[0.85 AAR] Magnar IV struts across the world

a look into the depths of my recent game

PhaseI: The Opener

Started out by selling a few items and running 0 taxes ... the usual stuff.

Decided that it would be best to run 0 taxes as long as possible, while city spamming and CannonFodder spamming.

See ... my civ traits were Master Crasftsmen (-50% production on armor and weapons) and Unending Horde (-50% production on training) ... so I could get a LOT of mooks.

While I had the ability to build stronger units, my goal was to get as many boots on the ground as possible. Therefore, until my Sovereign had a full set of cannon fodders, I didn't bother with other unit types.

Equally, until I had built all possible city locations (Pioneer + Fodder guards), I did not build anything stronger.

 

Eventually (turn 20ish?) I had 4 cities, captured a 5th from Gilden, and couldn't see anywhere else to expand. Finally I had the extra time to build some stronger units.

(15 turns later)

But wait! Now I have -30 gold per turn and I'm almost out of money .... :( 

 -> This is when my 0taxes finally came to a halt, around turn 35-40.

               ->I was already selling items on the side, but it was here that I decided to sell some of the more expensive stuff I was saving up, in order to fund my military campaign.

Still, after turn 40, most of my turns were spent at Oppressive taxes for the next 20 years.

 

Phase II: Diplomacy and the Crusade against Man

So here I was, with a Fledgling empire, economy crumbling to a halt, and no Champions.

what was I to do?

War, war, and MORE WAR! :)

I was already at war with the Gilden,

The players on the Map were Myself Magnar IV of the Quendar Nationalists, my ally Magnar of the Quendar (originals?), Altar, Tarth, and Gilden. There was also a 1 city Resolyn up north behind part of the magnar.

Well, first I declared war on the Tarth, because they were below my underbelly and I had to not fight a multi-front war. This little distraction led to my Gilden friends retaking 2 of their old cities :(

Even before I killed off the 1-city Tarth however ... I NEEDED MOAR GOLD! Therefore I made a deal with Magnar. We two magnars would both declare war on the Altar, and he paid me a hefty sum of money :)

-> Therefore, with my Campaign newly funded, I headed down a winding peninsula to slay the wily Tarth.

 

After I killed the Tarth I had a little catching up to do. So I captured back the 2 gilden cities, ended up killing the Gilden Sovereign a few more times (for still crappy exp), and took another Gilden city. This was when I sued for peace (him giving me gold :)) and went After Altar.

Little did I know, however, but Magnar was kicking Relias's ass. My Quendar brothers to the North ... and to the East!? 8(| Had taken Altar lands and become the new World Superpower.

This new powerful Magnar the First had crafted an IMMENSE empire, with the potential to kick my ass, and had killed of the Altar before I arrived. Therefore I quested a bit, Killed off the Gilden, and built up my armies for a war to end all wars.

THE WORLD WAS FILLED ONLY WITH FALLEN ... but ONLY ONE COULD LORD OVER IT ALL!

 

Phase III: Magnar? This is Magnar the Fourth. Prepare to Die! }:)

well, the world was ours. The races of man had been enslaved, and their hope had been extinguished.

But in hell, there can be but one ruler, and all wish to rule.

Therefore it was only a matter of time before Quendar the First was going to wipe us out. We were already down from Pleased to Neutral with him. He had easily twice as many cities, and likely twice the population.

He was going to win ... I couldn't let that happen.

 

Therefore I did the only reasonable thing ... carve him up from the inside out.

Lets look at the players.

The Empire of Magnar -> 1 mean sovereign, many soldiers, many champions

Quendar Nationalists -> 1 mean sovereign and a horde of cannon fodder. No Champions.

 

The War was long, and many battles were fought. Some I won, some I lost. Cities went back and forth many ... many times.

Two things I learned in this war

1-> You can always guarantee a win with your Sovereign

and

2-> Fighting with Mooks is hella fun! :)

 

Basically, my Sovereign never died, and he spent the entire time up in the north, at Magnar's starting location... trying to take and keep the cities there.

Meanwhile, there was a war-front about 1000 miles wide.

I split the continent in half. There was the "battlefield" which consisted of about 10 cities on the NorthWestern half of the continent. There was my lair in the South west, their was Gildenlands in the South East.

The gained and lost cities in the battlefield, I lost and retook cities in the Gildenlands.

 

The most fun was when I would fight against a legion of Enemies supportd by a caster and still win (with only mooks!)

I started fielding better units, with positive traits instead of negative traits, but it was still mostly early game stuff.


