
- 199 Resources in Pythium. (+10)
- _14 Provinces controlled
- Jotunheim: Dom=6, PD=25, Unr=0
- Zenthra: Dom=6, PD=10, Unr=0
- Eribon: Dom=3, PD=10, Unr=0
- Gwyrth: Dom=3, PD=10, Unr=0
- Iron Range: Dom=6, PD=10, Unr=0
- Saetica: Dom=2, PD=10, Unr=0
- Black Alps: Dom=5, PD=3, Unr=0
- Ancyrna: Dom=2, PD=10, Unr=0
- Bel: Dom=2, PD=5, Unr=0
- Pythium: Dom=5, PD=10, Unr=0
- Hoburgdorf: Dom=-3, PD=10, Unr=3
- Feral Woods: Dom=1, PD=2, Unr=0
- Ultima Typhia: Dom=6, PD=10, Unr=0
- Well of All Waters: Dom=5, PD=10, Unr=0
Gem income is:
- +_2 Fire (18)
- +_0 Air (--)
- +_6 Water (14)
- +_2 Earth (02)
- +10 Astral (19) (includes 5 Clams)
- +_1 Death (07)
- +_6 Nature (41)
Magical knowledge (stars denote schools being researched):
- 7-Conjuration
- 3-Alteration
- 0-Evocation
- 4-Construction*
- 3-Enchantment
- 0-Thaumaturgy
- 0-Blood Magic
- 158 RPs (of 179 available at labs)
I recruit 6 Jotun spearman in Pythium, and I increase the provincial defense of Hoburgdorf by 10 (to 20). I also increase the PD of Bel by 2 (to 7), and in the Feral Woods by 1 (to 3). These preparations drain the treasury of 351 coins, leaving 202 for building.
With most of the unrest in Hoburgdorf quelled, I raise taxes there back to normal.
I have the Skratti Tunne forge another Clam of Pearls and I allot 10 water gems for the task. The Norna Skade continues her monthly ritual of Awakening Vine Ogres, at a cost of 1 nature gem per month.
Bdvar follows the coast east into the independent river delta of Solam (#48), while Oedre continues to keep an eye on Atlantis and Man. Rod the Scout follows the river northwards into the farmlands of Gol Phalas (#159). Rod the Firbolg, now equipped with a Horror Helm and a Charcoal Shield, heads out from Pythium to Hoburgdorf with 5 more Jotun spearmen. Tahmar, having dropped off his squad of Jotuns in Hoburgdorf, heads back to Pythium. My prophet Grymis will move to Hoburgdorf as well, to assist in preaching the faith there. Erkeborn continues to preach at the temple in Saetica. Albrecht begins preaching in Hoburgdorf, while Geiserik builds a temple in the province, and Bove begins a patrol to root out the remaining unrest. My avatar, content that matters are under control in Hoburgdorf, moves north upriver to independent Herghendorf (#127), to face an estimated score of fanatics, longbowmen, and knights.
[ February 20, 2004, 23:53: Message edited by: Arryn ]
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February 21st, 2004, 02:02 AM
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Corporal
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Re: Jotunheim:Utgard AAR
Quote:
Originally posted by Arryn:
BTW, in case you missed it, C.O.R.E. is up to 0.7.
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Thanks for the heads up.
You will note the changed sig. 
__________________
EU2 1.08beta, HOI 1.06/CORE 0.81, Vicky 1.03 (and Beta), Dominions II 2.11
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February 21st, 2004, 08:16 AM
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Major General
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Re: Jotunheim:Utgard AAR
Turn #26 in progress ...
overview (1280x1024)
Please note the location of provinces controlled by Ashikaga, Atlantis, Man, and Ulm.
[ February 28, 2004, 21:32: Message edited by: Arryn ]
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February 21st, 2004, 05:42 PM
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Re: Jotunheim:Utgard AAR
Could you do a list of mages you already have, and their paths? May some of my following humble suggestions don't apply as you either have better or no suitable mages available ..
- conjure(6) a harbinger (Astral-4), which will come with Air-2
- start searching for Air sites
- forge a Staff of Storms as soon as possible. Jotunheim doesn't have that great missile troops, so you won't loose that much. Would be very helpful against missile-heavy nations or heat-radiating creatures, though.
- how much Vine Ogres do you get from that Norna per turn? Her upkeep is 14,7gp, and you tie up 8 or more research points with this summoning.
An indie druid with Ivy Crown and Thistle Mace would be much better suited for the task. Lacking it, a empowered Seithkona, an Amazone, a Coatl or a Lamia Queen might do (I'm not shure 'bout the upkeep of the later ones, though.)
- Nornas with Death-2 can get you (Enchantment-3) Revenants (Death-1) for only 9 gems. Upkeep for those is free AFAIK. They're ideal to pile a ton of feathers, lamps and skulls upon them to get them to 19rp each ...
- Black Servants, Banes and Bane Lords make great Commanders and Part-Time-Pocket-SuperCombattants without upkeep-costs (AFAIK, havn't tested). They start with encumbrance=0, so you can slap the heaviest armor on them and still they won't tire at all. Give them Wraith Swords and they'll regenerate hipoints in combat, too.
