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Takes it.
https://www.dropbox.com/s/fwo4unmlevtdfiy/game1.sav


Turn 53. Show booth –capital & mill in nickack valley
C – tower gargoyles, A – stagnant waters

Turn 54. A – 9 mixed peons loses bar l= leather belt & overboots +52 gold
C – 3 gargoyle 220 gold 17 gems + claymore
A- Returns capital and C – moves triton creek

Turn 55. C 9 (7goblins, 1 slug and 1 basilisk) lost harpy l= 39g + level wisdom
Trolls attack clone factory A is killed and -83gold
Forge in capital and mill in dusky wastelands
C – moves dreampools

Turn 56. C – 10 peons L=28gold… moves to ducrok for repairs
Diggers guild in capital and mine great rockslides

Turn 57. C – hire thief (assumes fairy is not allowed) adds web, repairs and enters goblin tower
Sawmill at tradeton

Turn 58. C – 4 goblins l=64 gold, explores

Turn 59. C – nothing A – rez, repair and hire thief then explores capital

Turn 60. A – finds pool 3X slugs retreats
C – nothing but made 337 gold by selling food to starving orks… I'm such a bastard!

Turn 61. Chieftains tent in capital and sawmill {extravagana ritual} in sacred forest.
C – finds shine 4 imps and 1 sharman l= 174 gold and chaos ritual
A – finds crypt 6 skellies and 2 zombies l= 125 gold, travel cloak and level marksmanship

Turn 62. C – finds silvermine guarded by 3 dwafs and 1 crossbow machine lost thief l= 117 gold and chainmail… repaired hired new thief and cast chaos ritual (hellhound)
Armory in capital and sawmill in taurs thicket

Turn 63. A – mon 4 (2swords 1 heal and 1 monk) l=85 gold and chainmail
C – harpy nest 3X, l= 402 gold and berserker axe

Do we want assassins as mercenary?
I stayed in the general area to keep down corruption and build up a bit before pushing out again… also what do you want to do with the archer?

Peons = militiamen , spear and slingers
Gold = 907 gems = 446… income gold= +83 income gems =+27
I don't see any point in multiclassing scout.

We want assasins as T2 units in our castle - they give nice guard - 2gold/turn cost with high level assassins and thieves - really scary guard without poison immunity. I have seen that this guard could kill a lone dragon.
Re...back from 1500 ;)

Gremlion, do you have the Rule imo?
I plan to take it in 2-3 hours.
Ok, thats fits well..then i will take it after you finished.

I planned to play a "Ruleturn" this morning but i lacked sleep to much and wakep up to late :) to do anything before the treatment.
https://www.dropbox.com/s/wxj01qmxpwktbbb/game1-73.zip

63. Fort. S- hire 2 thieves, dark druids. C-explore.
64. c-harpy's nest, 3, lost hound (she is useless), snake ring, level (maneur). Scout - long staff, 120+ crystals. Build thugs, scout 2, com 3, dismiss barbs for scout. Event with slugs, got 2 eggs. C-moonlight valley, scout - takes thief, medusas.
65. C-hero's cross for thug, knightly order. S- Ancient shrine, sphere of knowledge, level(reaction). S- hire thief, medusas.
66. s- 6 medusas, retreat. C - feathered arrow, elven blades. S- dismiss thief, hire 3 barbs, dark pinewood. Commander - vanderer valley. Assassins guild.
67. s - necromancers. c - ancient ruines with orcs. Thieves guild.
68. s - secret monastery, commander's medal. c - paladin's helmet, second hero's cross. Shadow guild. s-brigands. c - oldfields. Hunt season for 150 gold 50 crystals. Enchanted coffer for 116 gold.
69. C- wisdom 2, meet 2 scouts L'Anshar and Erdu. Scout - wizard's gloves, saber. Secret agents in Oldfields. Scout - Dusky wasteland. Storehouse in Dusky Wasteland. Foresters guild. Decided to start from L'Anshar - attack Yaram swamps.
70. Scout - undead. commander - attack knightly order. We can see destroyed demesne - l'Anshar too far. Erdu next. Carpenter's shop, new arrows for scout.
71. Scout - hammer. Commander - summon imp, sleep. Scout - undead, Commander - black ravines.
72. Scout level 10, diplomacy, druid's belt. Attack temple. Commander killed militiamen. Attack quiet plains. Sorcerer's workshop.
73. killed militiamen and scout (feathered arrow). Scout got archer's gloves and mithril helmet. https://www.dropbox.com/s/heuhkbgpr0xnnjn/Screen38.jpg Secret agents in Quiet plains - we can see Erdu's demesne.

