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February 18th, 2004, 09:58 PM
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Sergeant
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Re: Noob\'s shot at an R\'lyeh AAR
Turn 21
Construction is up to 5 and I will bring it to level 6 this turn (enough for +1S cap IIRC). I will stop there since I lack the resources for Forge of the Ancients at the moment. The remaining points will be put into conjuration since I will need some more troops soon.
The battle in Glimmering Fields (61) was won without losing a single one of my soldiers again. My forces will continue to Giants rest (67).
Shadul Ummush offered to join my forces, he is a 5W, 10RP, 25 leadership leader who will be my new Clam forger for now, but his main job will be summoning later on.
Atlanasha summoned another Greater Otherness this turn bringing her summoning up to level 11.
Provinces: 12
Treasury: 622
Income: 976
Upkeep: 452
RP: 229
Fortification: 2
Temple: 2
Conjuration 5 (researching)
Alteration 2
Evocation 0
Construction 5 (researching, will reach 6 on the next turn)
Enchantment 5
Thaumaturgy 6
Blood Magic - 0
Fire gems: 5
Air: 10 (+1)
Water gems: 2 (+6)
Earth: 0
Astral gems: 21 (+4/+5)
Death: 26 (+4)
Nature: 35 (+3)
Blood: 29
Updated province information:
Devourer (6) 40(s) -60(g) Trition Troopers and Triton Guards Sea Dom1 7k pop, 33 inc, 14 res dom 2
Tiash (15) 20(g)/30(s) 40 (g) Militias and Heavy Infantries Forest/Swamp Dom4, 2.5k pop, 9 inc, 42 res dom 5
Vepitre (14) Pangaea Plains - black candle 1
Kolermegor (5) Pangaea Forest dom 1 - temple
Scytha (35) 30-50 Light/Heavy Infantry and Crossbowmen Mountains - general intel black candle 1
Aran Plain (23) - Pangaea 60 Satyrs and Satyr Hoplites general intel black candle 1
Bright Woods (17) 20 Woodsmen - forest - general intel dom 1
The Weald (25) 30-40 Light/Heavy Infantry and Crossbowmen forest/mountain- general intel dom 0
Soth Beaver (38) 50-60 Triton troopers/guards Sea general intel black candle 1
Baptizer (43) 50-70 Triton troopers/guards Sea general intel
Bolfagon (63) Ulm 10 Militias general intel
Feldan (51) 40 Barbarians Forest general intel
Faran (60) 40 Militias, Heavy Infantry and Archers Plains general intel
Giants Rest (67) 40 Light Infantry Mountain/Wastes general intel
Pangaea has build a temple in Vepitre (14).
My Provinces:
Rlyeh (10) 29.740 pop, 100% tax, 0 UR, 284 inc, 72 res, 25 def, dom 5 magic site (+3As/+2W)
Gol Phalas (26) 12.730 pop, 100% tax, 0 UR, 66 inc, 9 res, 0 def, dom 2
Dunheim (28) 11.480 pop, 90% tax, 3 UR, 48 inc, 4 res, 0 def, dom 2
Talito (36) 7.790 pop, 100% tax, 0 UR, 28 inc, 13 res, 0 def, dom -1 - magic site (+2W, +1N)
Dershid (20) 6.380 pop, 100% tax, 0 UR, 33 inc, 9 res, 0 def, dom 5 magic site (+1W, +1As)
Ctis (27) 32.790 pop, 100% tax, 0 UR, 210 inc, 108 res, 0 def, dom 1 magic site (+2D/+2N/+1W, +20prod, +10gold)
Hoburgdorf (34) 13.670 pop, 100% tax, 0 UR, 64 inc, 11 res, 0 def, dom 1
Abysia (40) 26.370 pop, 100% tax, 0 UR, 108 inc, 40 res, 0 def, black candle 1 magic site (+)
Nifel (57) 1.670 pop, 100% tax, 0 UR, 4 inc, 36 res, 0 def, dom -2 magic site (+1Ai, +1D/D imp, +1D/D imp, +20prod)
Chilad (52) 2.600 pop, 80% tax, 8 UR, 7 inc, 22 res, 0 def, dom -1
Gol Ryepe (46) 19.610 pop, 90% tax, 4 UR, 61 inc, 8 res, 0 def, dom -2
Glimmering Field (61) 25.120 pop, 70% tax, 11 UR, 60 inc, 10 res, 0 def, dom -1
I keep bloodhunting in Dunheim (28) and Gol Phalas (26).