Sadly, they have poor prec so you'll have to keep the
- Scepters of Authority for your Jotun Priests. Set them to "cast spells", and they'll use their priest spells to buff your troops or banish undead, unless there's no target in range. Than they'll divert to Flame Bolt with range 40 .. sufficient in most cases. And it's only 5 gems - a real bargain. I'm not shure if "double fatigue during rainstorms" does apply for spells from items. Item usage is only 5fat/turn while the spell would be 20- and fire-2, even if it's doubled you would still need a fire-3 mage to get the same number of spells without having a Staff of Storms present.
- do not use your prophet for preaching. He's spreading dominion anywhere he goes (kinda auto-preaching  ), so he better stays with your army, especially as he's the only priest-4, isn't he?
hope this is somewhat helpful ..
[ February 21, 2004, 15:44: Message edited by: Arralen ]
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... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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February 21st, 2004, 07:44 PM
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Re: Jotunheim:Utgard AAR
Quote:
Originally posted by Arralen:
Could you do a list of mages you already have, and their paths?
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Besides the 13 seithkona (1S/1D/1N) I have the following:
- Tunne the Skratti (2W/1N/2B, best suited for Clam forging)
- Rimdriva the Norna (3S/2D/1N, my Acashic Recorder)
- Skade the Norna (2S/2D/2N, 3N with Thistle Mace, summoning 2 Vine Ogres/turn w/Ivy Crown)
- Lit the Norna (2S/3D/1N, my Death summonings mage)
- Ulga the Enchantress (2A/1W/1N)
- Pladina the Enchantress (1F/2E/1N, my earth forger)
- Petrona the Enchantress (3A/1N, my air forger/summoner)
- Kara the Enchantress (3F/1N, my fire forger/summoner)
- Sade the Enchantress (1F/1A/1W/1N)
Quote:
- conjure(6) a harbinger (Astral-4), which will come with Air-2
- start searching for Air sites
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I have 2 mages with A2+ already. While the Harbinger is one of my favorite summons, I've been using the astral gems for Acashic castings, which have been a more fruitful usage thus far. Air sites are almost always found in mountains and I have but two provinces (so far) with them. One has a very low chance of air sites, and the other one I will be checking via Acashic on turn 26 (results on turn 27).
Quote:
- forge a Staff of Storms as soon as possible. Jotunheim doesn't have that great missile troops, so you won't loose that much. Would be very helpful against missile-heavy nations or heat-radiating creatures, though.
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Indeed. It's on my agenda ... after I manage to find some air gems.
Quote:
- how much Vine Ogres do you get from that Norna per turn? Her upkeep is 14,7gp, and you tie up 8 or more research points with this summoning.
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12 points, actually. I'm unconcerned about her gold cost. I get 2 ogres per turn. I really need some tough troops that don't eat for some provinces I plan to take in a few months, and my other choice is sea trolls. I need the water gems for Clams more, hence the ogres. It's more efficient, research-wise, to forge wine bags and use normal Jotuns, but the method I've chosen is a more efficient use of nature gems and adds more troops to the numbers of Jotuns I'm already recruiting.
Quote:
An indie druid with Ivy Crown and Thistle Mace would be much better suited for the task. Lacking it, a empowered Seithkona, an Amazone, a Coatl or a Lamia Queen might do
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I don't control provinces with druids or amazons yet. A cuoatl cannot carry the Crown, and both summons cost more nature gems than I desire to spend at this time. Nor will I spend 30 gems to empower a Seithkona to do what the Norna already can.
Quote:
- Nornas with Death-2 can get you (Enchantment-3) Revenants (Death-1) for only 9 gems. Upkeep for those is free AFAIK. They're ideal to pile a ton of feathers, lamps and skulls upon them to get them to 19rp each ...
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My death gem income is 1. And my priority with what little I have is Horror Helms. I'm really not concerned about my upkeep costs at present, and if I need more RPs I can hire 2 Seithkona and 1 Garnet mage per turn for 19rps (at a cost of 280g). At this point in the game I much prefer to spend gold than to spend gems.
Quote:
- Black Servants, Banes and Bane Lords make great Commanders and Part-Time-Pocket-SuperCombattants without upkeep-costs (AFAIK, havn't tested). They start with encumbrance=0, so you can slap the heaviest armor on them and still they won't tire at all.
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I, too, like Bane Lords as mini-SCs. And they have good enough armor to not need any unless you want a particular magical effect. But, as I've mentioned above, I cannot afford the gems yet. Check again in, I'd guess, 20-30 turns and you'll probably see a fair number of death summons in my army. But not in the near future.
Quote:
- Scepters of Authority for your Jotun Priests. Set them to "cast spells", and they'll use their priest spells to buff your troops or banish undead, unless there's no target in range. Than they'll divert to Flame Bolt with range 40 .. sufficient in most cases. And it's only 5 gems - a real bargain.
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This is a great suggestion. Thanks!
Quote:
- do not use your prophet for preaching. He's spreading dominion anywhere he goes (kinda auto-preaching ), so he better stays with your army, especially as he's the only priest-4, isn't he?
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He is my only H4, until I can afford to summon Arch Angels (which I now have the skill to do, but most certainly cannot afford to burn the gems for). In the past couple of months, my army moved backwards as a lure, and I kept the prophet near the enemy to spread dominion. He had nothing better to do than preach, until the army came back. Whenever the army is stationary (such as patrolling) he preaches, or builds a temple if no other priest is available for that.
Quote:
hope this is somewhat helpful ..
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Yes, thanks!
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