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Version 0.93, long 130+ turn game as Menzoberranzan, with occassional check-ins with Omniscience, which I use in all my games to see how the world evolves beyond my sight.
With a Dormant Lolth pretender, early expansion was a bit slow, but I managed to take my cap circle and move out into the North Upperdark before the orcs of the Frozen North could build much presence. I let them keep the Mines of Mirabar and some of the western provinces while I focused on taking the Vhaeraunian stronghold of Chaulssin and creating a bulwark in the Middledark against any future incursions from the Scoured Legion.
The Frozen North agreed to a NAP, which would remain throughout the game. Sadly, it was Gracklestugh who decided to declare war. They were little match, especially as Lolth came on-line. Much to my pleasant surprise, the Scoured Legion had decided to camp on their capital, busy throwing themselves at the sturdy defenses of Auramycos.
Meanwhile, the Silver Marches was making mincemeat of the surface, and putting the screws to my orcish allies in the Frozen North. They were also happily taking territory that more rightfully belonged to the Tel'Quessir in the High Forest, and struggling to hold back the Savage Frontier.
As always, the Cult of the Dragon was expanding in research far faster than anyone else, and growing their economy and armies to epic proportions. Luckily, by the late middlegame, their influence was waning as their dragons drug down their income and population and their far-flung holdings came under attack. Nations that did well, which often do not, included Impiltur and the Kuo-Toans, which was a pleasant surprise when they began taking the surface seas.
I began focusing on taking thrones around turn 80, and reaching 14 points required heading into the LowerDark and continuing to expand in the Middledark. Grabbing Gauntlgrym proved costly, but well worth it for the craftsmen it provided.
My well of mystery allowed me to raise vast armies of the undead, backed by an overwhelming number of wraiths that prevented any incursion into the Underdark from the many entrances accessible to the Silver Marches. One of my Matron Mothers grew in power to Death 9 as Lichcraft came online, and my armies blasted through Mithral Hall, Citadel Adbar, and the western High Forest, moving each turn and conquering new Silver March territory, wrecking their economy and keeping them guessing. I eventually took the High Forest Thrones and placed impenetrable defenses there, eventually moving west to take the throne in Neverwinter Wood.
With 13 throne points of the needed 14, every nation on my borders except my staunch allies in the Frozen North declared war. With 1600 units sitting on their cap beneath Hellgate Keep, the Scoured Legion could have ended my hopes for a quick victory. Waterdeep, Savage Frontier, and Auramycos were all testing my throne defenses wherever they could reach. I ran Lolth ahead of her army and our friendly dominion. They were moving together toward the drow metropolis and throne at Ched Nasad. She would have to solo it, as the Mindflayers caught her army still trailing behind. Alone but backed by her regeneration and soul vortex, Lolth assaulted Ched Nasad and claimed her ascension.
I only started paying attention to what happened after I read this thread at turn50, so the early turns were a bit vague and from memory (which is poor) only. So here it goes:
Played as Mezro on 0.94 with all AI set as mighty and random. All stories enabled, diplomacy binding, and the rest default. Victory is 11 sites.
Since Ebony Guard is recruitable at all forts, I want to have a strong bless. Chose imprisoned great bara with Dom4 O2P2H2G2L-2M1 and F4N5G7B4, giving enough bless points for enhanced blood, blood surge, HP+4, FR+2 and morale +3.
Fire resistance is necessary given H2 scale and M1 scale was chosen because capital gives magic +2 and M3+ attracts horrors. Dom4 only because temples are cheap. However, if I were to play it again, I would have chosen Dom5 to give a faster start and L-1 scale only in return for a slightly weaker bless since morale +3 is overdoing it.
Relied on the dom immortality H3 starting hero and +ve dom on Lake Luo to take it on turn 1. The extra income this early makes a difference. Northern Chult provides a steady steam of low-maintenance spellcasters, and capital provides all the research. Recruiting 7 ebony guards per turn allows me to take over most independent provinces from Soshenstar to Samalogh early. NAP with Aleaxtis allows me to take over a few rich sea provinces without fear of being unable to defend it. Once a sufficiently large ebony guard army was amassed, I took the two VP cities at the eastern end of my territory. All these were done, I think, before the end year 1.
By then Waterdeep took South Lantan and threatened Soshenstar Jungle. Couldn’t get a NAP with Calimshan but I nevertheless swung west with my army as soon as forts were built at the twin VP cities. The ebony guards recruited locally, the two starting heroes, and the slave recruiting guild masters should be sufficient to defend itself should Calimshan decide to start a war (they didn’t) because they can only approach via N Tindel or via sea (cheap Calishite scouts were posted to spot any such approach). Worth noting is that the guildmasters and cleric of Waukeen recruitable here generate more income than their upkeep! Spell-casting adventurers also available.
Waterdeep’s attack on Soshenstar Jungle was ineffective against my small ebony guard defenders, and they were easily overrun once my main army arrived. Two 200+ armies met, and the casualties were over 10:1 in my favor. Several similar battles ensued, and Waterdeep could not prevent me from sieging and eventually taking Lantan. The siege took a while, and I needed iron golems to eventually break down the walls.
