Tuidjy Tuidjy

Playthrough: .982, Karavox, 7 ridiculous AIs, large map [Turn 142]

Playthrough: .982, Karavox, 7 ridiculous AIs, large map [Turn 142]

This will be my sixth play through.  It is a bit different from the rest, though.  Most of my old play throughs were meant to highlight a particular abusive technique, or illustrate a particular style of play, or test a theory, or give people a chance to laugh at me trying to write in character. This one is a bit different.

This one is meant to test drive a standard sovereign and observe the balance of the latest Fallen Enchantress release.  It will follow, more or less, the format of my old playthroughs - I'll be posting some turns, and when I feel that I have finished a particular phase of the game, I will comment on what happened an invite discussion.  Because of the very frequent releases, and because I want people to know what I'm doing, I will not spend any time staying on character. When I get ultra bored, I'll just edit some of the screen shots (to fit more info, not to cheat the readers)

An extra added wrinkle is that this time, I have posted a save game, and everyone can try to play.  I do have a request, though.  Please, feel free to post your experiences, but still, please don't post any turns later than the ones I have posted, and try not to tell me about things I have not discovered yet, like: "Altar is South of you" or "There are wild horses by a fertile patch East of the city of Factory II."

So, enjoy!

Quick links:

Old playthroughs:        .913, .915, .952, .98, .981

The settings                The game settings.

Turn 1 savegame         Some of my readers requested a save game. It was the first roll, and it was not lucky one.

Turns 1 - 16:               The settling of the first four cities.

Turns 17-40:               Economic development, meeting with Magnar, and the settling of a new city next to Resoln.

Turns 41-63:               World exploration, scouting everyone but Tarth

       The turn by turn account stops here. The rest are in character accounts of important events.

Turn 67:                      A Shrill lord is killed under the wall of Hunter's Lodge

Turn 87:                      The Elemental Lord Abeix is killed, and his domain colonized

Turn 104:                    The Kingdom of Pariden and the Empire of Magnar declare war.

Turn 109:                    The fall of Magnar's capital, Imperium

Turn 116:                    The war engulfs the continent. Surprise attacks by Altar and Yithril

Turn 132:                    Gilden breaks the non-aggression pact. Diplomatic talks with Lord Relias

Turn 142:                    Skirmishes with Pariden, ceasefire with Magmar.

Turn 149:                    Alliance victory. (in character post may or may not appear eventually)

60,384 views 37 replies
Reply #26 Top

Quoting Tuidjy, reply 25
This for some out of character comments.

1. I am starting to get impressed with the game balance.  This war is very entertaining.  I'm on the defensive, mostly because I do not have enough units to go around.  I have yet to lose a fight with my main champions, but there have been a few close calls - Nochd is out of potions, and Karavox has only one left. Money is tight, but not too tight. Resources are another matter.

I am very happy with the elusive lancers, which are extremely versatile. Dodge 35+ (55+ when fortified) decent armor for turn 120, and very respectable damage.  Their only problem is that they cost 22 crystal per rider, i.e. I need 110 crystals to build another squad.

I can also theoretically build elusive wargs, which have even higher dodge, but I am saving my wargs (all acquired through trade) for archer mounts.

The enemy troops are interesting. Being in the middle of the map, I get attacked by pretty much everyone, all the time.

Magnar insists on building slave based troops. They miss my elusive lancers 90% of the time even without Naressa blinding them. Tarth is actually kicking their ass as well.

Pariden just does not have the production base to send much my way. Their troops are mostly crystal based, slow, and end up on a lance's point before they can act. I really would like a ceasefire with them, because I'd love to trade for crystal and spellbooks. They do fine against Resoln, though, so I have to send some lancer to cleanse them when they get to close to Hagdust.

Yithril's juggernauts are surprisingly ineffective.  Lacking both move and initiative, they chase my people on the battlefield, and get nailed between actions.  Not a surprise with Nochd or Karavox, but even the lancers are picking them off without trouble and even city militia can more or less avoid them. Of course, without heroes or lancers to actually kill them, avoidance is useless.

Altar is giving me the most trouble with balanced troops.  Nochd has had a few close calls.  Despite 40+ armor, he can't afford to get hit, so he mostly avoids the enemy until he gets a double strike, and usually kills his target. By the way, Altar has fielded a storm dragon, and both Karavox and Nochd are avoiding that stack until Naressa gets there.