By the end of the War Magnar had worthless Ash Mages, and I finally had Chainmail.

I buit a few "Chain Tanks" and used them to reconquer the Gildenlands. 1 Chain Tank + 1 leather defender + 1 mook could kill an entire army of soldiers led by a Caster Champion.

In the north, the prodigal son Magnar IV led countless victories against the armies of his Grandfather. Sometimes defeating Magnar personally. Mangar the Fourth could handle a melee with his dagger, but he preferred to let his spells do the talking.

Namely Wither, Fire Elemental Summons, and a 1 turn Fireball ;)   (He was Death 1 and eventually Fire IV by the end of the war)

While Magnar eventually gained the ability to 1-hit kill enemy mooks with his fireball, his personal passion was being a Commander. His traits gave his horde of mooks +1 initiative and +1 dodge. This really helped against such beasts as Bone Ogres and Obsidian Golems :)

Eventually Magnar took an interest in running to the front lines to knock in some heads, in order to save Mana. By the end of the war he was using a Flame Axe of (Trogdor?) which gave him 86 total attack with his strength boosting pendants. (+26 Cutting and +26 fire attack, +50% strength bonus iirc)

 

The fighting in the north was pretty close ... not because Magnar IV's victory was ever in question ... but because MAGNAR had TONS of armies.

While I had my singular hordes of mooks, Magnar seemed to have an infinite number of army groups filled with lower numbers of slightly stronger soldiers.

Eventually he started to add mages (and he'd always had archers) which were a bit tough for my low initiative Cannon Fodders to fight, but my Defenders (and ,if lucky, Chain tanks) were more than strong enough to wipe them out.

 

Eventually, after the Western Hemisphere was firmly in my grasp, I sued for peace. I probably could have continued the initiative for a win, but my economy was still pretty thin, and I wanted to do some questing with my Sov.

 

Phase IV:Finally build up the Economy 

by the end of the war, most of my 14 cities were still size 1. I believe I had 1 size 2 city .. my best (and third) city.

I started focusing on improving my economy .... (which was kind of hard to do due to the lack of building choices).

Eventually all of my cities were size 2, with a training yard in Best City (Rostuya) and markets everywhere else.

Sometime in this peaceful build-up, my starting city got killed off by a group of Spiders. :(

The South (below my South-western core) was very much wild, and the monsters had time to grow during the war it seems.

-> There were 2 lairs of wildmen, 1 bear lair, and 1 spider lair ... which at that point in the game was enough to overrun the garrison mooks I had left behind.

 

It was only a 4/2 city however, So I was not that sad to see it pass. Meanwhile Rostuya at 4/4 was quickly becoming my favorite.

In Rostuya I built my only command post, and invested in my only training yard. Rostuya eventually became size 4 and built an Oracle. (near the chronological end of this AAR)

Early in this period, Rostuya was my only source of new troops. Sure I would spam 3 or 4 cannon fodders in a city I deemed worth protecting, but all my best new designs were built only in Rostuya.

I grew and I quested. I quested and I grew. I built Outposts in all the lost-land in between cities to pick up the odd Iron mine or Crystal Crag. I kept selling all (but a few) of my crystal to Magnar for horses and Iron.

Yes, I started to build horses XD ...

I actually built my first Dark Knight during the war, and had 2 by the time peace was declared. Very useful. Very.

I find its best to use the Scout trait with horses to make them 4 move ... as really what use is a 3 move horse? Might as well add scout to a soldier for 3 moves ...

During this time I finally invested in Archery, and built my first Fire Archers (version 1). I really liked the Archers :)

With Archers and Guardsmen, I used Mook-only groups to clear out some of the monsters that I deemed an annoyance.

I had one really good Mook-only group of 3 fire archers and 2 dark knights :)

 

Phase V: Okay Champions ... Give it a shot

finally I was starting to get my level 4 cities, and some slower cities became level 3 for the gratuitous tax office.

I reasearched into the Magic field, and got Legendary Armor. I then designed some better archers and better knights. (slightly better archers, but MUCH better Knights).

Finally I decided to start recruiting some champions. I could now get 200+ gold on Oppressive taxes, so I'd switch between No Taxes (after selling items) and Oppressive Taxes (to rebuild gold stocks, or recruit Champions, or equip Champions).

I recruited 2 new Champions at level 9 and level 7, and arbitrarily named them generals.

-> For ease of reference I'll call the two Champions Sally and Brutus.