Nelanther Isles, Snowden town, and Caer Callidyrr (already conquered by Waterdeep) fell quickly afterwards since I now have two iron golems and later great eagles (summoned by Djinns, which in turn are summoned by a recruited pyromancer hero) as well. Blessing 200+ ebony guards is not a problem for Mezro since I have multiple H3 leaders and so can even field several ebony guard armies (other nations might find this more difficult).
Since Waterdeep’s armies were completely ineffective against my ebony guards, I could spare an army to take over Valley of Lost Honour. I underestimated its strength and it cost me almost the entire army, but I can now conjure at 20% discount.
Mintain, Sword Rocks, and Korinn were taken from Waterdeep by destroying several 200 strong armies with minimal casualties.
Kingdom of Cornwall declared war on me, probably because I took Caer Callidyrr, but they are weak and pose no threat. Amn too but they are also weakened by previous fights with Waterdeep (I suspect). So it only means I can attack them later without needing to declare war.
I promptly took Blackstone from Cornwall and marched to its last province at Norheim. The only other AI on the surface of the Moonshsae Isles is Savage Frontier with 4 provinces: Northland, Darnall, Moray, and Oman. The rest are independents.
It is now turn 50 (when I read the thread). I have two other NAPs with Sloopdil and Shanatar as I don’t want to start an underdark war too early and they accepted probably because they are busy fighting other neighbors. Also offered NAP to Savage Frontier (later accepted). I now have 40 provinces and second equal with Scoured Legion on 5VP (diverted a small army to take Philock after taking Snowdon town but did not claim Lantan because of the drain scale effect). Thay is first with 6VP. My army is mostly ebony guards with some sacred lizards and slaves. My income is 4435, upkeep 2545, and I have more gems than I can use (over 150 gems income per turn and a large stockpile) even after summoning 6 Djinns (none have gone rogue yet), 5 water Nagas, 2 guardian Nagas, 5 wraiths, 4 greater flame sculls, 1 cornugon, and four flame spirits. Only one Djinn has arrived at the frontline (some to summon great eagles and others going to Philock to take advantage of its conjugation bonus, while others were just being summoned or repositioned). Greater flame sculls were used to conquer some tough sea provinces and are now waiting for provinces to turn Dom positive before taking them over.
I can see 8 other VP sites within my reach and sensed that victory is just a matter of time unless my neighbors can find a way to stop my ebony guards plus adventuring spellcasters army.
Since Waterdeep has several powerful dominion immortal mages I don’t want to attack their VP provinces too soon and the next few turns will focus on consolidation and building temples on conquered land.
On the surface I left defensive armies against counter attacks from the mainland at Whalebones, Korinn, and Mintarn while the rest fight for control of the remaining armies with Spine of the World. Underground I focus on progressing towards Sshamath.
The defensive armies were successful against weak attacks from Waterdeep, Amn, as well as a few young dragons from Spine of the world.
Final push: Successfully stormed the fort at Norland on turn58. 7VP. Calimshan finally attacked (and failed) on turn59. I have actually been generating a vast army of slaves and undead at the twin cities of Samarach and Thindol but have been too lazy to bother with Calimshan as I can see no near VP and enough VPs elsewhere. So now to Tashalar I march!
On turn60 attacking Sshmach and Myrloch. Also besieging fort at Oman’s Isle, the last province in Moonshae Islands held by Spine of the world.
Turn61:Claiming crafthouse at Ladan, Myrlock Vale at Myrloch and Dark Weavings at Sshmach. Attacking Ruathym as insurance.
Turn62: Victory!
I originally stopped playing this on turn 29 as it was a little too easy, victory is in sight, and I thought it would be boring to complete the win. Now picking it up again in order to write up on it.
Experimented on 0.95 mod. AI set to mighty, all stories enabled, independent 5, and victory is 10 ascension pts. I noticed that AI is not good at getting lots of VP. If you are first to 10 then you are likely to be first to any higher number, and the journey is boring as you already know you will win.
Tel’Quessir is a dilemma. Strong AI neighbors in the North surround its strong heroes and armies. The southern provinces are relatively weak but are surrounded by rich independents and can access much stronger troops.
Deciding on the type of bless is also a little tricky as Tel’Quessir can access many types of sacred troops. I eventually decided on withering wpn as the common link, as many are hybrid missile/melee troops with only slightly better than normal damage. Withering wpn on missile sacreds is quite deadly, but so is friendly fire damage. However, if the bulk of the army can use missiles the risk of friendly fire is greatly reduced.
So my pretender build was imprisoned Temple Moonbow A4S4D4G6. Scales were Dom6 O2P2G3L-1M1.Bless is precision, swiftness, Awareness, withering wpn, and 2xheroism.
Awareness was chosen because many sacred troops have high defense but not high protection. Swiftness was chosen because originally I plan to make much use of eagle riders (so I might chose something else if I were to play it again).
Army makeup:
Wood elf oracles are the obvious reseachers (much more cost effective than others) and Moonbow priestesses the key battle mage as they have 50% chance of getting H3 (and the other 50% has G3!). Ability to veil army is just icing on the cake.
