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I need help, please. I thought I was good at this game bcuz I always won. Then I realized I need to try hard difficulty and started losing more often than not. There has to be something I am doing wrong, maybe my build order. Can anyone share what they find needs to be done to survive on hard difficulty? Lots of early settlers? Grab neutral cities asap? thx
I have no help for you since I really suck at this game.

However, at first glance I read "mom" in your thread title as "mother" and not "MoM", and was thinking that it must be pretty cool to have a mom who will play PC games with you. : )
You'll need to focus more on a specific strategy rather than taking the approach of initially doing a bit of everything that most people initially go with on this game. Pick a military strategy to quickly field a relatively powerful stack capable of capturing neutral cities, dungeons, nodes, and perhaps a few enemy wizard cities as well. What form this stack takes depends on your starting race is and what magic you chose to start with. One approach could be, say, starting with enough nature magic to initially have sprites, then manage your research and power levels so that you have enough mana income to field a unit of 5 or so summoned sprites, which can be quite effective early on. Alternatively, if you start with halflings a group of slingers can be highly effective, and can be rushed to pretty quick. Naturally there are many, many different possibilities, but the main point is to decide ahead of time what you're going to go with, and implement that strategy right from the start. Once you've fielded your initial army use it to clear the area around your capital and start expanding as fast as you can to build up a good economic base. With a decent army and strong economic base in place you can then shape your late-game strategy for world domination, whether it's a couple of buffed-out heroes, high-level summons, top-tier units like paladins, or so forth.

Ultimately the main thing though is to keep things focused- whether it be in terms of strategy, military power, or research and spellcasting strategy. Spreading your army or resources too thinly will result in just the world itself mopping the floor with you.
I try to do that but should I also send out settlers early? I try but that second city needs to be protected somehow, so I run out of gold deploying the number of troops I need. When I build a city, I start with granary, marketplace, and farmer's market before I do anything else. Plus maybe library and shrine because I definitely need the research and mana. If I do all that before sending out settlers or a preliminary army, am I expanding too slowly?
Thanks for the input.
Avoid sending out settlers early, and instead focus on getting a military force built up. Your second city should often be one that you capture, not one that you build. While it can be tempting to try to expand rapidly, doing this before you've put together a force capable of clearing most of the area around you means that now you're stuck having to split your forces to defend multiple cities from a constant stream of enemies coming from ruins and towns you don't have a force strong enough to take.

As for building up your city, relatively cheap buildings that improve your growth and production capacity, such as a farmers market, a lumbermill, and a shrine (to deal with discontent) can be good early investments. However, when it comes to buildings that produce research and mana it's only worthwhile to build these early if research and mana are a key part of the strategy you've decided to go with (e.g. an early force of mid-level summons). If they're not part of a focused strategy they'll dilute your efforts and result in you getting too slow of a start. Keep in mind that even going to the extreme of dropping research to zero to, say, increase your mana output for an army of summons, can result in your overall research progress actually being faster in the long term if doing so allows you to more quickly expand through conquest and get your economy going faster.
Good advice - very helpful. Thank you.
One other thing to be careful about: don't put up buildings until you have enough of a population base/production output to get them up quickly. Some people make the mistake of trying to build everything as soon as the city hits population 1, but at that point even a granary is usually going to cost more (in terms of lost population growth from not being on housing) than it gives you, unless you're building in a REALLY hostile location.
My comment would be, if you are winning sometimes and losing sometimes, it's about the right difficultly level for you and you aren't necessarily doing anything "wrong"!

We are in a game's market now where it's all about winning. It why Kingdoms of Amalur: Reckoning gave you high level armour and weapon DLC available in a trunk in the FIRST town you come to! Then it offers a "treasure finding" skill that means you can find 10x more loot, allowing for faster finding of high level items and allowing huge amounts of money fairly quickly allowing purchase of huge numbers of potions (even though they are expensive!) This is all help for the easiest class: The Warrior. which most people play now.

We saw the same with Dragon Age, with all DLC "rewards" being heavy armour or big swords.Never bows or staffs.

In Oblivion there were dozens of shops that sold weapons, including bows. But a bow needs arrows, and there was only one shop that sold them, and when you got their, it only had a couple dozen iron and steel arrows! None of the higher level. This showed Bethesda was already following Bioware toward truly only supporting the Warrior class.

Back in the day you expected to die. It was the sign of a good game. If I don't die at least once an hour for the first 3-4 hours of an RPG, I am disappointed. I SHOULD be dying at level one or two in a roleplaying game. It should be the same for strategy games like MoM!

When you consider the more modern games that DO give a challenge generally come from Europe. Obviously games like The Witcher , Gothic and Drakensang in RPG's. STALKER and Operation Flashpoint in shooters and Ground Control and Warzone 2100 in strategy.

