What's the most overpowered strategy you can think of?

What's the most overpowered strategy you can think of?

It should not use bugs, let alone cheats, and be applicable at as high difficulty levels as possible. It should not rely too much on a good start, but it's A-OK if it can take advantage of some factors that may randomly occur.

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My entry:

RACE: Men blood, scouts, heroic, wanderlust, vulnerable to magic

LEADER: Beastlord, air, water, brilliant, attuned, wealthy, clumsy, sword

STRATEGY:

Settle a city with at least one essence and cast "Inspiration", and "Meditation" if possible .  If no essence is available, settle in the tile with maximum materials, disregarding forests and rivers. Target "Civics", start building pioneers, lower taxes, hire the hero, start exploring with both heroes, ignore monsters unless they interfere with your exploration.

Start any safe quest, and take it to the point you have to fight.  This is so that no AI steal it.

Once you have explored a bit, and got  the nearby safe loot, make a plan.  Are there beasts worth taming?  Do you need to raise your penetration (you get 3 per level) to tame them? Are there areas for settling?  Can you make those safe with the two heroes and easy to tame beasts? (Remember, you are getting mana from an attuned sovereign, and maybe mediation)

Once you have researched 'Civics' start rushing pioneers, and settle the spots you have discovered.  Rush some club wielders with "Muscle", "Ironskin" and "Health" if you need them for your planned settling locations. If you need the punch, research "Training" for shields, and make sure you mark their armor upgradable.  With or without the clubbers, tame the beasts worth taming, and clear the lairs that may interfere with settling. Do not kill any monsters that you do not need to kill, unless an AI is threatening to poach them.  Settle 3 or 4 cities.  Do not overextend.

The champion should become a governor, the sovereign should become a defender, and focus on "Trainer" and "Tactician".

Your research path is "Civics"->"Restoration"->"Knowledge"->"Administration".  With that, you can have your cities at 2% unrest with low taxes once you link your dominion. Do so. Build cash buildings, research buildings, unrest buildings, in that order.  Make the city with the highest essence a fortress.  Make enough towns so that your fortress can get to level 3 (i.e. do the math to see how many grocers you need.) The rest can be conclaves.

Once you have started your economy, target "Henchmen" and solve the easiest available quest. If you can't, with the beasts you have tamed, two heroes, and possibly some clubbers, you must have the worst luck ever, so go do something else.

Design a henchman with "Bard", "Shieldwall", "Potential" and call him "Newbie".  Rush as many newbies as you can, and keep your fortress building more.  Influence is likely to be an issue at this point, but not for long. Stack the henchman with the sovereign, unstack the champion if he is stacked.  Use the champion to make cities grow or something.  You won't need him anymore.

If there are horses nearby, research "Mounted warfare". When you need more food to grow your cities, research the appropriate tech.

Your new research path is "Heroes" (quest maps) ->"Enchantment" (lightning hammers)->"Tireless March" then balance between higher construction and better fortress buildings.  I.e. your new henchmen should be coming out of your fortress as tough as possible.

When your research reaches that stage, update the newbie design with horses (if available), leather armor, lightning hammers, and trinkets to increase fire resistance and damage.  Cast auras on your fortress to get the best henchmen you can.  Have them become defenders, with a minor in mage if possible, get "Stun" and "Shieldwall", and focus on "Potential", "Trainer", and "Tactician".  Make friends with Pariden, keep them alive and buy spellbooks for your henchmen.  Cast "Tutelage" and "Tireless march" on as many as you can afford.  Kick beasts and troops from the main stack as space grows limited, and when the rejects become strong enough, have them form a new stack and do the quest loop.  What's the quest loop?

1. Spend Gildar to buy quests maps

2. Use quest maps to generate quests

3. Solve quests to get influence (and Gildar from loot)

4. Trade influence for Gildar.

5. Back to 1.

How good is this strategy?  On ridiculous/ridiculous, I had my sovereign and 6 henchmen at level 33/34 around turn 100.  They killed three ashwake dragons without letting them act once.  The best part, the game goes very fast, because you do not care about cities, expanding, etc... and you just use you main stack.

I'm about to try it on insane.

Note: If you feel lucky, you can take "Betrayers" instead of "Wanderlust" and "Scouts", and get your quests maps from Altar.  This relies on luck, because Altar may be far away, which will leave your megastack too far from your homeland to defend them.  But you will be able to flip AI cities at a rate of one per five turns easily.