I tried various troop types in the North but eventually decided to focus on tomb guards. Eagles have low armor and die too easily. They are expensive too. This cannot be rectified by Eagle riding commanders as their mounts do not have a barding slot. They can replace their mounts but their relatively low HP results in poor survival rate relative to its cost anyway. Noble Blades are much better than tomb guards at melee but are more expensive, has no missile and so vulnerable to friendly fire as they advance on melee. Wood elf rangers are better missile troops but far weaker in melee. Tomb Guards are capital only so they are augmented by wood elf rangers and a few Vale Guards (only 1 recruitment pt each! Is that intentional?) as recruitment pts at West High Forest is not sufficient to enable spending all holy allowances on wood elf rangers. Blessing is provided by H3 Moonbow priestesses. These (and starting heroes) formed the backbone of my northern army.
Opening:
The provinces N and S High Forest were not linked to the capital at Greycloak Hills. Even though they do generate income through tax collectors I consider it important to combine the troops in the North and so took Delimbiyr Valley and Fallen lands on turn one. I also made the elven high lord prophet so I can claim the Tower of Evereska next turn to get the magic+2 and growth +2 bonus.
I went on to take Heatwood and West High Forest, later Lost Peaks, but failed to secure any NAPs and had to fight an early war against Silver Marches.
I had some early success in the war but failed to protect my commanders well enough and lost my starting army at Sundabar. I lost my prophet there too. Silver Marches counterattacked after that and even tried to bypass my main defence via Lost Peak. However my defense on neighboring provinces was strong enough and they couldn’t sustain a large army at Lost Peaks because it generates disease. I retook it easily with recuperating centaurs.
So far I had a slight upper hand on the casualty exchange, but that is a danger signal since AIs are on mighty scale. So I decided to go on the defensive in the North with Everlund as the key defence and focus on expanding in the two centres in the south. Silver Marches wasted several small armies trying to retake Everlund and eventually turned their attention elsewhere as the Scoured Legion broke out of Hellgate, and Zentarim was also hostile. Both took advantage of our conflict. However I was little affected and had little difficulty retaking lost land. My province defense was strong and cheap to build or rebuild (because of wood elf queens). Silver Marches had much more trouble and could not spare the troops to bother me anymore. Being on the defensive conserved my troops and let them destroy each other’s armies. I also come into contact with Waterdeep and secured a NAP with them. Also secured NAP with Cult of the Dragon but not the Savage Legion. However, Savage Legion did not attack even when I was busy fighting and defence stretched. I feel the risk from them to be low and manageable. So with Everlund, the southern and western flank now relatively safe, I ventured cautiously (ready to resurface should Savage Frontier attack) underground with my defending army of West High Forest, now strengthened by summoned wraiths, towards Doblunde.
The picture is very different in the south and much more to my favor.
At southwest I took Sulduskoon Valley early but failed to secure NAP with Calimshan. However Calimshan didn’t attack either as they were busy fighting Amn (and maybe others too). So I offered NAP to Amn, which they accepted. I then went for Eastern Tethyr. This is an important capture, not just because of its VP, but Calimaronn Gards are excellent melee troops. Put them way behind Veluuthra Blades so when they advance they fight not too far away and suffer less friendly fire. Veluuthra Blades are capable at melee too and so need not worry too much about the Guards not arriving in time (as long as they do arrive soon!). These two are blessed by H3 Moonbow priestesses, led by Wood Elf Queen(s), and form the main units of my powerful SW army. They took over Forest of Mir and S Tethyr. S Tethyr is also important, not just for VP, but for recruitment and enchantment bonus. Recruiting necromancers and summoning wraiths allowed me to build a strong undead army there eventually. Next I went N and captured N Tethyr, Tethir Road (should this be Tethyr Road?), E Amn (Amn must have lost it to barbarians, as I took it from barbarians and kept my NAP with Amn), Shilmista, Snowflake Mountains, Omlarand (strong defense but no match for my army), Minta, and finally Sarlmur.
In SE I took the Summons and Sablesstones early but found both Vault of Madness and Gduar’s Garden to be strongly defended, Lurth Dreier is already at Dreieryn’s Waste, and the surface provinces are very rich in gold income (though strongly defended). So I resurfaced my army, offered NAP to Lurth Dreier when they overcame the strong independent defense at Sporehaze and came into contact (which they accepted). I took Chondath, then E Chondath. That comes into contact with Chessentra, and a war ensued. I defeated their armies easily with the help of summoned eagle riders although the result would have been the same without them (Veluuthra Gards with withering bless are strong !). Eagle riders can turn a battle but die too easily. Only worth summoning in critical situations. Taking Cimbar was easy but besieging its fort is hard this early (1500 wall integrity). It did prevent Chessenta from recruiting and I took advantage of that to take over its other provinces Chessenta and Akanaoeaks and also besieged Ilighorn with a small force (it was defended by a even smaller, maybe even non existent, force). At my fort in N Chondalwood I switch to recruiting Firbolg troops (4 siege strength vs 1.2 of Veluuthra Guards) and later summoned Leogryphs with a recruited Thorncaller to help the siege. Also secured NAP with Aleaxtis so I can concentrate 100% of my SE resources on destroying Chessenta.