I'm very happy with this game, and may come back to write some updates even after .984 is released.

Two things that really bother me are Tremor lasting only one turn, and troop upgrades being broken in at least two separate ways.

Glad you're finally getting to enjoy a game.  Most of my games end up like this.  Here are some random thoughts:

  • Once you have designed a bunch of units, the AI will start to use those designs for their own units in future games.  That makes the AI more formidable.
  • I'm really good with Juggernauts.  Maybe we need to post some videos of our Juggernaut battles so Brad can program the AI to use them more effectively.
  • Agree that Tremor is bugged... we need to highlight that in a separate post.  And now that Freeze does basically the same thing, Tremor needs some more love. 
Reply #27 Top

Diplomacy à la sovereign

War was taking its toll on the Kraxis Empire.  The actual warriors were doing well enough.  They had defeated any enemy that had faced them, and not a single champion or lancer regiment had been lost.  Unfortunately, with four fronts, the Kraxis forces were spread thin. In the East, Procipinee's soldiers didn't manage more than burning a few outposts, but Relias' readers kept pillaging the border towns in the West.  

Training more troops seemed like the obvious solution, but equipping the elusive lancers had cleaned out the crystal reserves, and rebuilding them was taking a while.  The fact that 90% of the crystal deposits were controlled by cities in the war zone was not helping.  West and East Fissures, in particular, had become ghost towns, as all of their population had flown the Altar raiders. Eventually, Karavox summoned Naressa to the West theater of operation, leaving Janusk and Gaylyn to handle Procipinee and Magnar respectively.

For a while, the relocation seemed to have worked.  In the East, the former administrators proved to be perfectly capable of leading the lancers to victory.  In the North, Naressa captured a major Yithril conclave, while Karavox was singlehandedly stemming the flow of juggernauts from reaching the Kraxis homelands. In the West, Notch had hired the famous Wraith archer, Drakmir, and the two of them were not only keeping Altar away from the former wildlands, but had once again occupied Factory II. Once Nochd even forced Relias himself to run away.

The enemy nations were in retreat, Tarth and Resoln were cowed, and Gilden was bound by a non-aggression pact.  Things appeared under control... and of course, that did not last.



In the Summer of '89, in violation of the non-aggression pact signed less than two years earlier, Gilden attacked the Kraxis Empire.  Aside from the pact, this also seemed to violate common sense.  Gilden was far away from Kraxis, had been given no provocation whatsoever, and was already on the losing side of a war with Yithril. Lord Markin's declaration of war said something about helping their friend, but Karavox wondered about this sudden outburst of concern for Altar.



He stopped wondering when he saw Relias' latest addition to his roster.  A Storm dragon. It attacked Factory II, and slaughtered its defenders before they could even fire an arrow. Fortunately, Karavox was a lot less impressed by big monsters that Lord Markin.

Messengers went to all Kraxis champions, and everyone got a new task. Later bards sang of "The Great Shuffle". Janusk and the lancers kept the East Kraxis border free of Quendar and Amarians. Gaylin went North and used her newly developed knowledge of Air Magic to slaughter Yithril's juggernauts wholesale. Notch galloped around the Storm dragon and towards the Altar homelands. Darkmir rode away from the Storm dragon... slowly enough that it kept chasing him straight into a trap.



Karavox and Naressa had once again joined forces and easily defeated the Storm Dragon in the exact same way their had dispatched innumerable Slags, Drakes, etc... Once the beast was dead, Relias found himself with four legendary champions on his lands.  In less than two years, one unit of Athican reservist archers was all Relias controlled.

Karavox caught up with the once proud adventurer as he was setting fire to a warg kennel.  Karavox was ready to run Relias down, but the King of Not Much stood his ground and greeted the Emperor.

"I assume you are here to offer your surrender, Karavox?"

"Actually, I was going to demand yours."

"You cannot be serious. Our armies will destroy you."

"Ah. I see that we may have a problem here. But a defender of peace like yourself would not want to bother his mighty armies with the likes of us, would he?  How about I offer you 17 Gildar for a ceasefire? This princely sum will allow you to double your military forces.. if not triple them."