The first temple (Nifel) is up and I will move my priest to Talito to build another one.
My new mage is 2W, 4S and I will send him with 4 Greater Otherness, 5 Illithid Soldiers and 1 Illithid - right towards Scytha (35) in order to prevent Pangaea from expanding there. For a later war it will surely help to have additional troops there, too.
My forces in Glimmering Fields will continue towards Giants Rest (67) and I will bring these forces down towards Pangaea after this battle, too.
I will recruit a starspawn mage, a Star Child and 3 Illithid Soldiers on this turn.
If I get lucky I will get another 4S mage this turn, but with 6 construction and 10 astral gems I will have another option to get my mages up to 4S.
I think I will attack Pangeae in 2-3 turns from now with 2-3 4S mages and about 30 troops, at least two-third of those being void summons or Illithids. The forces from the north should be able to put some preasure on Pangaea 2 turns after this. Normally I would like to wait till I would be able to strike with both my forces at once, but want to distrub Pangaea as soon as possible.
To be continued...
CharonJr
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February 19th, 2004, 11:21 PM
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Sergeant
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Re: Noob\'s shot at an R\'lyeh AAR
Turn 22
Construction reached level 6 and I will put all points into Conjuring now and will reach level 6 this turn.
The battle in Giants Rest vs. the indies was easy again, just 3 crossbowmen and about 30 light infantry. I didnt lose a single man and even got 1 light infantry due to enslave mind.
Ulm attacked me in my newly aquired province of Giants Rest with about 20 Foul Servants and 1 Elephant. I managed to enslave the Elephant on the second turn and the other troops routed immediatly. Sadly (and I have no idea why) I was not able to keep the Elephant, despite him neither being killed nor seriously wounded I still have remaining slots in my armies, too.
Due to low supplies my troops are starving in Giants Rest, but I will move all of them on this turn anyway.
4 bloodslaves were found in Gol Phalas and 200 additional taxes were levied.
Provinces: 13
Treasury: 781
Income: 977
Upkeep: 489
RP: 241
Fortification: 2
Temple: 3
Conjuration 5 (researching)
Alteration 2
Evocation 0
Construction 6
Enchantment 5
Thaumaturgy 6
Blood Magic - 0
Fire gems: 5
Air: 11 (+1)
Water gems: 8 (+6)
Earth: 0
Astral gems: 6 (+4/+6)
Death: 30 (+4)
Nature: 38 (+3)
Blood: 29
Updated province information:
Devourer (6) 40(s) -60(g) Trition Troopers and Triton Guards Sea Dom1 7k pop, 33 inc, 14 res dom 2
Tiash (15) 20(g)/30(s) 40 (g) Militias and Heavy Infantries Forest/Swamp Dom4, 2.5k pop, 9 inc, 42 res dom 5
Vepitre (14) Pangaea Plains - black candle 1
Kolermegor (5) Pangaea Forest dom 1 - temple
Scytha (35) 30-50 Light/Heavy Infantry and Crossbowmen Mountains - general intel black candle 1
Aran Plain (23) - Pangaea 50-60 Satyrs and Satyr Hoplites general intel black candle 1
Bright Woods (17) 20 Woodsmen - forest - general intel dom 1
The Weald (25) 30-40 Light/Heavy Infantry and Crossbowmen forest/mountain- general intel dom 0
Soth Beaver (38) 50-60 Triton troopers/guards Sea general intel black candle 1
Baptizer (43) 50-70 Triton troopers/guards Sea general intel
Bolfagon (63) Ulm 10 Militias general intel
Feldan (51) 40 Barbarians Forest general intel
Faran (60) 40 Militias, Heavy Infantry and Archers Plains general intel
My northern provinces are surrounded by Ulm and Jotun to the north and northeast, the west is held by indies.