So on turn29, I have 9 provinces on the surface and 2 underground in the N; 14 in SW, and 5 plus 2 underground in the SE (not counting 2 besieging hostile castles). The walls at Cimbar are breached and over 100 leogryphs are at Alanapeaks and on its way to Ilighon (over 300 army siege strength).
I have also come into contact with Deep Shanatar (So further expansion to the E by my SW army is impossible without starting a war with them) and Cairnhelm (at Hlondeth). Neither agreed to NAP but didn’t attack either. A war with Deep Shanatar is probably inevitable if I were not so close to victory as it is highly desirable to join my two southern territories. As it stands it is not necessary. I am in 1st place with 8 ascension pts with no near challenger (Scoured Legion is a lonely 2nd on 6). Income is 5479, and maintenance is 1748. Gem income is over 100/m, and stockpile is over 1000 gems.
Final Push:
Calimshan has taken Purple Hills and defending it strongly. Night Barrens is owned by Deep Shanatar and its wall strength is 1500. Adder Swamp is defended by 270 units and a Vampire Bride. Dolbunde is guarded by a Dracolich and probably inaccessible without strengthening my army there. Unicorn Run is possible even though neighboring two Savage Frontier provinces as well as being guarded by an ancient Red Dragon. Still, I reasoned that my final VP should most easily come from Alamir Mountains and Vault of Conjured Madness.
Captured castle at Cimbar on turn30. Moving the victorious army to N Chondalwood. Original plan was to capture the rich independent provinces around Chondalwood after destroying Chessenta. However, with victory so near, I might as well go directly for Vault of Madness. Savage Frontier has built up at the southern border of my northern territories. I can see three 140-180 armies and maybe more behind. Preparing for an imminent attack from them but not unduly worried as their troops (at lease those that are not stealthy), though decent, are not high quality. They won’t take any VP from me even if they are far more successful than my expectations.
Took Heartcoil Deeps on turn 31 and came into contact with Gracklstugh. Promptly send them an NAP. Don’t want to be bothered with them so close to victory. Savage Frontier didn’t attack but continued to build up.
Successfully stormed Ilighon on turn 32. Chessenta is eliminated. Savage Frontier attacked Waterdeep at Stone Bridge and not my provinces. Fine by me! :)
Conquered Alamir Mountains on turn 33. Vault of Conjured Madness is next. Gracklstugh rejected NAP but it is of no consequence. God of Tel’Quessir broke free but is also of no consequence. :)
Turn 35: Victory!
0.95 version. Victory condition is 10VP, independent strength 7, all stories enabled, and the rest default.
I chose imprisoned Temple to the Lady of Harvest mainly for the growth boost. Paths were E4S3D4N6. Scale was Dom5 O2P2G4L-1M1. Bless was withering wpn, strength+2, HP+5.
Again magic scale is limited to one because site at Deeping Dale gives +2 magic (is it possible to have sites give +2 research instead of +2 magic?)
Dale does not have outstanding troops but has great starting heroes. Its best troop is the sacred wild elf ranger, a missile unit that can melee (16 defense). Its damage is only 16, and normally would have difficulty against high protection, high HP enemies. So withering wpn bless is necessary. HP is only 9, so HP+5 should make a big difference.
A major potential problem with Dale that one needs to be aware of is that it is very vulnerable to Wild Hunt. Most of its commanders are sacred and its lands are mostly forest. Yet it is not a glamour nation. Fortunately Dale has very high research ability and two of its starting mages can cast the spell with only G+1 boost. So saving up glamour gems and researching conj7 should both be priority goals (not necessarily to cast Wild Hunt first, but to be able to displace it immediately).
Dale’s starting army is weaker than its neighbors. So it is important to combine both armies by taking Mistledale on turn 1. Mistledale also enables the recruit of halfling rogue trader, a scout that also generates income, not to mention 14 precision (probably the best scout in the game). I also made Elminster the prophet (saves 70G/m upkeep) and spent the initial 600G on upgrading the castle at Deepingdale (My only source of wild elf ranger troops at start).
Province defence is important for Dale because of strong AI neighbors. Fortunately, Dale lords significantly reduce the gold needed to upgrade province defence.
Battledale was the second province to be targeted.
Province Dominion level is important as Dale neighbors many AI and not independents. Essentially dominion battle starts immediately. So I send NAP to only Cormyr (thinking it has the best chance of accepting) on turn 1 and others later. Anyway none accepted and Zhentarim actually declared war. I was planning to take Cormanthor after Battledale, but was forced to change plans and move my army west to meet the Zhentarim threat. Took Tilverton and List Dale from them and was planning to take Daggerdale when Scoured Legion did it for me.
I noticed that Scoured Legion, Cult of the Dragon and Zhentarim were also fighting each other. So I reasoned Zhentarim wouldn’t be able to mount any serious attack on me and went back to my original plans of taking Cormanthor, then River Liz.