"I do not like your tone, but I guess the stress of being in my presence is taking its toll.  Let it be known that Altar accepts the Kraxis peace offering and will cease its subjugation campaign.."

"I can see that your majesty is a master diplomat with a firm grasp on reality.  Let us sit down and discuss a few more treaties."



After some extended negotiation, Karavox walked away with a number of very advantageous treaties, 200 Gildar, and the mother of all headaches.  

A few months later, he had recovered enough from the experience to speak to Relias again, and convince him that an alliance with Kraxis was in his best interests.  Karavox hoped that this was a sign of things to come. With rulers like Ceresa and Relias around, the world clearly needed a firm hand.  His would do.

 

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Reply #28 Top

This is epic. k1

Reply #29 Top

Quoting AlLanMandragoran, reply 28
This is epic.

Thanks!

And now about a few things that bother me.

1. Juggernaut as built by Yithril are a joke.  Gynlyn can easily solo single juggernauts, and can take two with haste.  Better juggernaut designs are needed. Initiative 14 and 10 does not cut it.  Gynlyn was a level 7 administrator who had bought a Air spellbook from Pariden, and who had always picked governor traits before she started to fight Yithril.

2. Diplomacy is crazy. 

Ok, I can see that Relias may not want to surrender, and may want to keep fighting.  But asking me to pay for peace when he is down to one unit or weak archers, and facing an Empire with 15+ cities? 

And then once he has been paid to stop fighting, he is willing to pay 20 times more for a NAP? Two turns later he is all eager to ally...

3. The AI on ridiculous builds cities at the rate of one building per turn. I saw Yithril settle a city, and I took it less than 40 turns later.  It was a level 3 conclave, with every single building but the Alchemist Lab (the one costing 100 crystal)   

I like it.  I currently have 4 enemy conclaves and they bring 20-30 each research when they idle.

4. I have seen quite a few bugs. I guess I will wait for .984, and check to see whether they are still around before I report them.  Quickly:

- tremor only lasts one turn. The description says two.

- when you retake a former city of yours, your old enchantments have to be removed before you can cast enchantments again.

- depending on how you cancel enchantments, the counter in the ledger gets wonky. In my fortress, I toggle between auras and production boosters. The ledger shows 5/2.

- the troop designer displays improperly what armor/weapons are upgradable and what are not. It still produces the right ones.

- when existing troops are upgraded, they upgrade things that are explicitly marked as NOT upgradable, which can ruin a design: monk's robe replaced by chainmail

- upgrade charges are insane. To upgrade JUST the shield to a better one, it's asking for 200+ Gildar for a 4 men unit. 

- the stack counters cannot be removed from the cloth map, and remain no matter what the zoom. Ugly.

Reply #30 Top

Janusk's War

After dealing with Relias, Karavox sent a message to the administrators on the East continent, asking how they were holding against Pariden and Magnar, and whether he needed to send Naressa back.  The messengers could not find Gaylyn who was out North, building roads and preventing Juggernaut raid parties from disrupting the project.

It was Janusk who wrote back. "Please, keep the Death Mage in the West.  No need to antagonize Procipinee and Irane.  I believe that I can handle things here just fine, especially now that the crystal from the Fissure is getting to the Stables fortress unmolested by raiders.  PS Please tell Naressa how much I regret that I won't be seeing her again."

Karavox chuckled as he read the letter.  He knew Naressa terrified the diminutive merchant, and found his bookishness irritating. It was regrettable, but the two of them would have to live with it.  Karavox dreamed of unifying the known lands under one banner that both men and fallen would be proud to call their own.  He would not allow public displays of intolerance. His inner circle would present an united front to any outsiders...  or the inner circle would have to shrink.



But an unified, peaceful world was still far in the future.  For now, there was bloody work to be done, and all who had attacked the Kraxis empire had to be presented with a butcher's bill.  Thus, with the former Altar lands under new management,  the Kraxis champions in the West marched against Yithril and Gilden.  They appeared unstoppable. Karavox, Nochd and Neressa were taking city after city. Drakmir rode behind them, seeking out stragglers and raiders, and running them down with his wargs.  