To the east of my capital Vepitre (14) and its temple have no Pangaean troops, tempting me to attack right now, but I will need to build up/move my troops for at least another turn in order to be able to reach the Pangaean capital with sufficient forces on the turn after my initial attack. This should prevent Pangaea from sending harresment troops into my undefended rear areas.
My Provinces:
Rlyeh (10) 29.740 pop, 100% tax, 0 UR, 284 inc, 72 res, 25 def, dom 6 magic site (+3As/+2W)
Gol Phalas (26) 12.740 pop, 80% tax, 7 UR, 41 inc, 8 res, 0 def, dom 1
Dunheim (28) 11.470 pop, 80% tax, 8 UR, 39 inc, 4 res, 0 def, dom 2
Talito (36) 7.740 pop, 100% tax, 1 UR, 27 inc, 12 res, 0 def, dom -1 - magic site (+2W, +1N)
Dershid (20) 6.380 pop, 100% tax, 0 UR, 35 inc, 9 res, 0 def, dom 5 magic site (+1W, +1As)
Ctis (27) 32.790 pop, 100% tax, 0 UR, 210 inc, 99 res, 0 def, dom 1 magic site (+2D/+2N/+1W, +20prod, +10gold)
Hoburgdorf (34) 13.670 pop, 100% tax, 0 UR, 68 inc, 9 res, 0 def, dom 1
Abysia (40) 26.210 pop, 100% tax, 0 UR, 108 inc, 40 res, 0 def, dom -1 magic site (+)
Nifel (57) 1.660 pop, 100% tax, 1 UR, 3 inc, 35 res, 0 def, dom -2 magic site (+1Ai, +1D/D imp, +1D/D imp, +20prod)
Chilad (52) 2.610 pop, 90% tax, 5 UR, 8 inc, 22 res, 0 def, dom 0
Gol Ryepe (46) 19.490 pop, 100% tax, 2 UR, 74 inc, 8 res, 0 def, dom -2
Glimmering Field (61) 24.970 pop, 100% tax, 0 UR, 108 inc, 12 res, 0 def, dom 0
Giants Rest (67) 1.620 pop, 60% tax, 19 UR, 0 inc, 23 res, 0 def, dom 0
I keep bloodhunting in Dunheim (28) and Gol Phalas (26).
I am building another temple in Talito (36).
I got a 1W, 4S and 1D mage this turn and I will send him with 3 Illithid Soldiers and 7 Lobo Guards to Gol Phalas (26) right next to Vepitre (14).
My mage Qithas and his summons will move from Giants Rest (67) to Abysia (40) while my commander with his slower Illithid troops will only be able to move to Gol Ryepe (46).
My other army (1 4S mage, 4 Greater Otherness and some Illithids/Soldiers) will continue their move to Scytha (35) and unless Pangaea is attacking on the same turn should have no problems in conquering it. Even if Pangaea attacks me I am fairly certain that my forces are strong enough to stop the roughly 50 Satyrs and Satyr Hoplites.
I have 3 4S mages now and this might help me to get some more troops in addition to slow the enemy down by creating new enemies in their midst.
The Clam will be given to another star child, sadly I lack the W-gems to forge another one this turn, but due to this I have enough RPs to reach conjuring6.
I will cast acashic record on Giants Rest the alternative would have been Chilad (52), but since it borders both Ulm and Jotunheim I prefer Giants Rest since it only borders on Ulm.
I will recruit a starspawn mage and a Star Child this turn in addition to 4 Illithids (I start to need their better strategic movement) and 3 Lobo Guards.
To be continued...
CharonJr
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February 20th, 2004, 07:51 PM
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Re: Noob\'s shot at an R\'lyeh AAR
Turn 23
Conjuring reached level 6.
Atlanasha was able to summon a Vastness this turn (yeah!), now I will have to turn it into a SC. In order to cast Gift of Reason I will need a 4N mage and 20 nature gems.
Scytha (35) was taken without real opposition (15 heavy infantry and 15 militias) and without losing a single trooper again.
2 magic sites were found in Giants Rest (67), 1 Cave of Clouds (+1A) and 1 Well of Pestillence (+1D, increases death).
