=====Playground===== {{scales>O2P3H3G3L3M3}} {{scales>Dom3O2P3H3G3L3M3}} {{scales>T2S3C3D3M3D3}} {{scales>mf3}} {{scales>de3}} [[playground#line1|"bookmark" 1]], [[playground#line2|2]] and [[playground#line3|3]] ^ Image | {{:misc:gui:palisades.png}} | {{:misc:gui:fortress.png}} | {{:misc:gui:castle.png}} | {{:misc:gui:citadel.png}} | {{:misc:gui:citadel.png}} | ^ Name | Palisades | Fortress | Castle | Citadel | Grand Citadel | ^ Cost/Months | 600/4 | 300/2 | 300/2 | 450/3 | 600/4 | ^ Admin | 15 | 30 | 45 | 60 | 70 | ^ Com. Pt. Bonus | 0 | 1 | 1 | 2 | 2 | ^ Rec. Pt. Bonus | 50% | 75% | 100% | 125% | 150% | ^ Supply Storage | 100 | 500 | 1500 | 5000 | 7500 | ^ Base Defenders((Number of defenders varies by nation, but is always multiples of the defenders on the lowest-level fort (e.g. a fortress has 2× the palisade units, a castle has 3×, etc.) )) | 1 | 2 | 3 | 4 | 5 | ^ Wall Integrity | 100 | 250 | 500 | 750 | 1000 | please feel free to edit this page however you want! line 1 {{path>S2,100%FAWEN,100%FAWEN,10%FAWEN}} the contents of the first tab line 2 Lorem Ipsum the contents of the second tab ... **This is meant to show the possible sites a nation may have. The most sites a nation can have is 5 sites belonging to EA Ubar. The most units that can be recruited from a single site is 5 which is several nations like MA Ulm, MA Ashod, MA Pelagia** **If the site only recruits 4 units, just user WRAP column quarter like site 4** **If you can make the formatting much prettier please do so :(** **Capital Site 1**\\ {{ :sites:sites_0011.png?nolink }} \\ //Enables recruitment of// \\ {{:nations:ea:ur:ensi.png?25&nolink}} \\ **??Unit??** \\ \\ //Produces {{gems>1F1A1W1E1S1D1N1B}} per turn// \\ \\ //Special effect here// ===== Another section at the same level ===== **Capital Site 2**\\ {{ :sites:sites_0021.png?nolink }} \\ //Enables recruitment of// \\ {{:nations:ea:ur:entu.png?25&nolink}} \\ **??Unit??** {{:nations:ea:ur:entu.png?25&nolink}} \\ **??Unit??** {{:nations:ea:ur:entu.png?25&nolink}} \\ **??Unit??** {{:nations:ea:ur:entu.png?25&nolink}} \\ **??Unit??** {{:nations:ea:ur:ensi.png?25&nolink}} \\ **??Unit??** \\ \\ //Produces {{gems>1F1A1W1E1S1D1N1B}} per turn// \\ \\ //Special effect here// **Capital Site 3**\\ {{ :sites:sites_0031.png?nolink }} \\ //Enables recruitment of// \\ {{:nations:ea:ur:entu.png?25&nolink}} \\ **??Unit??** {{:nations:ea:ur:ensi.png?25&nolink}} \\ **??Unit??** \\ \\ //Produces {{gems>1F1A1W1E1S1D1N1B}} per turn// \\ \\ //Special effect here// **Capital Site 4**\\ {{ :sites:sites_0041.png?nolink }} \\ //Enables recruitment of// \\ {{:nations:ea:ur:entu.png?25&nolink}} \\ **??Unit??** {{:nations:ea:ur:entu.png?25&nolink}} \\ **??Unit??** {{:nations:ea:ur:entu.png?25&nolink}} \\ **??Unit??** {{:nations:ea:ur:entu.png?25&nolink}} \\ **??Unit??** \\ \\ //Produces {{gems>1F1A1W1E1S1D1N1B}} per turn// \\ \\ //Special effect here// ==== A section at a lower level ==== **Capital Site 5**\\ {{ :sites:sites_0051.png?nolink }} \\ //Enables recruitment of// \\ {{:nations:ea:ur:entu.png?25&nolink}} \\ **??Unit??** {{:nations:ea:ur:entu.png?25&nolink}} \\ **??Unit??** {{:nations:ea:ur:entu.png?25&nolink}} \\ **??Unit??** \\ \\ //Produces {{gems>1F1A1W1E1S1D1N1B}} per turn// \\ \\ //Special effect here// **If the nation has just one site, this can work. Again if you can make this prettier :(** **Capital Site 6**\\ {{ :sites:sites_0051.png?nolink }} \\ //Enables recruitment of// \\ {{:nations:ea:ur:entu.png?25&nolink}} \\ **??Unit??** {{:nations:ea:ur:entu.png?25&nolink}} \\ **??Unit??** {{:nations:ea:ur:entu.png?25&nolink}} \\ **??Unit??** \\ \\ //Produces {{gems>1F1A1W1E1S1D1N1B}} per turn// \\ \\ //Special effect here// ??Celestial Servant?? ??Celestial Servant#903?? ??Staff of Elemental Mastery?? ??Staff of Elemental Mastery#90?? ??Staff of Elemental Mastery#96?? ??Völva?? ??Igor Könhelm's Tome?? ===== A section at a higher level ===== | **??Summon Fire Drake??