Sally quickly became my favorite, and I sent her to the north to lead Army Group A. I also bought for her some of the best Champion Equipment available. And gave her my Heartseeker blade.

See ... Sally has this awesome little trait called "Instant Curse ALL at the beginning of battle". Its nice because it doesn't cost any mana ... but she doesn't have Impulsive and is therefore lacking in initiative.

Brutus is even slower than Sally, but he has Fire 2 and Death 2 for my favorite spell combo BURNING SOUL.

While Brutus can't 1-hit a fireball, he can use Burning Soul to pick off some of the stronger enemies during a battle. As I now have 3 fire shards and 3 death shards, it is a very fun spell.

 

Later, I recruited even MORE Champions ... but decided to kill them with the "Steal Spirit" ability. I only need 3 generals after all.

Thanata was a tough choice ... as she seemed really cool with Path of Mage AND Path of the Assassin ... but I needed death 2 on my Sov so I could use the cool BURNING SOUL in my main army group. (Army Group Badass)

Then I entered the Arena, and saved some poor chap from the Arena. I really didn't care about saving him, but I already had a Heartseeker so maybe I could get something useful from this guy instead.

I almost killed him for his Water1 ability, but his green skin and scath companion made me have pity on him.

Therefore I allowed him to live, for now, as there was another Champion recruit in the north I had planned for a "Kill for Water1" anyways.

(I really love Steal Spirit :))

Therefore I sent the little guy, lets call him Kermit, to the north to give Sally his Scath.

Magnar IV found the Bezerker's Sword ... but at -4 accuracy per hit (instead of -3) I decided it wasn't worth it.

Almost sold it ... but if I get to level 20 or something I'll just buy a Champion's Helm and finally use it. (on someone)

-> currently using the Emerald SkullCap and Mage's Robes on magnar IV

-> Wish I could use "Steal Spirit" to gain aptitude from yet another useless Champ

 

 Phase VI: A recap of the EndGame -> A world destined for War

So here I am, in the final act, heading north to Kill a Fallen Champion for Water 1 ... With my armies becoming optimized.

My Power is around 340, while the enemy's power is around 250 or so.

 

In the north-> Sally.

She has Death IV, auto-mass Curse. and will get a Scath mount shortly

her army will consist of 3 Fire Archers(version2) and 3 light cavalry. Army Group A

 

In the south -> Brutus.

He has Fire III and Death 2, but due to low initiative his fireballs are worthless, therefore he uses Burning Soul alot, and fights in melee.

He has a horse, but I'm thinking of buying him a Warg.

His army will also consist of 3 Fire Archers (version 2) and 3 light cavalry. Army Group C.

 

In the 'wherever he is needed' -> Magnar the amazing danger rodriguez the Fourth.

He has 86 attack with Trogdor's Axe, has Death II, Fire V, Air I, Earth I, and soon will have Water I. Also has Leadership 1 and Tactician 1.

He is currently level 11.

He was non-mounted for the longest time ... but eventually stole the 'awesome' spider from Thanata.

He was going to switch to a Scath mount ... but then found that Scath's don't have any advantage over spiders :(

His army will likely consist of 2-3 Fire Archers ... and 3-4 KNIGHTS OF THE ROUNDS.

These Knights have somewhere between 40 and 50 defense, and 12+ dodge. Less DPS than light cavalry, but far more survivability. And a decent 17 initiative to boot. (fast + scout + charge)

I might add in a few Skirmisher Knights though ...

These tricky fellows are the REAL light cavalry, but their massive production time sees less of them being built than the 'light cavalry'.

Less Total Damage, but at 28 initiative they probably have more DPS than light cavalry.

-> Skirmisher Knights are the REAL counter to any Archer or Ash Mage Magnar will be able to build.

 

During the war I might just have Rostuya perma-building new Skirmisher Knights and sending them in as expeditionary forces to supplement the three army groups.

 

So in conclusion, Magnar IV's army group, ARMY GROUP BADASS will likely have 2 fire archers, 2 knights of the rounds, and 2 skirmisher knights.

 

And now you know what I've been doing since yesterday ;)

-> If the final battles are interesting, I may post about that here as well.

5,453 views 14 replies
Reply #1 Top

 

After the War, he was a lowly <100 power nation of 4 cities. Meanwhile I had over 200 power, 14 cities, and could have (most likely) easily stomped him.

However, for various reasons, I decided to sue for peace and pursue other interests as well. Therefore I inadvertantly gave the enemy decades to rebuild.

