Posted March 24, 2013
steinernein: There are a few reasons I can think of, the first is a flavor reason because we're playing strict 'good' hence the title. Secondly, when it comes to the third or fourth ring you're going to have to invest a lot in order to take a free settlement and you may lose a unit such as a healer or more - in other words, it's not exactly a free kill and considering the upkeep you pay to and from it might be better just to buy the thing.
Read your own advice and read what I actually wanted out of this thread; I wanted a strategy that is more or less fail proof like the triple barbarian start which is, thus far, the safest and rng free route.
EvilLoynis: Ok heres the thing. You say you want to be pure "good" but you must realize that Barbs are "Unscrupulous" Hence NOT good or even Neutral. This is one reason they are so cheap and why Briggs are even cheaper. Read your own advice and read what I actually wanted out of this thread; I wanted a strategy that is more or less fail proof like the triple barbarian start which is, thus far, the safest and rng free route.
As for a strategy that is "Fail Proof" the only one that ever comes to mind is don't try because then you will never fail lol.
Also you do not always need to start off with 3 Swordies right away. You can usually make do with 2 as long as your not facing 3/1 barb defenders. Vs most other things 2 swordies will do ok, and will cut down the upkeep, until you get some more income coming in. Also with the 3 swodies + healer if your swordies form a line with one space between them and your healer then those enemy spearmen will not be able to reach them and still be close enough to be healed ounce the spears are thrown.
The main reason I gave the link above was because I gave basically a turn by turn overview of what I did and because having barb defended provinces when starting with a Wiz is probably the hardest start you can have. The only non barb was one hill and 2 swamps after all.
And I understand why you provided the link but I am also telling you that it's pointless since turn 24 is still too slow compared to a triple barb start which can take down those within turn 13.
Gremlion: I remember failing barbarian start - demesne near the border, adjacent 2 provinces with resources (+1 to effective ring, 10-12 units) and 5 lizardmen. I had to spend around 20 turns in demesne with explore / nothing.
As for swordsmen/healers - I completed campaign with that combo, 27 shards, 26 I finished with strategist/tactic medals - no losses/no casualties/no reversions. On 27th got reversion due to power outage, so sad.
As for being strict... it is impossible. some events have forks, and same answer can be either + or - into karma. Like beggars - they can be true or false. Giving money to false beggars - to karma.
I can't really comment on the campaign because I only play single shard games, I also imagine that multi-player - my primary area of concern - will not be like the campaign but rather be like a single shard so you won't have the same advantages/disadvantages. As for swordsmen/healers - I completed campaign with that combo, 27 shards, 26 I finished with strategist/tactic medals - no losses/no casualties/no reversions. On 27th got reversion due to power outage, so sad.
As for being strict... it is impossible. some events have forks, and same answer can be either + or - into karma. Like beggars - they can be true or false. Giving money to false beggars - to karma.
It's also a rather bad game design that being strict good is impossible, according to you, which really means you're either going to always play neutral -> good or evil -> evil or neutral -> evil.
Post edited March 24, 2013 by steinernein