117,060 views 51 replies
Reply #1 Top

I once made a custom roleplayed Amarian faction. The story concept was that they were a Magocracy of rebellious mages opposed to Queen Procipunee and the rest of the nobility. Being a splinter faction of outcast mages and no nobility = no knights, I figured I should pick the "unarmored" trait for them. Storywise I reasoned that lack of restraint, ethics and reckless use of magic should make them vulnerable to it's effects, so I picked "weakness to magic" as well. In exchange I picked all the traits that favor magic users (Decalon, channelers, enchanters)

I further handicapped them by forcing on myself the roleplayed limitation that a Magocracy of elitist mages shouldn't be able to build towns filled with common peasants or fortresses filled with non-magical brutes, and limit itself to only Seminaries. I would raze any other city type I conquered.

Yeah... that didn't turn out to be such a gimped faction as I thought! I quickly blazed through the research tree, but was declared war upon a lot due to my tiny army making me seem much weaker than I really was. However, I destroyed every stack of doom that was sent against me by the AI by continually bombarding them with strategic spells (scattering them with tornadoes, incinerating them with fire magic, etc). I had a very low gold income for the size of my empire, but that only lasted until I figured out that I could turn my huge mana surplus into as much gold as I could want through alchemy. Before long I was shaping the world itself by creating the Elemental version of the Great Wall (A huge mountain range surrounding my entire domain). A single bottleneck guarded by my heroes and my best troops gave me plenty of time to build a magical paradise where all monsters were eradicated and no faction could attack. Each hero was given path of the mage and could cripple large monsters (fire dart crits were my best friend). Before unleashing them on the world I gave each of my heroes full stacks of battlemage companies who would destroy the rank-and-file of the AI factions while my heroes killed the heroes and other high-priority targets in the tactical battles.

It was very one-sided, but still the most fun I had in any playthrough!

I should mention that this was on "normal" difficulty. Maybe on higher difficulty the AI wouldn't have given me time hoard so much mana.

Reply #2 Top

I just beat the game with the above setup, on insane.  It was trivially easy.  I only tamed one beast, a cave bear, and produced no clubbers  I had my first henchman on turn 25, started the quest loop on turn 32, and by turn 60 had a stack of Doom.  On turn 85 I had enough for two stacks, and sent the stronger one against Ceresa, then Kraxis.  My guys were untouchable, with +8 to initiative, + 21 to armor, and + 75 to magic resistance. (stacked army bonuses)  What my stacked experience bonus was, I can't begin to know, but I bet it was over x4.

I started in the middle of the map, so I kept the second stack in reserve (while of course still questing)  I followed the above strategy almost to the letter, with two exceptions.  My starting champion, B-something the beggar had Earth, so I boosted production instead of mana, and I had him become a warrior because he scouted a nice throng of monsters that I made him kill and loot (They were too far away from Capital to make it worth my sovereign time to go there)

 I did not keep many saves, but I have a save on turn 1, so I could replay it and post samples, if anyone doubts the effectiveness of the strategy.  By the way, I messed up twice, and my sovereign had to rest for 10 turns. That had no effect on the strategy, because it was before turn 25.  The sovereign was quite undistinguished, really, which is not how my sovereigns usually are.

Reply #3 Top

Quoting Zwollenaer, reply 1
I once made a custom roleplayed Amarian faction. The story concept was that they were a Magocracy of rebellious mages opposed to Queen Procipunee and the rest of the nobility. Being a splinter faction of outcast mages and no nobility = no knights, I figured I should pick the "unarmored" trait for them. Storywise I reasoned that lack of restraint, ethics and reckless use of magic should make them vulnerable to it's effects, so I picked "weakness to magic" as well.

So, which one was it, Unarmored or Weakness to Magic? Can't pick two.

Reply #5 Top

AI usually falls to a good champion rush.

Reply #6 Top

I kinda followed that tact but not with custom race, i went Altar. I had 3 heroes no henchmen yet and i was clearing the land quite easy. And then i fell to a Dark Wizard roaming the land >:(

 

Reply #7 Top

All we need is making AI use those henchmen effectively, and we, really, need, more heroes on the map. Or like wondering heroes or visiting heroes like in MoM (my god, a 18 years old game has better mechanics..... almost unbelievable)

Reply #8 Top

Funny story.  Today some dark wizards (rating: Deadly) attacked one of my newly-acquired units (rating: Weak) and since I figured that it was doomed, I hit auto-resolve, fully expecting that my new Horsemen would get toastified.

Um, no.  Those wizards died horribly and my Horseman unit was only down to 50% hitpoints.

I think I'll have to load my game up and see if the Horsemen had Spell Resist, 'cause otherwise they should have died.

*loads* Hmm nope just the basic level-based Spell Resist.  The thing to look at is their hitpoints - over a hundred at (now) level 8.  It's the Guild Grocer 10% hitpoint bonus working in my favour I guess (twice in this case).