 

       Reasons for Ending the War (why phase III didn't end in my conquest victory)

->crap economy. I could not afford the size of army that I wanted, and to get a larger economy I needed my cities to grow. This takes time. Considerable time.

Given that there is no real way to considerably speed up the process, it seems like city growth is kept at a relative max of 1.5 or so if there is available food. Therefore more cities is always better, because it allows you to "grow faster" if that makes sense. (10 cities at 1.5 growth = 15 new citizens every turn on average, as opposed to 1 city = 1 or 2 new citizens

So I wanted bigger armies, which needed more gold, which needed more cities. Therefore I sued for peace so that I could make sure I kept my newly attained cities.

Also, I wanted, and badly needed gold and HORSES. If nothing else, I would have signed for a much more brief peace so that I could buy his stock of horses.

I got gold for ... Signing the peace treaty, signing an economic treaty, signing a trade treaty, Selling my Crystals, Selling my Diplomatic Capital, growing the economy.

None of these things could I have done during a time of war. And plus, now I had TONS of horses :) ... so that I could build all the cavalry I desired.

-> I kept buying his horses up every 10 turns or so

-> while selling my crystals, I never allowed myself to go under 50 crystals

 

Another reason for ending the war, is that my lands were filled with monsters. I decided to use Magnar IV to clear out monsters so that my pioneers could go forth and build new outposts to gather more resources.

The BIGGEST boon, in my opinion, was when I found gained 2 new fire shards :)

-> Going from 1 to 3 fire shards was a huge blessing, and felt well worth the peace on the 'fun factor' side of things. As now I could be assured stronger spells when next I entered war.

 

         A study of the Enemy

Magnar clearly loved crystal. 1 crystal got me 7 horses. (he slightly favored Iron more, but crystal was all I was willing to sell)

I've already seen him build Mages, so this makes sense.

-> As a side note, during a deal if he didn't have enough gold, sometimes I'd 'buy' diplomatic capital from him so that I could sell it to him later-> for gold, metal, or horses .... because you can't deal in resources on the treaty screen.

(diplomatic capital and gold are basically the same thing when it comes to trading for resources)

 

To recap, he had 4 cities to my 14 ... BUT he had 1000 population compared to my 2000. Therefore he clearly had a sizable economy, possibly because I killed off all of his soldiers :)

It should come as no surprise that sooner or later his power was close to mine again. Although after building some knights my own power went over 300 ;)

 

I know not the size of his empire, as it is unexplored and I haven't checked his stats in a while. However, I am sure that even though I will win, he will give a good deal of resistance.

We have been on "unfriendly" terms ever since the war, but it was to be expected, and what the war DID give me, if not victory, was 7 new cities.

Basically I had my 4 core cities, and one of them got killed by the wild, so I had 3 core cities left.

Tarth and Gilden combined gave me 4-5 cities ... and Magnar and Resolyn in the north gave me 6 or 7 new cities, DOUBLING my empire size :)

My war plan is to use my three Army groups in a relative pincer attack, with Sally in the North, Brutus in the South, and (myself)Magnar IV wherever he is needed.

Also ... I now have over 7000 stored mana :)

Reply #2 Top

From the end of Phase III to now ...

Magnar has grown from 1000 pop to 1444 pop. (still 4 cities).

I've grown from 2000 pop to 3327 pop (14 cities)

 

Magnar has grown from 100-ish power to 353 power.

I've grown from 250 power to 453 power.

 

The current turn is season 398.   (AC 258)

I'm uncertain, but I think 1st great war (phase 3) ended at least 30 years ago. (120 turns ago)


Back then I had usually just enough mana to cast some spells, but now I have 7000+ mana.

Meanwhile magnar, with his 4 cities, has only a handful of shards and 200 mana.

Reply #3 Top

The Final War with Magnar, the time has come to rule them all.

 

The Best Laid Plans ...

Sally gets anxious and decides to declare war all by herself ... killing a small army on the borders of Magnar and heading towards the nearest city. She sees an army of some size to the North East, but thinks nothing of it, leaving them be and continuing on to the city instead.

The very next turn, the first turn the enemy has to deal with the war ... he sends a MASSIVE stack of multiple armies to my well-defended Curgen's Hold.

-> Well, I thought it was well defended ... with a Stone Statue, a couple archers, and some militia.

 

I thought wrong.

 

All in one turn ... something happend that I like to call the SIX BATTLES FOR CURGEN'S HOLD.

 I won the first 4 battles rather easily.

The 5th battle ... left me with only the Stone Guardian and 2 archers.