4 bloodslaves were found in Dunheim and 9 astral gems were found in Gol Phalas.
Provinces: 14
Treasury: 477
Income: 1005
Upkeep: 529
RP: 258
Fortification: 2
Temple: 4
Conjuration 6 (researching)
Alteration 2
Evocation 0
Construction 6
Enchantment 5
Thaumaturgy 6
Blood Magic - 0
Fire gems: 5
Air: 13 (+2)
Water gems: 14 (+6)
Earth: 0
Astral gems: 26 (+4/+7)
Death: 35 (+5)
Nature: 11 (+3)
Blood: 29
Updated province information:
Devourer (6) 40(s) -60(g) Trition Troopers and Triton Guards Sea Dom1 7k pop, 33 inc, 14 res dom 2
Tiash (15) 20(g)/30(s) 40 (g) Militias and Heavy Infantries Forest/Swamp Dom4, 2.5k pop, 9 inc, 42 res dom 5
Vepitre (14) Pangaea Plains - black candle 1
Kolermegor (5) Pangaea Forest dom 1 - temple
Aran Plain (23) - Pangaea 50-60 Satyrs and Satyr Hoplites general intel black candle 1
Bright Woods (17) 20 Woodsmen - forest - general intel dom 1
The Weald (25) 30-40 Light/Heavy Infantry and Crossbowmen forest/mountain- general intel dom 0
Soth Beaver (38) 50-60 Triton troopers/guards Sea general intel black candle 1
Baptizer (43) 50-70 Triton troopers/guards Sea general intel
Bolfagon (63) Ulm 10 Militias general intel
Feldan (51) 40 Barbarians Forest general intel
Faran (60) 40 Militias, Heavy Infantry and Archers Plains general intel
Cacian Forest (45) 40 Light Infantry, Crossbowmen and Heavy Infantry Forest general intel
Agenor (37) Jotunheim Plains - general intel
Old Aran (29) 30 Militias, Light Infantry and Heavy Infantry Plains general intel
Yellow Mountains (72) 20 Heavy Infantry, Light Infantry and Crossbowmen Mountains general intel
Pania (56) 40 Militia, Archer and Heavy Infantry Forest/Mountains general intel
Witches Copse (73) 40 Militia, Archer and Heavy Infantry Forest general intel
The Two Woods (78) Ulm Forest general intel
Monherboa (75) Ulm Forest general intel
My Provinces:
Rlyeh (10) 29.740 pop, 100% tax, 0 UR, 284 inc, 72 res, 25 def, dom 6 magic site (+3As/+2W) - Temple
Gol Phalas (26) 12.740 pop, 80% tax, 7 UR, 45 inc, 8 res, 0 def, dom 1
Dunheim (28) 11.460 pop, 70% tax, 12 UR, 34 inc, 4 res, 0 def, dom 2
Talito (36) 7.690 pop, 100% tax, 1 UR, 27 inc, 12 res, 0 def, dom -1 - magic site (+2W, +1N) - Temple
Dershid (20) 6.380 pop, 100% tax, 0 UR, 35 inc, 9 res, 0 def, dom 5 magic site (+1W, +1As)
Ctis (27) 32.790 pop, 100% tax, 0 UR, 211 inc, 99 res, 0 def, dom 1 magic site (+2D/+2N/+1W, +20prod, +10gold)
Hoburgdorf (34) 13.670 pop, 100% tax, 0 UR, 66 inc, 9 res, 0 def, dom 2
Abysia (40) 26.050 pop, 100% tax, 2 UR, 99 inc, 39 res, 0 def, dom -3 magic site (+)
Nifel (57) 1.650 pop, 100% tax, 0 UR, 4 inc, 36 res, 0 def, dom -2 magic site (+1Ai, +1D/D imp, +1D/D imp, +20prod) - Temple
Chilad (52) 2.620 pop, 80% tax, 7 UR, 7 inc, 22 res, 0 def, dom 0
Gol Ryepe (46) 19.370 pop, 100% tax, 1 UR, 75 inc, 8 res, 0 def, dom -2
Glimmering Field (61) 24.820 pop, 100% tax, 0 UR, 108 inc, 12 res, 0 def, dom 0
Giants Rest (67) 1.610 pop, 90% tax, 5 UR, 3 inc, 26 res, 0 def, dom 0
Scytha (35) -4.970 pop, 60% tax, 19 UR, 7 inc, 20 res, 0 def, dom -1
Grr, the Abysian dom in Abysia is up to 3 again, well I will build more temples anyway
I keep bloodhunting in Dunheim (28) and Gol Phalas (26).