News of victories in the West kept arriving into Stables, together with a wealth of resources.  Janusk enjoyed running the fortress. He did not quite understand how command had devolved from Karavox, to Nartessa, to Gynlyn, and finally to him, but he had started taking sword lessons, and felt that he could be a good general.

He still had a lot to learn, though. In the Fall of '92, his camp was attacked by an army led by Procipinee herself.  The Queen had used magic to make her army move quickly and tirelessly and led the charge herself.  For a moment, it seemed that the Kraxis may break, but Janusk manged to rally his lancers. The Pariden were brave, and kept fighting to the bitter end, but soon only Procipinee was left standing.

She started casting a spell that would spirit her out of danger, but realized the lancers had taken defensive positions.  A single rider approached her.  He looked familiar.

"I know you! You... you were with that upstart Relias! A traitor amongst traitors."

"My name is Janusk, Madam, and I suggest you do not throw this word around lightly."

"You will address me properly, peasant!"

"I serve Emperor Karavox, and the only times I address him as Your Imperial Majesty is during official functions. I do not recognize your authority, I am a loyal subject of an Empire you attempted to destroy and I have defeated your forces in battle.  You can probably escape, so I will make no empty threats. Still, I will address you however I wish."

"When I stand over the Betrayer's corpse, I will have your tongue torn out, and have you paraded across my Kingdom as an example to all traitors!"

"You know nothing about loyalty, and despite being over a hundred, you act the spoiled liitle girl. Karavox did what he had to do to preserve the lives of his men. His cities are prosperous, his taxes low, and there isn't a slave pit or sacrificial altar to be found in the Empire. His closest champions are an Ironeer enginer, a Quendar mage, two Wraith warriors, and myself, an Altarian trader.  Speaking of Altar, all its former cities are integrating in the Empire, together with another dozen inhabited by Quendar, Ironeer and Trog.  And may I remind you who started the hostilities that are ravaging both continents as we speak?"



The Queen stood silent, struck by the vehemence of the tiny man's outburst.  But after a second she recovered and addressed the lancers.

"What about you?! You are serving a traitor to our race! How do you stand that base-born who cavorts with the twisted, with the fallen? Rise against your overlords, join my forces and together we will bring those abominations to justice!"

The lancers looked at her for a few moments of silence. Then one of them spoke.

"I've fought Fallen for years. I've had Trogs ride on my side, smelling worse than their wargs. I've even served under a Quendar Death mage. I've disliked many of them. But I have not hated even one of them half as much as I hate your kind, Queeny!"

He reversed his grip on the winged spear, and threw it at Procipinee.  She winked out of existence as it tumbled towards her.  "These aren't balanced for shit!" he swore.

Junusk gave him a long look. "Sergent, please, remind me to put you on report for misusing wargear.  As soon as we have won this war."  

The lancers erupted in laughter. Janusk knew the joke had not been particularly funny, but he could see the tension dissipate.  It seemed like the right time to introduce his army to one of the innovations he had been working on.



With the crystals and wargs from the West, he recruited and trained two new regiments, the 4th and 5th Warg Archers.  They were armed with powerfully enchanted Ignys longbows, wore robes and cloaks that blurred enemies' vision, and were able to quickly dash across the battlefield, softening the enemy without coming into harm's way.

As soon as the new regiments left Stables, they joined Janusk's army, and rode South into the Quendar lands. Janusk was known for his attention to detail.  His lancers carried lightning pikes.  His warg riders had already marked a trail across the swamplands between Imperium and Curgen's hold. He himself had been at work extending the Kraxis sphere of influence between the two cities.  There was no one to delay the army, and no one to carry word to Magnar.  In the Summer of '94, Janusk assaulted Curgen's Hold.



Magnar did not know what hit him.

His troops were heavily armored, but that did little against the lancers' lightning pikes.  He had archers, but those were slaughtered by an unit of Trogs who rode their wargs around the melee. He had Gazdah and Thannata on his side, but they were not Quendar, and fell to the warg archers' fiery arrows.  In a few  moments, the might of the Magnar Empire crumbled before Janusk's carefully planned attack.

Magnar barely managed to teleport away.  He had not even caught his breath when he was informed that a Kraxis messenger was waiting for him.  Janusk had left nothing to chance.  He had sent Gaylyn to wait for Magnar under the walls of the last Quendar city.