You have to go back to the 90's to find challenging games that came out in the U.S. AND Europe. Games like Colonization, Railroad Tycoon, Terra Nova: Task Force Centauri, Thief, System Shock, and of course, MoM! :)

So save often and be willing to die occasionally - it's the sign of a great game! :)
Also if you are going for a "buffed up hero build" as someone said earlier be extremely careful of nature wizards as they generally have crack's call which will instagib anything you have if they don't make a rather difficult check. I personally go high elf (for the extra power) at capital then try to find high men and use mildly buffed paladins against the nature mages and use the heroes against anyone that isn't. Keep in mind the ai cheats and can have 3 cities and a massive number of troops early on so you want to engage them at the point you have caught up.
Some specifics would be nice. Generally Highmen + Life is the game on easy mode on any level short of Impossible, but if you're doing something else, we'll need to know.

I think my first game I won on Hard was Gnolls + Chaos, so certainly anything's possible!

EDIT: The other option is to grab Myrran and Dark Elves, another favourite for high power, plus being in Myrror will hopefully make things more relaxed for you. I like to take at least one Sorcery book with DEs because a Dark Elf Spearman + Phantom Warriors are enough to defend your cities from most neutral invaders, allowing you to minimize defence and put your food/gold into your armies.
Post edited September 23, 2012 by KingCrimson250
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KingCrimson250: EDIT: The other option is to grab Myrran and Dark Elves, another favourite for high power, plus being in Myrror will hopefully make things more relaxed for you. I like to take at least one Sorcery book with DEs because a Dark Elf Spearman + Phantom Warriors are enough to defend your cities from most neutral invaders, allowing you to minimize defence and put your food/gold into your armies.
A good idea would be to choose the ssla (ssra?) portrait if you are going to be myrran because he is the only wizard that can start on that plane so it gives you all of myyran to yourself for a time.
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KingCrimson250: EDIT: The other option is to grab Myrran and Dark Elves, another favourite for high power, plus being in Myrror will hopefully make things more relaxed for you. I like to take at least one Sorcery book with DEs because a Dark Elf Spearman + Phantom Warriors are enough to defend your cities from most neutral invaders, allowing you to minimize defence and put your food/gold into your armies.
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DM818: A good idea would be to choose the ssla (ssra?) portrait if you are going to be myrran because he is the only wizard that can start on that plane so it gives you all of myyran to yourself for a time.
Does that work still? I'd heard that in the final version it was possible for Sss'ra to show up even if you've got his portrait. Or maybe the other way around. I've never tested it myself, so I'm not sure.


Also, can wizards on Hard start in Myrror? I think that with the bonus points they get on Impossible, it's possible for a wizard who's not Sss'ra to end up with the Myrran retort, but I don't know if that's a thing with Hard.
AFAIK, each wizard (and their corresponding portrait) can only appear once in each game, so if you've chosen Sss'raa's portrait then you'll never meet another Sss'raa. The same is true of all of the rest, but Sss'raa is the one where it's most noticeable and most significant.

I'm not sure whether the other wizards can obtain Myrran on Hard, though.
The main problem with winning MoM at Hard and Impossible levels is early encounters with opposing Wizards because they have such a big advantage. Consider starting on Myrror where you will usually only have Sss'ra to contend with and you should have time to build up your own forces before you meet him. I find dwarves to be the best race for winning at higher levels because of their production, gold bonuses and strong troops. I also like their engineers!

Before you can decide what opening strategy to use though you need to explore. Whether you buiild troops or settlers first depends on what you find. I use Magic Spirits for exploring and garrison my opening units which enables me to raise the tax rate and that extra gold might mean a valuable hero comes calling early.
Post edited October 02, 2012 by dalgo01
Just so you all know it is possible now to face quite a few Wizards in Myrror although Ssra is more common I have also run across Tauren, Lo'Pan and Kali.

Almost from the beginning when I started playing this game I went with Dark Elves as my starting race. However this changed recently and I cannot remember exactly why but I started playing Trolls and now they are pretty much my favorite.

The thing about trolls is that almost all their guys have regeneration. This means that vs low numbers of other low guys they can usually win just by walking away until they have the HP/guys back to finish them without having to flee battle. ALSO for bigger fights like vs nodes and enemy wizards is that if you Win all your guys with Regen come back after the battle. This is so good it's insane.

I never start with many spell books anymore because magic is not all it's cracked up to be to often with a few exceptions. I usually start with only 4 books of magic, one in each, Life, Chaos, Nature and Sorcery (the last 3 so I can get Node Mastery). I also choose Alchemy, Warlord, Myrran and Node Mastery.

The most useful spells for me in the common rank are the following:

Life - Guardian Spirit (Helps you keep control of Nodes and can battle other magic spirits or low units) and Healing (helps you take care of starting wizards when they are low level).

Nature - Web (REALLY helps either to deal with flyers or just immobilize an enemy until you can get to them). Sprites (good early explorers as they have a 3x3 view, also can usually explore ruins/nodes safer as the guys inside can't hit them so you know EXACTLY what is inside.)

Sorcery - Floating Island (No need to deal with upkeep costs of many little ships to carry more then 2 guys as they hold 8). Phantom Warriors (cheap canon fodder for any battle and help take out bigger guys because of illusion atk).

Chaos - Hell Hounds (Fire Breath attacks really good for taking out guys early esp Blue Nodes).