I got a 1F, 1W, 4S mage this turn and I will keep him in Rlyeh for now in order to give him more troops on the next turn (research).
My mage Qithas and his summons will move from Abysia (40) to Gol Phalas (26) while my commander with his slower Illithid troops will move to Abysia this turn (helping a bit in bringing down the defenses cant hurt, too  ).
My other army in Scytha will move to Gol Phalas, too.
I will start to save up my water gems in order to cast Sea Kings Court (needs 45 water gems) soon.
Due to the Vastness I want to Gift of Reason it as soon as possible (turning it into a leader).
I will empower one of my mages with 1N (my only one actually) in nature magic. Empowering my pretender is no real choice since he is lacking hand slots which will be needed to get up to the required 4N faster and by using less gems due to items.
I will need a Thistle Mace (Conj4, 2N - +1N) and a Moonvine Bracelet (Const6, 3NS - +1N).
In addition I might build a starshine cap (+1S) in order to give another caster level 5 in astral since this will enable me to forge a Ring of Wizardry (+1 all magic paths). A Ring of Sorcery (+1S/D/N/B) would be another possibility and since it needs 40 less astral gems which I need for casting acashic record I should rather forge this in order to cast Gift of Health later on. A Treelords Staff (Conj6, 4N - +2N) would be another possibility.
In the end it will depend on the number of gems I have at my disposal and since I need nature gems for casting GoH using astral gems for getting the needed nature skills seems to be the faster/more efficient way at the moment.
Since this would mean neglecting my magic site searching I will have to see how the game will progress before I make any decision. For now the steps I want to take are empowering, forging a Thistle Mace and then to forge a Moonvine Bracelet as fast as possible.
It seems like I will have to alchemise some gems here, too.
Then I will have to see what kind of items can be used by a GoR Vastness and build some items in order to turn it into a real SC.
The Pangaean capital should give a nice boost to my nature gem income and I will start my attack on the next turn. Depending on the number of troops in the provinces I would like to strike the 3 provinces at once and move on to the capital on the following turn.
I will recruit a starspawn mage and a Star Child this turn in addition to 2 Illithids and 2 Lobo Guards.
With the 258 RPs I will bring evocation up to level 4 in order to add some additional punch to my mages vs. Pangaea this way I can make some good use of my mages with less than 4S, too.
To be continued...
CharonJr
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February 20th, 2004, 08:11 PM
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Major General
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Re: Noob\'s shot at an R\'lyeh AAR
Please be advised that a Vastness has slots only for gems, none for equipment of any sort.
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February 20th, 2004, 11:59 PM
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Sergeant
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Re: Noob\'s shot at an R\'lyeh AAR
Arryn,
thank you for the information, this will free up some gems for me, but I will have to be more careful about where I am sending my Vastness.
CharonJr
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February 21st, 2004, 12:01 AM
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Re: Noob\'s shot at an R\'lyeh AAR
Turn 24
Evocation is at level 4 now and will be researched further.
50 additonal taxes were levied in Ctis in addition to a (unless) reduction of 20 unrest, in Abysia 200 additional taxes were levied.
