[0.299][1Z1][Gameplay] ending the game on turn 28 (after killing 5 sovereigns)

I have managed to end the game at turn 28, against 5 AI with a custom sovereign.

My sovereign has

- ugly, stuborn, insane and inefficient weaknesses

- meditative and scholar talents

- 20 in strength, 20 in dexterity, 20 in constitution, 15 in charisma

- basic and restoration spellbooks

- adventurer

- iron broad sword, Pressed iron breastplate, Traveler's cloak and  Traveling boots

that allows him to start the game with 40HP, 10 ATK, 8 DEF and  4 moves which is very effective against spider, bandits and others sovereign. Exploring fastly the map allows to find items increasing movement (directly or through agility bonus) or combat bonus.

My charisma has allowed me to recruit all lone recruitable champions.

 

989 views 11 replies
Reply #2 Top

That's what a supercombatant is all about! I also did the same thing.

Reply #4 Top

Remember the AI is subpar right now.
End of quote

The problem isn't really the AI. It is more the fact that I was able to travel the whole map and kill everything except troll in 28 turns.

That isn't very good for multiplayer as everyone will choose supercombatant if things stay the same ....

Reply #5 Top

1. This would probably be considered a tiny map. There is barely enough room for 1 city per sovereign.

2. AI is non-existant at this point, as it consists merely of a few do x, y, z routines.

3. Good luck using that strategy when the map has even 10 times the area, let alone the epic 64 bit maps which will undoubtedly take 1000 turns just to move across.

In general, just the scaling up of maps which will occur in solo and multiplayer will remove this problem. In tiny maps it may still be a problem, but it isn't like there is anything stopping everyone from using said method. And even still, 28 turns is enough to build a small force of redshirts to defend against such a strategy. Just because you have a high battle score doesn't mean you will be able to cut through 100 hp of redshirt before being taken down yourself. And I would guess that city walls (depending on how they are implemented) will also put a dent in any plans on solo conquest.

Reply #6 Top

And even still, 28 turns is enough to build a small force of redshirts to defend against such a strategy.
End of quote

I am wondering what you could build in 28 turns as defending force

Just because you have a high battle score doesn't mean you will be able to cut through 100 hp of redshirt before being taken down yourself.
End of quote

I guess it depends of the stats of the redshirts and their number. If they have only 1 ATK against 8 DEF, they will have a very hard time ;)

Reply #7 Top

It only counts if you KILL the Trolls too.   :-"  

Reply #8 Top

There is no AI yet. :)

 

Reply #9 Top

Quoting Frogboy, reply 8
There is no AI yet.  
End of Frogboy's quote
Once there is one, it'll kill you in 27 turns using some kind of similar combination.

AI or not, I find difficult to kill 5 enemy Sovereigns when one of them insists on appearing in the middle of totally unaccesible mountains.

Reply #10 Top

Quoting alway, reply 5
In general, just the scaling up of maps which will occur in solo and multiplayer will remove this problem. In tiny maps it may still be a problem, but it isn't like there is anything stopping everyone from using said method. And even still, 28 turns is enough to build a small force of redshirts to defend against such a strategy. Just because you have a high battle score doesn't mean you will be able to cut through 100 hp of redshirt before being taken down yourself. And I would guess that city walls (depending on how they are implemented) will also put a dent in any plans on solo conquest.
End of alway's quote

Well actually, by picking the right items/stats you can get something like 28 defense, a lucky goody hut will boost that to 30+, and by then it doesn't matter if the other guy has 1 or 5 or 20 soldiers - those little guys just don't put a dent in a 32 defense sovereign, you'll wipe them out while taking 0 damage. Or maybe it has more to do with getting 4+ combat speed and killing them before they have much of a chance to hit back, I'm not really sure how the combat works at the moment, but the end result is a properly built sovereign is just untouchable by soldiers. Trolls are a threat sure (at first anyway), but nothing a player can build will stop you except another sovereign - this isn't an AI problem, nothing I can train can match my sovereign's combat ability - which means in multiplayer everyone will have to build their sovereign that way, this is a balance problem. Of course I expect Stardock's focus is moreso on squashing bugs and crashes at the moment than on balance, but eventually I expect supercombatant sovereigns nerfed/early soldiers buffed/some other solution.

Reply #11 Top

I have managed to end the game at turn 28, against 5 AI with a custom sovereign.

My sovereign has

- ugly, stuborn, insane and inefficient weaknesses

- meditative and scholar talents

- 20 in strength, 20 in dexterity, 20 in constitution, 15 in charisma

- basic and restoration spellbooks

- adventurer

- iron broad sword, Pressed iron breastplate, Traveler's cloak and  Traveling boots

that allows him to start the game with 40HP, 10 ATK, 8 DEF and  4 moves which is very effective against spider, bandits and others sovereign. Exploring fastly the map allows to find items increasing movement (directly or through agility bonus) or combat bonus.

My charisma has allowed me to recruit all lone recruitable champions. 
End of quote

I just ran a similar build. It seems that there should be a limit on how many Neg. Traits should be allowed.

http://img31.imageshack.us/img31/3568/elemental1271108680.jpg

It isn't that that Build is weak at all, even with 4 Neg. Traits selected, and I guess that is the issue. It may be a good idea to have the Neg. Traits cost more points, the more you select.

Perhaps 10 - 10 - 15 - 20 points per would help prevent the Super_Sov initial Build and thus supercede any other build as time marches on.