We should hire warrior now - +3/+3 armor in treasure, first strike weapon on commander. For skills on commander - he would need concentration and thaumaturgy. Don't sell Imp spell, please - scout will need it to kill lone hydra.
Post edited September 02, 2013 by Gremlion
Taked it
https://www.dropbox.com/s/slsef31eludlf45/Turn85.zip

Turn 73
-Pottery build at Demese
-Mill build at Greatlands
-Commander conquered Yrabaguir
-Scout moved to Demese

Turn 74
-Crystal build at Demese
-Mill build at moonlight Valley
-Warrior with Healer&2Barbs hired, explored found Trolls, reatreatd
-Scout "allied" with Witchbogs
-Commander conquered Sandy Mounts

Turn 75
-Brewery build at Demese
-Mill build at Wanderer Valley
-Commander conquered bread Vale
-Scout conquered Mearmaid Rocks
-Warrior explored
-Locostus did some damage at our Land -86Gold, killed with poison

Turn 76
-Foundry build at Demese
-Commander attacked Narianae, killed Guard, killed enemy Scout :( lost one Thug trying to get a Heroes Cross,
started a Siege
-Scout conquered Dragon Banks
-Warrior explored and found a Sanctuary defended by the Inquisition, lost 2 Barbs, +260 Gold&Veterans Gloves,
Lev. 1 Combat I


Turn 77
-Stable build at Demese
-Mill build at Oldfield
-Scout conquered Raincoast, killed enemy Wizard
-Commander at Siege
-Warrior explored
-Lahars Scout conquered the Mearmaidrocks

Turn 78
-Drivers Guild build at Demese
-Mill build at Quiet plains
-Commander at Siege
-Warrior explored, Meet Imps&a Shaman,
-Scout conquered Mearmaid Rocks, killed enemy Scout, lost 1 Barb

Turn 79
-Granary build at Witchbogs
-Commander at Siege
-Warrior explored, Meet Imps&a Shaman, lost one barb, 100 G&some Crystals
--Scout conquered Threemeadow
-Trollattack at Stagnant Waters -106 Gold

Turn 80
-Secret Agents placed at Threemeadow
-Commander at Siege
-Scout attacked Vartakhan
-Warrior explored and meet Adventures, +270 Gold&Great Sword, lost one barb

Turn 81
-Winery build at Demese
-Brewery build at Oldfields
-Commander leads an assault, Erdu is banished
-Scout at Siege
-Warrior explored, Lev. 2 Combat II

Turn 82
-Commander hired 3 Thugs and 1 Healer and conquered Stone Lands
-Scout at Siege
-Warrior explored and found the fiendpool, he passed by

Turn 83
-Commander conquered Steppe Country
-Scout at Siege
-Warrior explored and killed some Undead, +170 Gold
-A Trollhunter paid his tax

Turn 84
-Stonemanson build at Demese
-Brewery build at Threemeadow
-Scout leads an assault
-Commander conquered Tempest Valley,Lev. Logistic III
-Warrior explored
-Trolle attacked our Homeprovince, killed the Warrior and his army, plundered 100 Gold
-Trolle attacked Triton Creek and caused a damage of 136 Gold

Well..that wasn't my luckyst Rule^^..at least our enemys are under control
Nice tradition we got there - killing T2 unit of previous ruler.
I got harpy - ussnorway killed her.
ussnorway got hound - i killed her.
I got thug - you killed him...
You got thugs... Hmmm :)
Oo..thoose poor Guys are innocent...well..not really innocent but :)

I hope they will at least die for our higher goals ;)
Post edited September 02, 2013 by DF1871
https://www.dropbox.com/s/9zotpuo0d1dd6jo/game1-93.zip

85. Scout - troll lair. Commander - eagle pass.
86. Scout hired troll->mantis meadows. C sees Herskil's scout in Taineste - attack.
87. Scout - no defense, capture->Gur's highland. Commander killed scout and commander (level 3), siege.
88. scout killed level 1 mage.->attack L'Anshar's demesne.
89. Commander conquered Taineste->Gloomy pinewood.
90. C-> brown woods.
91. C-> nightmare lands.
92. c-> Herskil's demesne.
93. Third Hero's cross on thug, crushing blow. GODLY! Wisdom 3.

Last save, as I understand - both demesnes under siege.
Next map, maybe - Brain beats the brawl? with shamen->sorcerers->mages
Probably map with max swamps(all other provinces -minimal) and max amount of sites
Post edited September 02, 2013 by Gremlion
How about we call the next map "society common Gremlion" and you show us how to play on the highest difficulty?
Let us Rule with Magic at the SCG V...because i allready started IV...the one i put into the pocket as we started both III at the same time.

The only downside...it will be somehow similar to the III because my theme was the Tribal-Horde :)

@jamotide
I don't think it would have much from a society game :)...Gremlion builds up at his Turn and we destroy at at our ;)
Post edited September 02, 2013 by DF1871
avatar
jamotide: How about we call the next map "society common Gremlion" and you show us how to play on the highest difficulty?
Well, higher difficulty only increases HP, so Fatigue and Fear become even more useful.
Start would be boring "Barbarians - library(fatigue)-chaos school (for dark ritual)-necro school(more meat)-healers-swordsmen", then give swordsmen medals, and they would be immune to damage on Overlord as they immune to damage on Expert.