Provinces: 14
Treasury: 490
Income: 1026
Upkeep: 562
RP: 265
Fortification: 2
Temple: 4
Conjuration 6
Alteration 2
Evocation 4 (researching, will reach 5 this turn)
Construction 6
Enchantment 5
Thaumaturgy 6
Blood Magic - 0
Fire gems: 5
Air: 15 (+2)
Water gems: 20 (+6)
Earth: 0
Astral gems: 27 (+4/+7)
Death: 40 (+5)
Nature: 14 (+3)
Blood: 29
Updated province information:
Devourer (6) 40(s) -60(g) Trition Troopers and Triton Guards Sea Dom1 7k pop, 33 inc, 14 res dom 2
Tiash (15) 20(g)/30(s) 40 (g) Militias and Heavy Infantries Forest/Swamp Dom4, 2.5k pop, 9 inc, 42 res dom 5
Vepitre (14) Pangaea Plains - black candle 1
Kolermegor (5) Pangaea Forest dom 1 - temple
Aran Plain (23) - Pangaea 50-60 Satyrs and Satyr Hoplites general intel black candle 1
Bright Woods (17) 20 Woodsmen - forest - general intel dom 1
The Weald (25) 30-40 Light/Heavy Infantry and Crossbowmen forest/mountain- general intel dom 0
Soth Beaver (38) 50-60 Triton troopers/guards Sea general intel black candle 1
Baptizer (43) 50-70 Triton troopers/guards Sea general intel
Bolfagon (63) Ulm 10 Militias general intel
Feldan (51) Jotunheim Forest general intel
Faran (60) Jotunheim Plains general intel
Cacian Forest (45) Jotunheim Forest general intel
Agenor (37) Jotunheim Plains - general intel
Old Aran (29) 30 Militias, Light Infantry and Heavy Infantry Plains general intel
Yellow Mountains (72) 20 Heavy Infantry, Light Infantry and Crossbowmen Mountains general intel
Pania (56) 40 Militia, Archer and Heavy Infantry Forest/Mountains general intel
Witches Copse (73) 40 Militia, Archer and Heavy Infantry Forest general intel
The Two Woods (78) Ulm Forest general intel
Monherboa (75) Ulm Forest general intel
Jotunheim has expanded into Feldan (51), Faran (60) and Cacian Forest (45) taking the Last indi provinces to my northeast. This has me worried a bit since this was a fairly large/fast expansion which might mean that they dont have any room left to expand elsewhere. I might be their next target which would be fairly bad timing for me since I would like to crush Pangaea first.
On the other hand I am not really worried about the giants. Due to enslave they might actually provide some nice additions to my armies  Their main army consists of 30 troops, mainly slingers, axeman and 3 giants.
Ulm potentially is still able to expand into indi provinces to their west, but I will have to watch them closely, too.
My Provinces:
Rlyeh (10) 29.740 pop, 100% tax, 0 UR, 284 inc, 72 res, 25 def, dom 6 magic site (+3As/+2W) - Temple
Gol Phalas (26) 12.740 pop, 80% tax, 7 UR, 43 inc, 8 res, 0 def, dom 0
Dunheim (28) 11.460 pop, 90% tax, 4 UR, 50 inc, 4 res, 0 def, dom 2
Talito (36) 7.640 pop, 100% tax, 1 UR, 29 inc, 12 res, 0 def, dom 0 - magic site (+2W, +1N) - Temple
Dershid (20) 6.380 pop, 100% tax, 0 UR, 33 inc, 9 res, 0 def, dom 6 magic site (+1W, +1As)
Ctis (27) 32.790 pop, 100% tax, 0 UR, 211 inc, 99 res, 0 def, dom 1 magic site (+2D/+2N/+1W, +20prod, +10gold)
Hoburgdorf (34) 13.670 pop, 100% tax, 0 UR, 70 inc, 9 res, 0 def, dom 2
Abysia (40) 25.890pop, 100% tax, 1 UR, 104 inc, 39 res, 0 def, dom -2 magic site (+)
Nifel (57) 1.640 pop, 100% tax, 0 UR, 4 inc, 36 res, 0 def, dom -2 magic site (+1Ai, +1D/D imp, +1D/D imp, +20prod) - Temple
Chilad (52) 2.630 pop, 80% tax, 6 UR, 7 inc, 22 res, 0 def, dom 0
Gol Ryepe (46) 19.250 pop, 100% tax, 1 UR, 75 inc, 8 res, 0 def, dom -2
Glimmering Field (61) 24.670 pop, 100% tax, 1 UR, 100 inc, 11 res, 0 def, dom 0
Giants Rest (67) 1.600 pop, 100% tax, 0 UR, 4 inc, 28 res, 0 def, dom 0
Scytha (35) -4.960 pop, 80% tax, 6 UR, 13 inc, 22 res, 0 def, dom 0
I keep bloodhunting in Dunheim (28) and Gol Phalas (26).