I had planned to compete with Impiltur on taking the neutral provinces of Mylmaster, Citadel of Conjurers, etc. However, I made an error and sent a lone pegasus rider captain attacking Cult of the Dragon. So it is now war with them, and I need to bring my army back. I then decided I might as well go all the way. So I took Sembia and W Sembia. Also took Harrowdale and Scardale on the way.
I didn’t defend W Semia but sent my army to take Archendale. Also send a NAP to Cormyr again. I reasoned that if they didn’t accept NAP, I can easily move my army back and fight them, being richer by the important Archendale ascension point. Archendale was too attractive a prize to ignore. What I did not expect was that Cormyr took W Semia while my NAP offer is pending and then accepted it! I could not retake W Semia before they accepted NAP because it would still be considered breaking the agreement even though the NAP was only pending. Losing W Semia hurts (300+ gold per turn!), but at least I have one less neighbor to worry about.
Scoured Legion declared war, so I promptly took Myth Drannor and besieged its castle. However I suffered a narrow defeat the next turn, losing my medium sized army there in the process. Malkizid is tough this early! However he turned rogue the next turn and besieged his own castle. So I let them fight each other out and besieged the castle at Teshendale instead. It took a while to break down its walls, but eventually it was done and the castle was captured on turn 37.
So at turn 37, I have 13 provinces on the surface and one underground. Income is 4248. Maintenance is 1452. Gem income 136/m and stockpile ~800 gems. Not a strong start but manageable. At least my army is no longer weak. It is probably stronger than all my neighbors. I have amassed over 100 wild elf rangers at Teschendale and another 100 spread between Cormanthor and River Lis, supported by some 30 Pegasus Rider Captains (providing bless and melee support). I am probably more advanced in research than anyone else, having researched. conj7, Alt7 and constr7, as well as at least lvl5 in all others except blood. I can now spam greater flame scull from Cormanthor (ench bonus from Semberholme) and Iron Golem/Tomb Tapper from Archendale or Sembia (constr bonus).
My next major target is Myth Drannor. It is right in the middle of my territory and will cause trouble sooner or later. It has been weakened by constant conflict from the beginning and Malkizid the fallen high solar is gone: I only need to deal with Sarya. However, before doing that, I need to evaluate Zhentarim’s reaction to the loss of Teshendale and maybe take Daggerdale first. They have two ~200 strong army bordering Teshendale. I also need to see if Maerimydra, whom I just came into contact with when I took Sschindylryn’s gate, will accept NAP.
Displaced Serpentes' Wild Hunt to stop the continued death of commanders turn after turn. Small elite force led by genies, tomb tappers, and an Ivy king reconquered myth Drannor, but my siege strength of 100+ failed to damage its walls. Expected a strong counter attack from Sarya next turn and brought large reinforcements to the province. Also conquered Daggerdale and damaged its walls severely with over 700 siege strength (Iron golems).
On turn 40, the expected counter attack from Sarya did not materialise but my army's siege strength of 300 only lightly damaged its walls. On the other hand, the walls of Daggerdale have been breached. Darkfire Pillars was conquered. Puts me in contact with Savage Frontier. Shall be competing with them for Oghrann. Sschindylryn is now within reach. Zhentarim reconquered Teshendale with 180 mostly undead troops (easy to destroy) and besieged my castle. Maerimydra declined NAP.
Retook Teshendale. Zhentarim reinforced the besieging force, but it was still no match for my attacking army.
Conquered Border Forest, destroyed the PD without any casualties, but the real target is Citadel of the Raven. Also conquered Oghrann but need someone to claim it. Teleporting my pretender there. Zhentarim took Hillsfar but I shall take it back. Scoured Legion finally tried to break siege at Myth Drannor with an army led by 18 mages but Sarya was not among them. My losses were minor, but 9 of their mages escaped. The walls are moderately damaged.
Suddenly, victory is within sight! Myth Drannor, Citadel of the Raven, Oghrann, plus either Sschindylryn or New Phlan, or maybe even Aluwand, would give me enough ascension points to win! The Scoured Legion is currently leading the ascension point table with 6, but they will lose Myth Drannor and are therefore no threat. Waterdeep is next on 5 points but AIs are slow in getting more pts. So I don’t expect any threat from them either.
Scoured Legion attacked At’ar’s Looking Glass from Anauroch Mountains (coming to rescue Myth Drannor???) but was defeated by the barbarian hordes there. Zhentarim attacked Teshendale but was repulsed with only the loss of some soulless. Nantarn attacked Sembia but was repulsed without casualties. We are not even in contact with them as their castle at Selu’Maraar is now besieged by Cult of the dragon. I retook Hillsfar and also overcome the patrolling army and very strong PD (14 frost giant mercenaries) at Citadel of the Raven, with the loss of only one mount and a xbowman.
Turn 44: Claimed Oghrann. Now 1st equal with Waterdeep on 5 pts. Conquered the Zhentil Keep province. Besieging Citadel of the Raven and Border Forrest. Storming Myth Drannor. Preparing to attack Sschindylryn. Lair of the Mad Mage is still independent, so it can be another option for my final ascension points.
