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Takes it.
Ok I can see the good items thing, the heros chainmail,the shield, pretty awesome.
https://www.dropbox.com/s/fwo4unmlevtdfiy/game1.sav


126.Warrior explores – find prime thicket 2X Pegasus [losses crossbow and healer]
Loot = plate overshoes, 'sleep', 259 gold and 18 gems
Archer moves to Swamp country

127. Archer explores – nothing
Warrior moves capital
Build stable at Deadly Bogs

128. (fs) rebells again
Warrior repairs- hires Elf and Healer
Archer explores – nothing
Build Granary at Swamp country

129. Warrior retakes (fs) no losses… loot = 18 gold and sandals
Archer explores- finds pool- 2Xslugs and 2XBasilisk, no losses… loot = 63gold, 93 gems, Bonebreaker
+level up (marksman) and ALLIANCE terms meet
A dark tower appears in Deadly bogs… I let it stay.

130. Archer moves to visit Lizards
Warrior –moves towards Tannerside
Build stable at swamp country

131. Lizards honour deal and join us
Warrior repairs on way past capital…stopping here
I have a server go down at work and will be unable to play again till weekend… good luck guys!
Well done securing the alliance. But Elf mercenaries are crazy expensive, like 40 gold per turn.
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jamotide: Well done securing the alliance. But Elf mercenaries are crazy expensive, like 40 gold per turn.
IMO totally worth it, they give the Warrior a way to kill range targets without having their feet nailed to the ground, like that other t1 sniper.

edit: Thanks for the well done.
Post edited August 27, 2013 by ussnorway
Guys, why you constantly remove cap with recuperation from sniper?
cap+monk's belt+rest = 6 stamina per rest.
Doubleshot, rest, doubleshot, rest...
I am not sure if i removed it too :) but ..my thought would be

Doubleshot,Rest,Doubleshot,Rest=1 Shot/Turn
Doubleshot, Shot, Shot, Shot=1,2 5 Shots/Turn
Doubleshot, Doubleshot, Astral Energy, Doubleshot=1,5 Shots/Turn

but i can see for longer fights where Astral Energy wouldn't save us.

Buy the way...did you take the Rule Gremlion?
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Gremlion: cap+monk's belt+rest = 6 stamina per rest.
Doubleshot, rest, doubleshot, rest...
This bit I get but I'm having trouble understanding ;
" Guys, why you constantly remove cap with recuperation from sniper?" are you talking about the hat the archer has?

If so, I took it off him during my 1st run because the mage needed it more for his next battle but haven’t noticed his hat after that… there is no point giving it to the warrior, so yes, let the archer have it.
By the way...what is your(all other SGII-Rulers ;) suggestion... should we aim for...

-Changing our Swordman with Lizardman..that are thouger, faster and cheaper but less armored and miss parry and then taking Monks as first T2 and replace our Healers
-or taking Guards as first T2 Unit and replacing Swordsman with Guards, keeping the Healers
Post edited August 27, 2013 by DF1871
I would take rule [s]34[/s]. :D
Ideally I'd look for a minotaur for the archer army… a t2 healer is standard.

The Lizardmen aren’t something that I have much opinion… I can take or leave them.

The building strategy is what I'm confused about… I go for stables {fast map speed}, moral {pubs etc} and money earners for normal provinces {mines, mills etc} while typically using the swamps for the oddities {forts etc}

In the capital we already have the important troops so I'd start towards being able to hatch eggs and was mildly surprised at the necromancy school purchase… honestly I just assumed you two already had a plan to play good/ order and tried to avoid locking you into any solid commitment until we have a better idea of what we are up against.


To be clear, I will be happy with whatever you guys decide on.
We started with a good/order playstyle and i think we still aim for it...but we just lacked the money to be good :( and for this map there are no RP-Rules for fixed aligment/behavior until now...but we can add it if wished.