For the 6th battle, for some reason the Guardian disappeared, so I only had my 2 archers to fight against 6 spearmen and 1 archer. First I killed the archer, then I used my weaker archer as a decoy while running around the enemy army with my best archer.

Finally ... my last archer was cornered in the enemy starting area, but not before I had killed 5 enemy units and severely weakened the remaining two.

 

Athica fell quickly after that, in only a single battle. The attacking army had at least 3 Champions in it.

 

After that, My Sovereign finally made it to the front lines and retook Curgen's Hold. (and razed it once I left the city)

 

Meanwhile, enemy armies were probing towards Avalon from their new forward Base of Athica. Sally meanwhile managed to capture and raze 2 enemy core cities.

As the enemy started to arrive at Avalon, the 5 battles for Avalon occured over the course of several turns.

During the campaign, I initially defeated what were archer-heavy expeditionary armies (similar to how they had attacked Curgen's Hold with non-champion armies first). One had a large contingent of archers, so I used the auto-resolve exploit to win.

Later on however, the 5th attacking army had 3 champions leading many Spearmaidens. Therefore I lost, as I had only a couple militia and 1 defender.

 

Later I used Magnar IV to retake Athica and Avalon, while losing another city and quickly retaking it. Finally I had almost caught up with what was left of the invading force, yet they attacked the next city before I could reach them. Luckily for me, I had built up a full 9 mooks to defend against the onslaught, and easily won.

Meanwhile Sally and Brutus razed the final 2 core cities of the Magnar.

To the Surprise of us Quendar Nationalists, the Magnar empire had built 3 new cities during the war.

-> Of note, Magnar himself was running around the wilderness only guarded by a single Ash Mage. Possibly escorting pioneers? There was one with him.

 

Eventually all cities of the Magnar were destroyed. I saw Magnar himself just outside the last city, and gave chase ... but to no avail. He founded yet another city and then fled, into the wilderness. After I razed that city he made not another. But instead he went I do not where, for I scoured the wilderness for him.

The only two places left to look were the Ruins of Imperium and the Crevasse.

 

Reply #4 Top

Nice job on the report.  What size map and level?

Reply #5 Top

Norma Map Size ... I think normal difficulty level as well (only thing I changed was map-size, so the default difficulty level I think)

 

My civ traits were Armorsmiths, Endless Hoard, and Death Worship, with a civ weakness of -5 spell resist. Never got to use the extra Death Spells though :(

Does it need Death V or Death VI to use the extra spells? (dirge of Ceresa etc).

 

Currently I have destroyed all of Magnar's cities, and Magnar himself has fled into the wild, Cannot find him.

Also, having difficulty defeating Warlord Waeroga.

Reply #6 Top

Ha ha.  Fun.

You need death worship as a race trait to use the extra death spells.  Of the standard factions only the wraiths (=Resoln empire) has it.

Reply #7 Top

Oh, I wasn't posting here because I didn't want to ruin the story. Great story by the way. 

Reply #8 Top

It is a great story, but I have a question.  How do you get a custom race?  It's easy enough to make your own sov, but with the workshop unavailable I was under the impression that you can't yet make your own factions. 

Reply #9 Top

If your in the custom sovereign screen, go up to where you can choose your own faction. Click the "New" button.

Reply #10 Top

I find it amusing that you chose the same exploit I did: -50% base and -50% equipment costs for units. Honestly I find the ability to start with a technology to be lackluster (and pointless) in comparison to the other available options. You save at most 15 turns for benefits potentially lasting the entire game? They should come with something in addition to the tech, or just replace the tech starting faction traits entirely with functions like the above. Heck there could even be traits that cost 2 points instead of one for some real game changing effects!

Reply #11 Top

Good reading !

The more I play and I read, the more I think those professions and race traits lack some thought. Too many of them are remainings of WoM. They should just plan some meaningful choices to do at start.

Reply #12 Top

Thank you for reading! :)

 

I think Magnar might have cast Escape during a battle, with no cities .... and I think it placed him somewhere in the Oceans.

-> due to the scrap golem bug we can see that things randomly teleporting have a chance of entering the water, and Magnar is no where to be found, yet there is evidence he may have fought and lost in the Ruins of Imperia.

Reply #13 Top

That glitch could become a feature : create a quest that would take the sov back as a champion for you (soul bind of something like that) :)

Reply #14 Top

Quoting vieuxchat, reply 13
That glitch could become a feature : create a quest that would take the sov back as a champion for you (soul bind of something like that)
End of vieuxchat's quote

Ooh, I like that!