Turn 45: Attacked Highmaer by mistake. Meant to be going to Myth Drannor. So lost a fully equipped tomb tapper and now at war with Maerimyrda. Successfully stormed Myth Drannor. Zhentarim tried to retake Zhentil Keep but failed. 4 tomb tappers, an ivy king and an earthmage hero held ground against an army of 61 led by High Lord of Zhentil Keep and the Chosen of Bane, killing them both. Unfortunately both are immortals and will come back.
Turn 46: Conquered Sschindylryn. Storming Citadel of the Raven. Reinforced siege at Zhentil Keep. Cult of the dragon has taken over W Sembia from Cormyr. Maybe I can take back W Sembia after all! Summoning three genies and a tomb tapper at Sembia to aid this task.
Turn 47: Claimed Mythal of Myrh Drannor. 8VP. Successfully stormed Citadel of the Raven. Attacking W Sembia. Scoured Legion finally conquered Anauroch Mountains but only has a token force left.
Turn 48: Conquered W Sembia. Claimed Ziggurat of Sschindylryn. Breached the walls of Zhentil Keep.
Turn 49: Claimed Citadel of the Raven. Victory!
This is the first game I started after coming across this thread
0.95 mod, AI mighty and standard. Independents 9 (to compensate for strong starting armies and sites), global slots 11 (with 40 active nations the default 5 result in frequent global displacement and not worth bothering), ascension pts 10 to win. The rest default.
The high cost of pretender (no choice) requires a choice of poor scales or weak bless. I chose poor scales since the 105G slave hunting commander can establish a decent army (at least against independents) cheaply.
Imprisioned D4N5G7B5Scale is Dom4 O-2P-1G1L2M2Bless is withering wpn, strength+2, blood surge, enhanced blood, heroism.
Withering weapon is not essential for Menzoberran but other choices are worse. The pretender choice limits the magic paths available, as getting a new path is too costly. Of the choices available, displacement is too expensive and incarnate only. Recuperation, disease or affliction immunity etc. is redundant in this mod given the wide availability of healers. Higher HP does not add much since soul spider already has 36, and handmaiden, though good, is not great, especially on the surface. So not worth tailoring the bless for her. Adding more strength is possible, but too one-dimensional.
Opening:
Even with independents set at 9, I attacked Natbondel on turn 1. I expect significant losses, but with such strong starting troops, little chance of failure. It should be a worthwhile trade-off. Heavy losses mean lower upkeep, extra territory means more gold and gem income. Most importantly, the most likely casualties are sargtlins. They are mediocre and easily replaced by cheap slaves.
The initial 600G was used to upgrade the capital’s fort. The drow arch mage was made prophet (saving upkeep, which is particularly important when scales are poor), and matron mother claimed the Four Houses site.
Possible next targets are the white dracolich at Dead Dragon Gorge if it can be overcome without heavy losses (bewilderment and medium air elementals), Gracklstugh, who was defeated by independents at Sloopludop and so in a weakened state, or Dark Dominion. However, homoculus scouted a gold mine at Dark Dominion, so that would be my first target.
Spy reports Mithril Hall generates over 300 gold/m but is guarded by an ancient black dragon and is close to both Spine of the World and Silver Marches. Shall wait and see if these AIs will go for it. Targeting Chaulssin instead. Neutrals first before war against AI nations! Captured Chaulssin on turn 14. None too soon as Scoured Legion forces discovered at Howlingstones. Gracklstugh deckared war on me the same turn. Broke out of isolated Undrek’Thoz on turn15 and captured Illithym. Lost 74 units but over 60 of them were slaves. Underspires is at Fraaszummdin with only 40 weak units. I should be able to take over this territory eventually unless it receives reinforcements.
Took Sloopludop from Gracklstugh on turn 18. The province enables recruitment of Monitor commanders, one of the best value melee units in the game. Gracklstugh’s days should be numbered unless it has another province like Sloopludop.
Scoured Legion agreed NAP but Deep Shanatar didn’t. Barbarians assaulted Fellbridges and narrowly won (2 units left!!!). This cut off all my gold income to its east for one turn. Losing over 300 gold income this early is very painful for a nation with poor scales. Underspires attacked and was defeated. Targeting them next.
On turn 25, successfully conquered Fraaszummdin and Gracklstugh, besieging their respective castles. Fraszummdin only had province defense but Gracklstugh was well defended. In the battle for Gracklstugh province, they broke my captured ranks but my elite recruited troops outflanked them. My loses were sizeable, but they were mostly captured troops and easily replaced. On the other hand, Gracklstugh lost their main army (I think).
Dead Dragon Gorge captured on turn 27 with minimal loss. Air elementals were a suitable counter to Dracolich.
I have been hoping to find a recruitable E2 mage in conquered provinces but no such luck. So empowered a E1 drow adapt at Qu’ellarz’orl to forge dwarven hammer via earth boots as well as opening up E3 summons. I reckon payback for the 30 E gems spent to be about a year, which is good this early, especially since I have excess E gems but short in F and A.
Blingdonstone has E2 mage! Had I known this earlier, I would have waited and saved the 30 E gems.
A string of unfortunate events costing much gold have dampened my momentum. I am supposed to be lucky! Otherwise, things are starting to look up. I have the advantage on all fronts and my slave capture is generating sizeable new troops every turn.