Reply #9 Top

Quoting kwm1800, reply 8
All we need is making AI use those henchmen effectively, and we, really, need, more heroes on the map. Or like wondering heroes or visiting heroes like in MoM (my god, a 18 years old game has better mechanics..... almost unbelievable)

I don't think we need more heroes. The AI has to use them in a much better way. Not running around in my country alone trying to raze my rescources which they never reach in time. Or giving them the best weapons, armour and above all horses when sitting on a 20000 Gildar stash.

Reply #10 Top

Quoting Mennelon, reply 5
Can't anymore, could before.

When? Definitely not upon release.

Reply #11 Top

Early rush with Magnar.

Create Slave Scout and Cheap Slave in Unit Design. Cast Consume to unnecessary shards for 200 mana, if there are any, and cast Heart of Fire to your cities (+1 Fire Attack per Essence). Build Slave Scout or Cheap Slave each turn. Search for nearby factions. When meet a faction, propose Economic Treaty to create roads between your capitals. Go to their cities by roads, declare war and capture cities. In tactical battle use Wither, Blindness, Curse, Death Lash, Candlecloak, Cull the Weak depending on situation. Build one Cheap Slave per turn in captured cities (cast Consume and Heart of Fire depending on situation). When you meet several factions you can earn money by declaring war. But you don't need to declare war to more than one faction. Mana and health regeneration are almost infinite, because Cull the Weak converts Slaves to mana/health. So N cities can produce N x 20 mana per turn.

Technology order: Civics -> Trading for Economic Treaties, Training -> Drills for +Army Size.

Reply #12 Top

altar are overpowered. nothing compares. end of story. 

Reply #13 Top


I play backwards.  I try to find the worst combination.  Must be why I like playing as Procipinee.

I used my first custom sovereign--Kul-al-Kulan and just used the Urxen--i would say that beast lord is probably the strongest strategy that I have used.  I have not created a custom faction.

Try using Procipinee, on sparse resources, sparse magic, and dense monsters.  It is absolutely brutal.  It is so hard to even get started

Reply #14 Top

Quoting KingHobbit, reply 14
Try using Procipinee, on sparse resources, sparse magic, and dense monsters. It is absolutely brutal. It is so hard to even get started

I have won with Procipinee a few times on expert.  She's indeed the hardest to play with, and her troops are bad.  It's just that I do not particularly enjoy playing a side that's so obviously weaker than its neighbors. I may or may not be able to win with Procipinee on ridiculous, but if I do, I am pretty sure that I will not enjoy it.

Reply #15 Top

Quoting Tuidjy, reply 15
I have won with Procipinee a few times on expert.  She's indeed the hardest to play with, and her troops are bad.  It's just that I do not particularly enjoy playing a side that's so obviously weaker than its neighbors. I may or may not be able to win with Procipinee on ridiculous, but if I do, I am pretty sure that I will not enjoy it.

I love playing with the weakest character, or at least the character that takes the most time to develop.  Procipinee actually can get pretty powerful by the end of the game.  It just takes a lot of time, and is a pretty misrable road for a while.  That is also why I changed the world to make it more difficult.  I do not play on the upper levels, I think Challenging is the right level for me right now.  Maybe one notch up, I have not tried it yet.  Still having fun changing the world conditions.  Played a game with Relias and change the champions to none.  That was kind of interesting.

Reply #16 Top

Quoting KingHobbit, reply 16
Played a game with Relias and change the champions to none. That was kind of interesting.

I do not get the intended effect of this one.

Relias is the one sovereign who does not need any champions. By doing this you are hurting all the AI, and leaving yourself unaffected.

Reply #17 Top

Quoting Tuidjy, reply 17

Quoting KingHobbit, reply 16Played a game with Relias and change the champions to none. That was kind of interesting.

I do not get the intended effect of this one.

Relias is the one sovereign who does not need any champions. By doing this you are hurting all the AI, and leaving yourself unaffected.

Ya that seems like an interesting choice for an Empire like Magnar because you don't want challengers to throne, but it's more of an RP decision because the AI kind of depends on them. So, ultimately it is easier.

Reply #18 Top

Quoting Tuidjy, reply 17

I do not get the intended effect of this one.

Relias is the one sovereign who does not need any champions. By doing this you are hurting all the AI, and leaving yourself unaffected.

I actually did not know I had done it.  I wanted to play a quick game, so I set up a tiny map with one competitor--I think Verga is the one that showed up).  I didn't realize until after I started I did not have any champions.  It was a pretty fun game.  I had never used the henchman before, and I didn't even research them until the game was basically over.  It was fun to have a sovereign lead an army, instead of having the Lord of the Rings fellowship.

