User Tools

Site Tools


independents

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
independents [2021/12/01 20:39]
dmitry [Common Independent Types]
independents [2023/12/05 06:52] (current)
fenrir
Line 5: Line 5:
 [[thrones|Throne]] provinces are guarded by stronger independents, with higher throne levels having stronger guardians and possibly neutral [[Pretenders|Pretender]] chassis. While not limited to thrones, stronger independents may spawn with random [[items|magic items]] and gems, meaning that taking such provinces is often more complicated than the larger quantitity of chaff they have. Note that mages in Throne provinces **do** regain their gems after each battle. [[thrones|Throne]] provinces are guarded by stronger independents, with higher throne levels having stronger guardians and possibly neutral [[Pretenders|Pretender]] chassis. While not limited to thrones, stronger independents may spawn with random [[items|magic items]] and gems, meaning that taking such provinces is often more complicated than the larger quantitity of chaff they have. Note that mages in Throne provinces **do** regain their gems after each battle.
  
-Barring upkeep, independent forces are subject to the same checks that any player army is: underlying [[afflictions|disease]] or [[horror mark|horror marking]] [[magic sites]] will afflict them, as will disease caused by starvation. Additionally, they experience the full effects of any magic items they might have, including items such as a ??Soul Contract?? spawning devils every turn. Independents do not [[patrol]] for any reason, therefore there is no risk to [[stealthy]] commanders in their provinces.+Barring upkeep, independent forces are subject to the same checks that any player army is: underlying [[afflictions|disease]] or [[horror mark|horror marking]] [[magic sites]] will afflict them, as will disease caused by [[starvation]]. Additionally, they experience the full effects of any magic items they might have, including items such as a ??Soul Contract?? spawning devils every turn. Independents do not [[patrol]] for any reason, therefore there is no risk to [[stealthy]] commanders in their provinces.
  
 Independent forces can also be created through [[random events]] in which they will attack the controlling player's forces stationed there, and perhaps take back control of the province. Should they beat patrolling forces in a fort, independents will never storm a castle, no matter how long they siege it. Independent owned provinces do not experience random events. Should an independent priest bless independent sacred troops, nothing will happen (this is probably a bug). Independent forces can also be created through [[random events]] in which they will attack the controlling player's forces stationed there, and perhaps take back control of the province. Should they beat patrolling forces in a fort, independents will never storm a castle, no matter how long they siege it. Independent owned provinces do not experience random events. Should an independent priest bless independent sacred troops, nothing will happen (this is probably a bug).
Line 30: Line 30:
 **Early Independents** **Early Independents**
  
-The rest of the independent types are those who are more in tune with magic, such as tribespeople, druids and sometimes the magical entities themselves. They are far more common in the early age, and for the most part become rarer in later ages as the overall strength of magic declines and is eclipsed by mundane technology. These "early" independents vary significantly in threat level, some being Militia-level pushovers and others capable of annihilating unprepared expansion parties. Some are quite valuable for the mage recruits they provide, which can easily give a nation access to paths it is otherwise unable to use. They can be organized into several subgroups:+The rest of the independent types are those who are more in tune with magic, such as tribespeople, druids and sometimes the magical entities themselves. They are far more common in the early age, and for the most part become rarer in later ages as the overall strength of magic declines and is eclipsed by mundane technology. These "early" independents vary significantly in threat level, some being Militia-level pushovers and others capable of annihilating unprepared expansion parties. Some are quite valuable for the mage recruits they provide, which can easily give a nation access to paths it is otherwise unable to use. They generally become less common the later the age. They can be organized into several subgroups:
  