Magnar was off balance, so when Gaylyn entered his improvised audience chamber, he blurted.  

"You bear surrender terms?"

"Actually, no.  Emperor Karavox does not want to get a reputation as a conqueror, and furthermore believes that he will benefit more from trade and technology exchange than he will from occupying this city.  We offer a ceasefire, and trade treaties.  But be warned.  Your trade caravans are welcome to cross Kraxis lands. Your troops are not.  We will guarantee your safety from Gilden and Yithril. You will leave Resoln and Tarth alone.  As for Pariden... we will let you know.  Do not delude yourself.  You rule only a small portion on the Quendar, and that by the grace of Emperor Karavox.  Disturb the Pax Krax, and you will be crushed."

Magnar was beaten, and agreed to every single term of the treaty.  Karavox was harsh, but nowhere as harsh as he could have been.  He could afford it.  By the Summer of '94 Kraxis ruled most of the known world.  Some believed that the military forces of Pariden were a match for Karavox's champions, but they were deluded.

And Karavox's patience for fools had ran out.

Reply #31 Top

Well, with .990 out, I think it's time to finish this playthrought.

The game was actually won, on turn 149 with an alliance victory - everyone is around, but only Gilden and Pariden have more than one city. Altar does not have any, despite the fact that there are a couple of spots within 2-3 turns from Lord Relias.

I was thinking of writing an epilogue in character, but I am not sure it's worth the bother.  I am not actually sure how many people are reading this.  

All that do, thank you.

Reply #32 Top

Very nice.

Quick question: do you win most games?

I have recently attempted to play on similar settings (but i did couple of reloads since i had not played some time, and there is a good number of changes), but a game got really badly bugged after loading ... I played no-magic sov and i have to admit it was hard, really hard on ridiculous. I have feeling, however, that a lot depends on your initial position (how fast you can find a good spot for a city) and AI (in one game i had this bug with guy having 1mln gildar before year 50 which gave him such a strong rating that no diplomacy was possible ...) .

Reply #34 Top

I win most games I play after turn 10, especially now that I no longer play on insane.  (I used to, but now I do not enjoy it anymore)

But I do take risks in the first few turns, unless I am doing a playthrough.  If I lose my sovereign against a butcherman on turn 3 because I was too cheap to use "Burning hands", I just restart (I never reload)   Oh, and this example is completely random, not like it just happened in .990 or anything...

In this playthrough, my initial position was horrible.  Middle of the map, no materials and no forest.  But I really lucked out with Nochd (one of the best heroes) and with Neressa, whose Death magic kept the Empire alive against big threats.

Nut you say that you play with a no magic sovereign.  I do not believe that is possible to pull a win on ridiculous with no magic.  The AI has a significant economy bonus, and get 150000 gold, which means that it rushes one building per city per turn for the rest of the game.

The AI whose cash that took off in ratings?  It's not a bug, that's working as designed.  That AI researched the Treasury vault, built it in one turn, and its income went exponential. 1% interest on 150000 is 1500 Gildar per turn.

 

 

Reply #35 Top

"Nut you say that you play with a no magic sovereign."

As I said i have to re-learn couple things :) Actually i think it would work if i would get good second hero, since i got pure melee second hero it made my life way more difficult ... Still, i got this bug with hero walking by itself after re-loading and walking toward monster i tried to kite, b/c enemies army was approaching my city. Game over right there, good bye sov, good bye city.

I will play couple games once a full version is out, and will try to get back my touch.

 

 

Reply #36 Top

The reason I think ridiculous needs magic is not so much for fighting, as it is for city enchantments. "Enchanted Hammers" and "Inspiration" are extremely important in the very beginning.  The AI can rush everything, so it will be outproducing you and outresearching you very easily. 

Without Earth or Water, you will fall behind, and will be attacked. In this very playthrough, it happened. I was holding my own by enchanting my cities.  But as the game advanced, my enchantments became less and less of the total research/production, the AIs pulled ahead, and saw me as a easy victim...

Which is why in the space of 10 turns, I went from peace to a four front war.  But fortunately for Karavox, by then he had enough heroes and lancers to fight and win against multiple nations.

 

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Reply #37 Top

Thanks for a very entertaining read. +1 for you since these reports are fun AND make the game better. Hope one's coming for 0.99.