I will build a temple in Scytha this turn.
I got a 1A, 1W, 1E, 3S mage this turn who will research.
The Starshine Skullcap (+1S) is given to a 1W, 2D, 3S mage and I will send him and 4 lobo guards to conquer Kolermegor (5) which seems to be devoid of Pangaeans.
2 mages with summoner/enslaved troops and 6 Illithid Soldiers will try to conquer Vepitre (14) were my intel reports about 30 satyrs and satyr hoplites.
My remaining 2 mages with their summoned troops and 9 Illithids will try to take Aran Plains (23) where there are supposed to be about 50 satyrs and satyr hoplites.
The main problem here might be troop movements between the provinces especially to Kolermegor. I am not really worried about movements to the other provinces since my troops should be good enough to handle nearly everything Pangaea might throw at me (short of their main army which might be building up in the capital).
I should wait another turn for my commander and his troops who will be moved from Abysia to Gol Phalas this turn, but I am fairly certain that I will be able to take at least 2 provinces this turn and since I will continue right on towards the Pangaean capital Pangaea will have to worry about the siege first.
A Thistle Mace will be forged on this turn by my newly empowered mage for 10 nature gems and will bring him up to 3N next turn.
I will recruit a starspawn mage in addition to 2 priests from the temples I build earlier in order to become serious about preaching out Abysia. Due to this I will recruit no more troops on this turn since I will need 400 gold for the 2 temples I plan to build on the next turn.
The 265 RPs will bring me up to evocation 5.
To be continued...
CharonJr
[ February 20, 2004, 22:02: Message edited by: CharonJr ]
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February 21st, 2004, 01:18 AM
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Sergeant
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Re: Noob\'s shot at an R\'lyeh AAR
Turn 25
Evocation is at level 5 now and will be researched till 6.
The first battle was in Vepitre (14) and my forces faced about 5 Harpies, 25 Satyrs and about 5 Centaur Warriors/Cataphracts in addition to 2 leaders (White Centaurs). The Centaurs were closing in fast, but were slowed down when 2 of them were enslaved. In the follwing turns more enemies were enslaved. In the end my troops were just mopping up and I got 4 new troops (2 Centaur Warriors and 2 Satyrs).
The second battle was in Aran Planes (23). Here my troops faced about 10 Centaur Warriors/Cataphracts, 5 Harpies, 20 Satyrs and 3 Minotaurus. The battle was fairly similar to the first one and in the end I got 2 Centaur Cataphracts, 1 Centaur Warrior and 1 White Centaur.
The Last battle was in Kolermegor (5) and I got lucky here, I faced only about 5 Harpies and 10 Satyr/Hoplites. I lost 4 lobo guards but due to enslaves and some soul slays the enemy broke and fled.
Provinces: 17
Treasury: 638
Income: 1118
Upkeep: 610
RP: 265
Fortification: 2
Temple: 5
Conjuration 6
Alteration 2
Evocation 6 (researching, will reach 6 this turn)
Construction 6
Enchantment 5
Thaumaturgy 6
Blood Magic 0 (researching, will reach 3 this turn)
Fire gems: 5
Air: 17 (+2)
Water gems: 26 (+6)
Earth: 0
Astral gems: 15 (+4/+7)
Death: 15 (+5)
Nature: 0 (+3)
Blood: 29
Updated province information:
Devourer (6) 40(s) -60(g) Trition Troopers and Triton Guards Sea Dom1 7k pop, 33 inc, 14 res dom 2
Tiash (15) 20(g)/30(s) 40 (g) Militias and Heavy Infantries Forest/Swamp Dom4, 2.5k pop, 9 inc, 42 res dom 5
Bright Woods (17) 20 Woodsmen - forest - general intel dom 1
The Weald (25) 30-40 Light/Heavy Infantry and Crossbowmen forest/mountain- general intel dom 0
Soth Beaver (38) 50-60 Triton troopers/guards Sea general intel black candle 1
Baptizer (43) 50-70 Triton troopers/guards Sea general intel
Bolfagon (63) Ulm 10 Militias general intel
Feldan (51) Jotunheim Forest general intel
Faran (60) Jotunheim Plains general intel
Cacian Forest (45) Jotunheim Forest general intel
Agenor (37) Jotunheim Plains - general intel
Old Aran (29) 30 Militias, Light Infantry and Heavy Infantry Plains general intel
Yellow Mountains (72) 20 Heavy Infantry, Light Infantry and Crossbowmen Mountains general intel
Pania (56) 40 Militia, Archer and Heavy Infantry Forest/Mountains general intel
Witches Copse (73) 40 Militia, Archer and Heavy Infantry Forest general intel
The Two Woods (78) Ulm Forest general intel
Monherboa (75) Ulm Forest general intel
East of Pangaea are two Marignon provinces which seem to be devoid of troops.