 FIXME Provide brief descriptions of threat level and notable recruits. Images might be nice as well FIXME Provide brief descriptions of threat level and notable recruits. Images might be nice as well
Line 38: Line 38:
   Force consists of ??Barbarian#139??s with great swords and ??Barbarian#140??s with mauls, led by 2-3  ??Barbarian Chief#141??s and 0-1 ??Barbarian Lord#147??. Suitable terrain: plain, forest, highland, mountain, waste. Common in EA and MA, in LA they remain common in forests and wastes, becoming uncommon elsewhere. Barbarian Lords cannot be recruited in barbarian provinces.     Force consists of ??Barbarian#139??s with great swords and ??Barbarian#140??s with mauls, led by 2-3  ??Barbarian Chief#141??s and 0-1 ??Barbarian Lord#147??. Suitable terrain: plain, forest, highland, mountain, waste. Common in EA and MA, in LA they remain common in forests and wastes, becoming uncommon elsewhere. Barbarian Lords cannot be recruited in barbarian provinces.  
   * Druids   * Druids
 +There are two kinds of druids:
 +
 +??Woodhenge Druid#105?? commands a ??Woodsman Blowpipe#125?? squad, always accompanied by a second Woodhenge Druid with a ??Vine Man#361?? squad or by a ??Woodsman#126?? squad with no Druid, but rarely by both. Woodhenge Druids are common in Swamps and uncommon in Forests of all ages. Vine Men cannot be recruited, and PD is led by a basic Commander.
 +
 +??Bloodhenge Druid#122??s, their less common cousins, always gather in groups of five. Their troops consist of ??Woodsman Blowpipe#125??s and either a few ??Dark Vines#330?? or a ??Vine Man#361?? group plus some results of their ??Cross Breeding?? experiments. They are found in the same terrain and have the same recruitment options and PD as their less bloody brethren, and, as such, cannot be recruited.
 +
 +  * Forest Trolls
 +At times, a Druid province may be occupied by a handful of ??Forest Troll#2219??s and a single ??Troll Shaman#2220??. Recruitment/PD is identical to the previous indie type.
 +
   * Hoburg   * Hoburg
 +Come in three kinds:
 +
 +First one consists of ??Burgmeister Guard#271??s and ??Hoburg Crossbow#273??s, led by 2 ??Hoburg Champion#272??s, and is found uncommonly in MA and LA farms. ??Hoburg Militia?? may be recruited as well. Burgmeister Guards are not a part of PD.
 +
 +Second one is just a bunch of ??Hoburg Militia??, but they are led by a ??Horticulturist#1198?? and a ??Hoburg Priest#1195??. Also found in farms, but this time in EA and MA. PD led by a Priest.
 +
 +Third kind is a few ??Burgmeister Guard#271??s, ??Hoburg Crossbow#273?? and dreaded ??Hog Knight#1196??s, commanded by a ??Burgmeister#1197??, a ??Horticulturist#1198?? and a ??Hoburg Priest#1195??. Found only in LA (in farms, as usual). Burgmeister cannot be recruited, but ??Hoburg Militia??, ??Hoburg Champion#272??s and even commander version of Hog Knight can be. PD is one such Hog Knight leading Militia and Crossbows.
 +  * Fir Bolg
 +??Fir Bolg Militia#1749??, ??Fir Bolg Warrior#1756??s and ??Fir Bolg Slinger#1758??, all led by a single ??Fir Bolg Champion#1750??. EA Farm exclusive, and uncommon even there and then. No warriors in PD. 
   * Lizards   * Lizards
 +  ??Lizard Warrior#423??s and, possibly, ??Crocodile#2185??s, led by 1-2 ??Shaman#170??s. Common in swamps and forests (not so common in LA forests). Crocodiles cannot be recruited.
   * Monkeys   * Monkeys
 +  ??Atavi Infantry#1122??, ??Atavi Archer#1121??s, ??Markata#1118?? and ??Markata Archer#1120??s, all led by ??Atavi Chieftain#1127??s. Forest-exclusive, monkeys are common in EA, uncommon in MA and are no longer found in the wild in LA. Markatas (both kinds) are sometimes absent. Markata Archers cannot be recruited.
 +  * Raptors
 +??Raptor#205??s and a few Caelian ??Soulless#317??, led by an indie ??Harab Seraph#252??. Found only in MA Highlands, where they wait for their LA return. Soulless, certainly, cannot be recruited.
   * Undead   * Undead
 +A single indie type with many variations. Found in all land terrain types, except Farms, and in all ages. Every specific variation is pretty rare, but all together they have a decent chance to be encountered. Undead provinces always have low population. Recruitment and PD consist of ??Slinger#50??s and ??Commander#34?? (replaced by Cavemen in Caves). Possible variations include:
 +
 +A ??Mound King#190?? leading ??Ghoul#198??s and various standard Longdead.
 +
 +A mounted ??Mound King#188?? leading a ??Longdead Horseman#189?? troop.
 +
 +??Ghoul#198??s and ??Soulless#197??.
 +
 +??Possessed Corpse#1765?? with a force of ??Gana#1764??s and ??Pisacha#1715??s.
 +
 +A ??Wight Mage#299??, protected by ??Longdead Horseman#189?? cavalry led by a ??Mound King#188??, ??Mound King#190?? bodyguards and a bunch of ??Soulless#197??
  