Talking about the buildings...the necromany school was mainly build aiming for T2 Vampirism because its the best way to heal a Solo.Warrior and maybe T1 Fear
I didn't aimed for the stables because the Scout had Mobility 3, Pathfinding 3+..so he could/can cross the swamps anyway for 1 Movmentpoint, the Mage/now the Warrior is slowed down but it dont have to move much yet and we have Fair Winds for dangerous situations...and we have no Horses...so a stable&granery cost 402 Cold=starting to pay of after 102 Turns...taking a look at our always empty treasury i thought there would be more usefull ways to use the Gold, Shipyards at the Coasts for expample cost us only 100 Gold, add +2 Income like Stables but has still nice upgrades later. With the one lost through the Earthquake we build 4 Stables and 5 Granerys are build as a preparation=1708 G= TRappers Guild&84% of the Arena ;)
Don't missunderstoud me i would build them to...but not now :)

Money earners are a good choice...i aim for them as early as i can but there#s not much that is effective at swamps..i would aim for the Arena because its a good income/+Mood combination, i never use Pub and it's upgrades if i can avoid it because of the many negative Events.

The Trappers guild would be one of the buildings i would build next...because it's needed for the Arena..maybe even before building Fort&T2 Units because we need the Gold :(

For the Units...to be honest i know most of the Units we use now only as enemys because i still play my evil campaign ;)...Minos sound really great...i love them...if we can hire and more important support them.
I hate Elfen Archers as enemys...im happy that we can use them now...but i hope we afford the merc. at our current situation 40 Gold/Turn isn't cheap...for the Lizards...as i said i just started playing with the swordsman and never played with the Lizards...i think armor&parry make them better tranks..but the higher HPpool of the Lizards and their Regenration might do it as well...and there cheaper...for 2 Swordsman we can pay 3 Lizards...and money seems to be our greatest problem imo.

Maybe Gremilon or Jami have some experiences with Lizards and can tell us how well they can be used as tanks the longroad.
Post edited August 27, 2013 by DF1871
We are FREE!
https://www.dropbox.com/s/3s2398u7cru4nog/game1-145.zip
https://www.dropbox.com/s/5s1y78spa7qu80g/1.jpg
https://www.dropbox.com/s/bgibzcnqg4iwre5/2.jpg


130. Fair wind on scout->tannerside. warrior deletes all his troops->*FoS. Shipyard in Reaper's Burgh.
131. Scout attacks undead, warrior - centaurs.
132. Warrior - willpower, armor mastery, silver ring. Scout - Mantle, lost 2 swordsmen. Attack temple. Fort.
133. w-simple wand, malachite amulet. explore. scout - scouting (finally), summon phoenix. NOW we have spell, which worth hiring mage, lol. Guardsmen. Extravaganza in tannerside. dismissed all survivors.
134. w-nothing. scout - attack giants. Church. Scout learned summon phoenix. Hired Fairy.
135. w-4 spiders, retreat. Level, weapon mastery. explore. scout->fos. Monks.
136. w-nothing, s-ogres
137. w-nothing, s-word of power, attack spiders.
138. w-nothing. s-antimagic. illusionarry battle to scout. Goes to demesne.
139. w-nothing. s-dragon.
140. w-nothing, s-phoenix egg, scouting 2 ->Reaper's burgh.
141. w-clerics 6, mail gloves, contract. Scout-waterlilly bogs. Haunted cemetery.
142. W - brigands 6, armor mastery 3. Extravaganza in tannerside.
143. w - battle mages 4, commander's helmet. Scout beated centaurs guard.
144. w-nothing, weapon mastery 2. AI caused riot against scout, hero cross medal for Guard, conquered Wondrous lands. Builders guild.


*Forest of Shadows.
About magic schools:
When you play as good ruler, you get ALL useful spells from cleric buildings. Revive, cleanse, bless - we don't need holy school.
Necromancy is the best school to get at level 2:
Deadly Terror ritual+ Scout's morale diversion - all living guards become a joke.
Vampirism+round attack for warrior.
Ghoul, fear - for mage.
Very nice ;=)