 

I actually might play like that more often, I typically play with Procipinee, Magnar, or Verga.  I do not like the direction the game went and is going with champions.  Champions are way to powerful, I do not think they should have access to magic, and now their injuries are irrrelevant because of the Iru Elixir (add the elixir thats fine, have it cost double the amount and it only cures one injury 25% of the time).  Any champion in the game now could just be a Sovereign.  The original lore, and even part of the cut scene in the beginning is the "few" channelers lead nations.  People rally behind the few that have access to magic.  Hell, everybody in the game is channeler and has access to magic.

Champions should only be able to cast spells the Sovereign imbue them with.

Reply #19 Top

Quoting KingHobbit, reply 19
Champions should only be able to cast spells the Sovereign imbue them with.

I absolutely agree with you on this one, but we are so in the minority it's not even funny. And now that this decision has been made, it is too late to change it.

Seriously, there's at least 10 champions that are ridiculously more likely to make a better nation leader than any level 1 sovereign. Hell, when you have henchmen, your sovereign stops being the most valuable unit in your army.  By level 20, henchmen start surpassing him in levels.

Reply #20 Top

The point is that your sov can be tailored over time, depending on luck, into exactly what you want.

Reply #21 Top

So can Nochd, or any henchman.  And good luck getting your sovereign as powerful as some of the level 9 champions by level 9.

Why aren't THEY leading a nation?  Some of them sound very much like leadership material.

Hell, Nochd would be a better leader for Pariden than Procipinee.  I am not really exaggerating.  It may be easier developing a safe strategy with him that with her.  If he had just one level in 'Life', then there would be no 'may' about it.

Reply #22 Top

Quoting Tuidjy, reply 20

I absolutely agree with you on this one, but we are so in the minority it's not even funny. And now that this decision has been made, it is too late to change it.

Seriously, there's at least 10 champions that are ridiculously more likely to make a better nation leader than any level 1 sovereign. Hell, when you have henchmen, your sovereign stops being the most valuable unit in your army. By level 20, henchmen start surpassing him in levels.

I thought I read a post recently where Frogboy said he wants the champions to be more important. I cannot even imagine how that is possible. Once you get a Champion, you can pretty much just sit the Sovereign down in a chair and let them eat cake.  I do a couple of things to limit my side.  Mage Champions can only wear robes (sometimes I change this to leather--not sure when this is) and can only use staffs.  Archers can only wear leather, unless faction has special chain mail (Tarth).  Same for trained units.  Mage units are only in robes, and archers can go up to leather (exception still applies).  My Path of the Warrior sovereigns I do not let them use spells with the exception of city enchantments.

I might try playing a game as Karavox with the Kraxis and get rid of the champions.  He is the only one that is truly hurt by loss of Champions.

Reply #23 Top

Quoting KingHobbit, reply 23
Mage Champions can only wear robes (sometimes I change this to leather--not sure when this is) and can only use staffs. Archers can only wear leather, unless faction has special chain mail (Tarth). Same for trained units. Mage units are only in robes, and archers can go up to leather (exception still applies). My Path of the Warrior sovereigns I do not let them use spells with the exception of city enchantments.

I go the exact opposite route.  In my last game, every henchman was a defender, and most of them were dual classed into mage or warrior. 

It's quite nice when your 'stun' ability comes with 150+ accuracy and 100+ penetration, and is performed with a hammer that does over 60 damage.

Reply #24 Top


Sorry I changed the theme of your thread.

I really do like get a Path of the Warrior Sovereign that also has the option of choosing Path of the Defender or Assasin.  They are just brutal.  Level 3 shadow strike on top of adding the damage from level 3 Lethal is show stopper.  Put them on a horse with the Sword of Wrath.  It is just as bad to hit them as just stand there and get whooped.  Although I am starting to like some of those hammers.  There is one that addes cumalative damage.  With horse getting to everything in sight, you can do a lot of damage.

Reply #25 Top


My entry:

RACE: Men blood, scouts, heroic, wanderlust, vulnerable to magic

LEADER: Beastlord, air, water, brilliant, attuned, wealthy, clumsy, sword

 

For my first ridiculous/ridiculous attempt I went with a modified version of this. I took enchanters instead of scouts so I could build scrying pools. My sovereign took life instead of air, with the idea of buying air, earth and fire books from my neighbor.

 

I got off to a slow start because there were only 3 places to build cities until I was able to take out that deep dwelling snake lord thing. However, once I started cranking out the newbies and running quests thing picked up quickly and I was able to clear that boss to open up a couple more city locations.

I must say, this strategy extremely powerful.