Failed to storm castle at Sloopludop even though they had no defenders other than castle guards. Need to forge inspirational items and try again.
Captured Blingdenstone on turn 31. The citadel at Gracklstugh is breached, but it is very strongly defended by some 20 mages and led by the Keeper of Secrets who has 33 protection. Need to do some planning before storming it.
I am reminded that captured troops are free to recruit but not free to maintain. Forest trolls are especially expensive. I have been too busy besieging forts and suffered few losses in the meantime. Maintenance cost has climbed to only about 800G less than income. Need to conquer some rich provinces and reduce my army somewhat.
Took Mantol-Derith. Lost about 100 captured troops to the strong defence but less than ten recruits. The extra 250G income and reduced maintenance cost are just what I need. Fraszummdin was stormed again on turn 37. This time it was successful.
Gracklstugh was successfully stormed on turn 41. My biggest victory so far. Only lost 6 monitors, 18 handmaiden, and 2 drow hunters, plus about 70 captured or freely summoned troops (mainly forest trolls and quasits). Defenders were 3 blackguards, 4 master artisans, 5 mind masters, 5 thuldors, Keeper of secrets pretender, 30 clockwork soldiers, 20 elite troops, plus over 100 citadel defenders.
Came into contact with Spine of the World at Frostvein Forge and ILurth Dreier at Onamym. Offered NAP to Ilurth (declined).
The nation of Gracklstugh is defeated. Most of the accessible neutral territory underground has been conquered. Evaluating a move to the surface. Endless Wastes, Rashemar Mountains, Mithril Hall, and High Forest are the targets (all still independent). High Forest is probably the most attractive as it allows recruitment of complementary troops and commanders. However, Auramycos took Oriface, which means I need to go through Mithril Hill or fight Auramycos on the way.
Decided to go through Mithril Hill because many AI nations, both under and above ground, are close to the other route. Unfortunately, on turn 43, Silver Marches took Mithril Hill just as my army arrived at Mithril Delver. So I need to decide if I want to fight them for that part of the surface even though we have an NAP.
The alternative is to fight Spine of the World with my main army and use the army that eliminated Gracklstugh to take on Auramycos.
Silver Marches has an army of 160 made up mostly of elite summoned troops at Mithril Hill and they have another 730 strong army at Felbarr although many are wolves. I cannot see any Spine army at any of their provinces that border mine, so at the very least they are busy elsewhere. On the other hand, it is a long way from Mithril Delver to Spine territory (8 turns to Frostvein Forge) unless one goes through Silver Marches land.
Decide to go the long way and take on Auramycos with my monitors (they have weak poison protection). Otherwise, I need to wait 3 turns to break NAP with Silver Marches.
Making iron golems in the meantime. Spine forts are 1000 to 2000 in wall strength. Also preparing to break out of the Endless waste and Rashemar Mountains.
My economy is being transformed, probably because of Thay’s Well of Misery global. Growth +2 makes a huge difference to my economy as I have some 40 mostly pop declining provinces, and my luck scale has done little for me so far. Shall build up a gold reserve first before spending in line with this much higher income (gone from, I think, below 3500 to over 5000) in case this global gets displaced or dispelled and I get caught with an unsustainable upkeep. Thay can have all the D gems they want! I’ll have the extra matrons and arch mages that I have wanted but cannot afford. Started building temples everywhere and a few forts. They don’t cost upkeep.
Took Araj. Finally has access to cheap N mages. Only need expensive Matrons for their H3 now.
Cast Gates of Horn and Ivory on turn 47, occupying the last global slot. Spent extra gems so they won’t get displaced by chance. Can waste, err spend, gems on simulacrum now.
Declared war on Spine on turn 49. Also attacked Endless Waste.
Endless Waste has contact with Narfell at NW Waste but otherwise is surrounded by independents. Attacking N waste to try and cut access to other independents from Narfell. Also attacking Frostvein Forge on turn 50. The province has turned dominion positive, just in time for my pretender and greater flamescull. Assassin attacking Mazewater, having previously killed all commanders there. Monitors took Heartcoil Deeps, killing 37 enemies and suffering no loss, not even afflictions. Gallery of Angels is next. Declared war on Auramycos in preparation for attacking Oriface. The war for the surface is in full swing.
Summoning every turn at Fraaszummdin so that this theatre doesn’t become a liability even though it is not connected to my main area.
Took Dolbunde on turn 53, losing only 2 monitors in the attack. Tumulus is now accessible but wishes to deal with Auramycos first. Icerim Mountains was also conquered. This close off the rest of the waste provinces from Narfell except for the strongly defended W Wastes. Also took Nuurthroth as spying show that Oryndoll being besieged by Llurth Dreier and neither is likely to pose any threat to me any time soon. Ch’chitl counts as 2 VP and gives ench bonus. So it is both desirable and very defendable if I can take it soon. Lost a fully equipped assassin at Margera’s Pit as I found out it is not defended just by fire elementals. A fire king is there. I should have guessed it from the province name!