** | **School:** Conjuration 4 | **Path:** {{path>F2}} | **Cost:** {{gems>6F}} | //Ritual// | | ::: | **Effect:** ??Fire Drake?? x1 |||| | ::: | Fire Drakes emit a "beam" of fire, which covers multiple squares and deeply penetrates foes' ranks. Unfortunately, Drakes are somewhat unreliable; they're [[Undisciplined]], their speed isn't very good, and their chances of being flipped by [[Animal]]-affecting spells are never zero. They're also [[Cold-Blooded]], even though they breath Fire. \\ [[Drakes]] can be summoned in greater numbers by a Dragon Master, making them cheaper and more turn-efficient. |||| | **??Summon Fire Drake??** | **School:** Conjuration 4 | **Path:** {{path>F2}} | **Cost:** {{gems>6F}} | //Ritual// | | ::: | **Effect:** ??Fire Drake?? x1 |||| | ::: | Fire Drakes emit a "beam" of fire, which covers multiple squares and deeply penetrates foes' ranks. Unfortunately, Drakes are somewhat unreliable; they're [[Undisciplined]], their speed isn't very good, and their chances of being flipped by [[Animal]]-affecting spells are never zero. They're also [[Cold-Blooded]], even though they breath Fire. \\ [[Drakes]] can be summoned in greater numbers by a Dragon Master, making them cheaper and more turn-efficient. |||| ====Raiding Underwater (with Raid-command) by CyborgSellout==== {{:misc:sea.png?25&nolink}} **Overview:** Usually when an underwater nation invades a land nation, there aren't many ways fellow land-nations can respond. Raiding underwater from the coast is one of the few ways to do this. Underwater nations often don't protect their borders, leaving them vulnerable to limited-commitment raiding, and in the long term, destroying the shallow coastal provinces can also help protect the land nation, since armies in those underwater border provinces will be difficult to supply. line 3 {{:style:supplyusage64.png?25&nolink}} **Strategic concerns:** Using Raid-command from a well-patrolled coastal fortress with access to many water provinces is the ideal positioning. If the enemy water nation has the ability to respond quickly, it is advantageous to be able to switch the target province every turn. Ideally, the enemy water nation is also heavily committed to invading someone else, but attacking from a patrolled and forted province is one of the best ways to protect raiders. The underwater nation can respond with a small force, teleporters, or assassins, but troops on Raid-command shouldn't engage in battles outside the fort. {{:independents:longdead_horseman.png?25&nolink}} {{:items:implementor_axe.png}} An **??Implementor Axe??** on a **??Mound King??** can be a cost-effective choice; they're fairly cheap for size of the pillage bonus and they usually kill around 300 population. (Successive raids reduce the effectiveness, but also reduce the chance of being caught, so multiples can be effective) {{:independents:barbarian1.png?15&nolink}} Land nations may have access to units with the pillage ability, but in most cases barbarians and **??Barbarian Chief??**s are going to be the easiest non-national way to access pillage/raid commands. They're not sneaky or fast, but they can use the Raid command, have a pillage bonus, and they're very cheap, even if ??Pills of Water Breathing?? are not. {{:items:pills_of_water_breathing.png}} **??Pills of Water Breathing??** are probably the cheapest for barbarian use. 5 barbarians and a chief can still kill a meaningful amount of population, and should evade moderate province defense. Still, in order to kill 1000 population a turn, 6 or more groups may be needed, though the unrest will also help reduce the income in the short-term. The cost of 6 ??Pills of Water Breathing?? may seem expensive, but the effects of raiding are long-term, so if the game is expected to last at least 50 more turns only a couple of successful raids are necessary to be cost-effective over time. In multiplayer, other land nations are usually willing to help fund anti-fish activities, so if you don't have access to water pills, try asking around. {{ :sites:sites_0001.png?nolink }} {{:nations:ea:yomi:dai_oni.png?nolink }}