 **Tribes**: **Tribes**:
Line 59: Line 92:
   ??Wolf Tribe Warrior#124??s and ??Wolf Tribe Archer#123??s, led by a ??Barbarian Chief#141?? and a ??Wolf Tribe Shaman#1596??. The most common tribe: plains, forests, highlands, mountains and even wastes are their homes. In LA, remain common in wastes. No Barbarian Chief recruitment.   ??Wolf Tribe Warrior#124??s and ??Wolf Tribe Archer#123??s, led by a ??Barbarian Chief#141?? and a ??Wolf Tribe Shaman#1596??. The most common tribe: plains, forests, highlands, mountains and even wastes are their homes. In LA, remain common in wastes. No Barbarian Chief recruitment.
  
-**Amazons**: +**Amazons**: One Priestess and one Sorceress, leading some Amazons of the corresponding clan and a handful of that clan's sacred units. Leaders often possess magic items. Least uncommon in EA. All can be recruited, PD is led by a Priestess.
   * Crystal Amazons   * Crystal Amazons
 +??Crystal Sorceress#346??, ??Crystal Priestess#347??, archer ??Amazon#348??s and ??Pegasus Rider#367??s (who, obviously, can fly). Live on Plains and Mountains. 
   * Garnet Amazons   * Garnet Amazons
 +??Garnet Sorceress#349??, ??Garnet Priestess#350??, fire-resistant ??Amazon#351??s and ??Gryphon Rider#612??s (once again, guard your rear). Waste-exclusive.
   * Jade Amazons   * Jade Amazons
 +??Jade Sorceress#352??, ??Jade Priestess#353??, boring ??Amazon#354??s and ??Jade Maiden#370??s. Found in Forests and Swamps.
   * Onyx Amazons   * Onyx Amazons
 +??Onyx Sorceress#355??, ??Onyx Priestess#356??, better-armored ??Amazon#357??s and scary ??Nightmare#369??s. Never leave Highlands.
  
