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Gazoinks: [ Yeah, the Humakt temple is definitely a good idea. Also, I forget which god it is, but there's a blessing that lets your women defend your Tula when you're raided, which is pretty handy.
Vinga...."Fyrdwomen" :-D
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Gazoinks: [ Yeah, the Humakt temple is definitely a good idea. Also, I forget which god it is, but there's a blessing that lets your women defend your Tula when you're raided, which is pretty handy.
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Zoltan999: Vinga...."Fyrdwomen" :-D
^Right, that. Or, alternatively you could take the blessing that makes your harvest better when blood's shed on your land, provoke people into attacking you, and then buy them out with the extra food! No way that strategy could go wrong! :D
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RafaelLopez: [
- Magic and how you handle it is VERY important. Having advisors from seven different gods gives you magic. Having a chief that follows the clan primary god gives you magic. Take that magic and save it for specific situations. I generally always start my years saving 9 points of magic if possible, and use three points for each fight. Blast those elves away with four or more points of magic, kill as many as possible, keep their horses, enslave the captives if you will. Raids can become profitable that way, and improves general mood.
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Zoltan999: Yeah, I like trying to build up a little magic reserve when I can as well. Notice how when you do, often some pain in the ass clan emissary drops buy to remind you that your clan owes his a favor, and of course wants a nice chunk of your magic in re-payment? Damn Stickpickers!!
True. All the better. One less favor owed, and you didn't need to spend precious stupid cows.
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Zoltan999: Vinga...."Fyrdwomen" :-D
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Gazoinks: ^Right, that. Or, alternatively you could take the blessing that makes your harvest better when blood's shed on your land, provoke people into attacking you, and then buy them out with the extra food! No way that strategy could go wrong! :D
So many ways to win in this game, which gives it great complexity. And lots of [url=http://dwarffortresswiki.org/index.php/DF2012:Losing]fun[/url].
Post edited September 05, 2012 by RafaelLopez
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Zoltan999: Vinga...."Fyrdwomen" :-D
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Gazoinks: ^Right, that. Or, alternatively you could take the blessing that makes your harvest better when blood's shed on your land, provoke people into attacking you, and then buy them out with the extra food! No way that strategy could go wrong! :D
That would be Mara Gor's "Earthblood." A nice way to get something out of being constantly raided, if you let things go that far. :D

Also, if your explorers happen to find Humakt's Raven Banner, Keep It. Save it for the battles you absolutly need to win (like that raid that must succeced if you're going to have the goods/cows to keep your temples running, or to protect your tula from some massive force you've managed to tick off, like an entire tribe or the beastmen), just be aware that you sometimes have to sacrifice a ring member to make it work ('cause the weaponthanes got scared) and that while it assures victory, it does not garrantee that it won't be a Phyriic one.
hmmm. This is not a regular war strat game, is the first advice i would give to anyone trying to play it that way. You might succeed, but i never have (and i've been King of Dragon Pass, as in 'won' the game).

If you can find the info, look for some of the background literature on the world of Gloranth, here's a couple to get you going:

http://en.wikipedia.org/wiki/RuneQuest

http://www.pensee.com/dunham/glorantha/toc.html

http://www.jane-williams.me.uk/glorantha/vinga/index.cfm

Once you have some background, you'll understand why this does not play like every other war based strategy game.......because in truth that is not a 'real' reflection of how bronze age socities worked most of the time. Being able to get into the head of our ancestors from +3000 years ago is probably the biggest help you can get to play this game successfuly. And most of the joy of this game is in experimenting and 'not winning', so go ahead and make your war plans, ignore me :)