Successfully stormed Frostvein Forge on turn 54. Was hoping that Spine’s 430-strong army at E Spine would try to rescue Frostvein Forge as I have the advantage on both darkness and retreating provinces. No such luck. I won’t attack E Spine yet, as losses would be heavy against that army on its home ground. Attacking Mirabar with my second army instead, even though Mirabar is next to E Spine. The mountain pass is frozen and the army at E Spine is unlikely to leave when I have my main army at Frostvein Forge. Also took Oriface easily. Preparing to attack W High Forest. Hopefully Silver Marches won’t beat me to it.
Finally summoned jade spider on turn 57. Needed to research construction 7 and forge starshine scullcap before being able to do this. Not sure it is worth the 40S gems. Mindflayer is more desirable for the same price. Maybe 32S at construction-20% sites. Claimed both Doblunde and Myth Adolfhaer. Jumped to third place with 5 ascension pts behind Scoured Legion and Aglarond (both on 6). Llurth Dreier stormed and captured Oryndell the same turn, killing its pretender, the greater elder brain. I need to hurry if I want Ch’chitl. Conquered Lake of Mists and came into contact with Thay at Clearflow Vale. Its well of misery has been displaced by Nantarn. So no need to worry about fighting them and destroying the global. Advancing to Plain of Mists before Thay decides to take it.
Scoured Legion has been eliminated by (my?) dom kill on turn 58. This is unexpected, and I need to rush towards Ammarindar before others! Research dropped over 200 pts this turn as I forge to fit a new invading army at Chaulssin. The attack on E Spine was successful with almost no loss. Their main army has moved to Spine of the world. I am leaving just a crippled dretch to besiege the grand citadel and advance to Lurkwood. Also attacking Mirabar from Mines of Mirabar. These moves will test Spine severely and will let me see what armies they truly have. Long prepared attack on the 210 defenders at Ch’chitl commences at the same turn. Also gathering force at Doblunde in preparation for an attack on Tumulus, and at Fraaszummdin for Rashemar Mountains.
Suddenly victory is more imminent than I had realized!
Other events: Mulhorand is besieging Cult of the Dragon at Murghom, which probably mean that no one is competing with me to conquer the neutral provinces. Not that it matters as I am close to victory.
On turn 59 matron mother was killed by Lord of the hunt. As it was only a simulacrum, she awoke at home. 6 bad events vs 2 good ones this turn. Feels like I am not on luck scale. It has been like that all game.
Spine did not retake E Spine this turn. I took Mirabar. It was lightly defended. The citadel was moderately damaged and my siege strength is 400. So the army inside is not large. Joining both armies to siege it with over 1000 siege strength (iron golems!) next turn. Ch’chitl was conquered and awaiting the arrival of my H3 matron. One army marching to Howlingstones on its way to Ammarindar.
Bad news, and not just on random events, on turn 60. Silver Marches is besieging Ammarindar, so it is out of reach unless I declare war on them. My preparation to take Rashemar is almost complete, but I just realized that I have no means to get a H3 mage there to claim it short of forging priest empowerment items (which takes far too long). Matron mother is not recruitable at Undrek’Thoz. It is somewhat demoralizing to find this after spending so much effort to build an army strong enough to take it and fend off its neighbors. Savage Frontier declared war on me and attacked Secomber (repulsed by PD).
Turn 61:Storming Mirabar. Claiming Ch’chl. Attacking Tumulus. Need to find one more ascension pt. to replace Rashemar. The easiest seems to be Ched Nasad even though there are two heavily defended neutral provinces between it and Tumulus. First I need to reinforce my Tumulus army as it is one of my weakest. Unicorn Run is closer but worth only one ascension pt. So not sufficient for winning.
Infiltrated E Spine. It has less than 1/6 of my army and income. Can be more aggressive in eliminating it.
Took Rashemar on turn 62 but cannot claim it. Attacking E Spine on turn 64. Not planning to assault it. Just damage Spine’s economy. It is not an ascension point and is defended by Temple of the Beastlord (heavy casualties!). Leaving Mirabar undefended in the hope of engaging Spine’s main army there. Anyway, fighting Spine is just a sideshow. The only reason for it is that my main army and pretender are there. Getting to Ched Nasad is the main event. It should not be challenging, as I can see no AI presence near it.
Conquered Uncorn Run and attacking Eryndlyn on turn 65 on my way to Chez Nasad. Waterdeep attacked and is now at war with me. It doesn't change anything but it might be fun fighting them. Took Eryndlyn but prophet mage was assassinated by Lord of the Hunt. Awakened at Spiral of the Horn King due to simulacrum. Rushing him back takes too long. So I diverted matron mother at Oriface with boots of 7 mile strides in order not to delay claiming the final ascension points at Ched Nasad. Lord of the Hunt is annoying. Shall overcome it just to vent my frustration. :)
Turn 68: Displaced Lord of the Hunt. Destroyed Spine’s main army at Lurkwood (not that it matters). Attacking the 200 defenders at Chez Nasad with my “army” of 23 commanders and 14 troops. :)
Turn 69: Conquered Chez Nasad, losing 2 troops.
Turn 70: Victory!