-**Caves**: these independents always appear in caves. +**Mages**:  
-  * Bakemono-sho+This category encompasses various human spellcasters protected by standard human troops. All these indie types have the same recruitment list: ??Militia#18??, ??Archer#33??, ??Light Infantry#29??, ??Commander#34??, ??Priest#240?? and a common ??Scout#426??. PD consists of Militia and Archers led by a Commander. As you can see, mages themselves cannot be recruited. 
 +  * Cloud Mages 
 +Either a single ??Cloud Mage#92?? with a lieutenant ??Commander#35??, or two such Mages under a guidance of a ??Wind Master#93??. They lead ??Light Infantry#29?? and ??Archer#33??s, and have a few ??Heavy Infantry#40?? bodyguards. Can be found in Plains, Highlands and Mountains of all ages. 
 +  * Azure Mages 
 +Either an ??Azure Initiate#96?? or an ??Azure Mage#97??, with a retinue of ??Light Infantry#29?? led by a ??Commander#35??. Initiate is also accompanied by some ??Militia#30??, while Mage is followed by  one ??Jotun Axeman#279?? and another Commander. Found in Farms and Swamps. 
 +  * Necromancers 
 +One ??Necromancer#310?? and his servants, both human (??Commander#35?? leading ??Light Infantry#29?? and ??Militia#30??) and undead (??Mound King#188?? and a ??Longdead Horseman#189?? squad). Found in Wastes and Caves. In the latter case, recruitment list and PD consist of Cavemen. 
 +  * Conjurers 
 +Either a single ??Conjurer#94?? plus a ??Commander#35??, ??Archer#33??s and ??Heavy Infantry#38??, or two Conjurers led by a ??Circle Master#95??, with a mix of ring mail ??Archer#33??s and plate ??Archer#33??s, a mix of scale mail ??Heavy Infantry#39?? and chain mail ??Heavy Infantry#40??, two Commanders and some risen ??Longdead#195??. Reside in Wastes and Highlands. 
 +  * Wizards 
 +Two of them, a blue ??Wizard#302?? and a red ??Wizard#312??, a single ??War Minotaur#235?? and some weak human troops: a ??Commander#35??, ??Slinger#50??s, ??Militia#30?? with no shield and ??Militia#31?? with one. Farms only. 
 +  * Pyromancers 
 +Just one ??Pyromancer#98??, actually. Also a ??Commander#35?? leading some ??Militia#30?? and ??Light Infantry#29??. Only ever found in Wastes. 
 + 
 +**Caves**: these independents mostly appear in caves. 
 +  * Bakemono-Sho 
 +Two flavors: 
 + 
 +Cave-dwelling ??Bakemono-Sho#1394?? are accompanied by a few ??Ko-Oni#1260?? and a ??Bakemono Shaman#1608??. Common in all ages. Recruitment list and PD consists only of Bakemono-Sho and ??Bakemono Chief#1845??
 + 
 +Highland Bakemono-Sho also have some ??Bakemono Archer#1395??s amidst their ranks, who can be recruited and are a part of PD. Uncommon, and no longer encountered in LA. 
 +  * Ko-Oni 
 +A ??Demon Priest#1609?? guiding some ??Ko-Oni#1260??. Uncommon in MA and LA. In EA they are common in Caves and can be sometimes found in Highlands. Both Ko-Oni and Demon Priests can be recruited.
   * Cavemen   * Cavemen
 +A ??Caveman#1615?? tribe led by a ??Caveman Champion#1616??. Common Cave dwellers in all ages, they are sometimes found in EA Wastes as well.
   * Lava-born   * Lava-born
 +??Lava-born Commander#2511?? commanding some ??Lava-born#2510??. Only common in EA.
   * Pale Ones   * Pale Ones
 +??Pale One#1465??s and a ??Pale One Commander#1463??. Common in all ages.
 +  * Zotz
 +A flock of ??Zotz#2504?? led by an unskilled indie ??Camazotz#2505??. Common in all ages. Even without any blood magic Camazotz keep their [[Blood Searcher]] bonus.
 +  * Troglodytes
 +Some ??Troglodyte#447??s, led by a ??Troglodyte Lord#1461??. Common only in EA. Lords cannot be recruited. Unexpectedly, PD consists of Cavemen.
 +  * Cynocephalians
 +??Cynocephalian Hunter#3276??s and ??Cynocephalian Warrior#3277??s plus a ??Cynocephalian Chieftain#3278?? and a ??Cynocephalian Shaman#3279??. In EA they are common, and sometimes take residence in Highlands and Wastes. In MA they are uncommon, and Cave-only. Seem to be totally extinct in LA. Indie Cynocephalians have somewhat worse equipment than their Ind-civilized brethren, but cause no unrest. Indie Shamans are non-heretical and have a wider range of crosspaths.
 +
 +**Sea**: these independents mostly appear in the Sea. Some of them (Ichtyids and Shamblers) can be found in coastal land provinces as well. Deep Sea and Gorge have the same list of indies. Most of underwater indie types are Tritons:
 +
 +  * Poor Tritons
 +??Triton#176??s armed with nothing but knives, led by a ??Triton Commander#406??. Uncommon in MA and LA Deep Sea, common otherwise.
 +
 +  * Triton Guards
 +Spear-wielding ??Triton#174??s, ??Triton Guard#175??s and a couple of ??Triton Commander#406??s. Always common in shallow Sea, but become uncommon in Deep Sea after EA. Knife Tritons can also be recruited.
 +
 +  * Triton Troopers
 +??Triton Trooper#577??s, ??Triton Guard#175??s and, as usual, two ??Triton Commander#406??s. Only found in MA and LA. Common in shallow Sea, uncommon in Deep Sea.
 +
 +  * Shark Knights
 +A small number of ??Shark Knight#545??s, accompanied by ??Triton Trooper#577??s and 2 ??Triton Commander#406??s. Uncommon in MA and LA, not found in EA.
 +
 +  * Triton Knights
 +A few ??Triton Knight#1060??s plus some ??Triton Trooper#577??s and a single ??Triton Commander#406??. In EA they are common, but absent in Deep Sea. Later they are uncommon, but found in all underwater provinces. Triton Guards can be recruited as well.
 +
 +  * Shark Tribe
 +2 ??Triton Commander#406??s leading ??Shark Tribe Triton#2383??s. In EA they are common in all Seas, in MA they are no longer found in Deep Sea, in LA they become uncommon.
 +
 +  * Tribal Shark Knights
 +??Shark Knight#545??s and ??Shark Tribe Triton#2383??s, led by 2 usual ??Triton Commander#406??s. Exclusive to EA shallow Sea, but common under these conditions.
 +
 +  * Turtle Tribe
 +??Turtle Tribe Triton#2382??s and 2 ??Triton Commander#406??s. Just like Shark Tribe, common in EA everywhere, leave Deep Sea by MA, uncommon in LA.
  
 +  * Amber Clan
 +An ??Amber Clan Priest#576?? leading ??Amber Clan Triton#574??s and ??Amber Clan Guard#573??s. Sometimes an ??Amber Clan Mage#575?? joins them. Common in EA, uncommon later. PD led by a priest.
 ==== Rare Independent Types ==== ==== Rare Independent Types ====
  
independents.1638391157.txt.gz · Last modified: 2021/12/01 20:39 by dmitry