steinernein: So correct me if I am wrong but I do not see being strict on good as viable at all compared to evil/neutral-> good which means there is only one real opening for wizard which is hero + 3 barbs. Or if you get super lucky you could just negotiate your way around the map which sort of pays itself off since you don't have to keep replacing barbs.
Gremlion: Ok, example:
I took map from here.
http://www.gog.com/forum/eador_series/scg_i 0. Wizard, forge, check undead. dismiss slinger, milita->fort
1. Swordsmen, hire 3, attack undead.
2. Level (wisdom 1), dispel(sell), web. Library, hire swordsman, wounded ->fort. wait.
3. Take wounded, explore.
4. Ambush, win, pestilence. attack goblins on top.
5. level(thaumaturgy) win, return to demesne, altar.
6. healers. explore
7. nothing. explore
8. 4 goblins, win. Hire healer. Attack brigands
9. win, medal of defender. attack brigands.
10. win. level(concentration). fear(sell). Attack dur-bohoz
11. win. attack second orc province.
12. win. attack harpy nest
13. win
http://img10.imageshack.us/img10/9020/screen9dw.jpg +level concentration 2, teleport.
I'll accept that as an answer because it is the best you can get. I was hoping for something more universal that accounts for the iron increase event and also starting off in a pure swamp environment - meaning you will never get 27 gold per turn.
The triple barbarian start is simply more flexible.
I really do not like builds that leave me gold starved and unable to push my economy without having certain things existing .
steinernein: Settings: Average shard, three other expert AI (random), minimal water.
How would you go about winning this while staying as strict to being good as possible with a wizard start? Would it be just as competitive as someone who went wizard + three barbarians then switched to good ?
EvilLoynis: Look at the link below if you want to see a Wiz start I did.
With the exception that I started with Tiny Shard and 1vs1 this was a tough start. 3 Provinces had 3/1 Barb/Shaman gaurds yet I still took my first ring by turn 25 being good. I even gave a turn by turn of what I did with some screen shots included.
http://www.gog.com/forum/eador_series/wizard_as_first_hero_help_expert_difficulty/post5 I read that thread awhile back, but the problem I see with that thread is that the advice isn't specific enough - we're talking about being strict on good meaning no attacking neutrals that will give you minuses to karma. Furthermore, as I'd like to point out that if your environment is poor in terms of money generation (aka starting in a swamp area) you will be in the red at best whcih means you have zero room for error.
You can't exactly ask your opponent(s) for a restart under most cases.
The three barb start seems to me to be the most flexible even if you have to spend 30 every now and then to replace casualties - I wanted something similar with 'Good' but swordsmen seem to be the only answer which, while disappointing, is a valid solution.