My Provinces:
Rlyeh (10) 29.740 pop, 100% tax, 0 UR, 284 inc, 72 res, 25 def, dom 6 magic site (+3As/+2W) - Temple
Gol Phalas (26) 12.740 pop, 90% tax, 3 UR, 51 inc, 8 res, 0 def, dom 0
Dunheim (28) 11.460 pop, 90% tax, 4 UR, 50 inc, 4 res, 0 def, dom 1
Talito (36) 7.590 pop, 100% tax, 0 UR, 28 inc, 13 res, 0 def, dom -1 - magic site (+2W, +1N) - Temple
Dershid (20) 6.380 pop, 100% tax, 0 UR, 33 inc, 9 res, 0 def, dom 6 magic site (+1W, +1As)
Ctis (27) 32.790 pop, 100% tax, 0 UR, 211 inc, 99 res, 0 def, dom 1 magic site (+2D/+2N/+1W, +20prod, +10gold)
Hoburgdorf (34) 13.670 pop, 100% tax, 0 UR, 70 inc, 9 res, 0 def, dom 2
Abysia (40) 25.730pop, 100% tax, 1 UR, 104 inc, 39 res, 0 def, dom -2 magic site (+)
Nifel (57) 1.630 pop, 100% tax, 0 UR, 4 inc, 36 res, 0 def, dom -1 magic site (+1Ai, +1D/D imp, +1D/D imp, +20prod) - Temple
Chilad (52) 2.630 pop, 80% tax, 5 UR, 7 inc, 22 res, 0 def, dom 0
Gol Ryepe (46) 19.130 pop, 100% tax, 0 UR, 75 inc, 9 res, 0 def, dom -2
Glimmering Field (61) 24.520 pop, 90% tax, 2 UR, 87 inc, 11 res, 0 def, dom -1
Giants Rest (67) 1.590 pop, 100% tax, 0 UR, 3 inc, 28 res, 0 def, dom 0
Scytha (35) -4.950 pop, 100% tax, 0 UR, 19 inc, 24 res, 0 def, dom 0
Kolermegor (5) 9.650 pop, 80% tax, 9 UR, 30 inc, 31 res, 0 def, dom -1
Vepitre (14) 4.970 pop, 70% tax, 12 UR, 21 inc, 10 res, 0 def, dom -3 Marble Temple (UR-5/+20 gold/can recrui High Priest)
Aran Plains (23) 11.810 pop, 70% tax, 12 UR, 30 inc, 21 res, 0 def, dom -3
I keep bloodhunting in Dunheim (28) and Gol Phalas (26).
I will move my new priests to Gol Ryepe (46) and Gol Phalas (26) this turn, my old priest will move to Abysia (40).
I got a 1W, 3S, 1N, 1B mage this turn who will research.
All 5 of my armies will move to Pangaea and it looks like I will be facing about 20 enemies there.
My nature mage gets the Thistle Mace and will forge a Moonvine Bracelet (needs 20N, 5S, gives +1N) this turn. In order to do this I have to transform a lot of my death gems into astral pearls and transform those into nature gems.
I will only buy 1 starspawn mage this turn due to needing the money for the temples.
To be continued...
CharonJr
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