This is an old revision of the document!
Race | Military | Magic Access | Priests | Buildings |
---|---|---|---|---|
Humans Neutral Temperature | Versatile Infantry Crossbows Knights Sacred Stealthy Hvy. Crossbowmen | 2 (uncommon 3) 1 (uncommon 2) 1 (uncommon 2) 1 (uncommon) 1 (uncommon) Mundane Researchers Summons: 2, 1 (25, 25% each) Hero: 12 | Average (2) | Castles Starts with a Grand Citadel Masons |
Capital Income: 2, 2
The Forest of Avalon | |
---|---|
Enables recruitment of: Lord Warden Warden Produces: 2 per turn 2 per turn |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Royal Forester 40 8 1 | Stealthy(55) Ambidextrous(1) Patrol Bonus(5) Forest Survival | A Scout that doubles as a cheap Patroller. | |
Castellan 70 22 1 | Your standard milquetoast Leader. | ||
Judge 70 1 1 | 125% 25% Patrol Bonus(20) Mundane Researcher | Your Overseer commander, Good at patrolling. can be made without a lab, and you do want a few to hopefully get that Death random. Helps They are only one rec point each. |
|
Magister of Theology 60 1 1 | 1 Sacred Inquisitor | National Priest. Can bless your Wardens during expansion. | |
Bishop 70 1 2 | 2 Sacred Old Age(55/50) | Older Priest, better at the blessing, Banishing the unholy, and boost others bravery. | |
Magister 95 1 2 | 150% 50% 25% 7 Stealthy(40) Siege Bonus(15) Castle Defence Bonus(15) Spy Mundane Researcher Mason | This Guy Read lots of books and became multitalented(all the book smarts) He builds your Grand Citadels, Spy on enemies, and further your magic research. Don't need a lab to make, but need one to spend the research points. |
|
Magister Arcane 170 1 2 | 211150% 13 Old Age (63/50) Mundane Researcher | Your main mage, Creating communions of old men with 4 to 5 paths. Having Earth in the mix counteracts that Encomberance with Summon Earthpower |
|
Lord Warden 120 31 1 Capital Only | Sacred Stealthy(40) Forest Survival Combat Caster |
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
Spearman 10 9 9 | Unchanged from the Middle Ages, which sucks since they were mediocre back then. | ||
Longspear 10 13 9 | Slightly better armor than their shorter-Spear peers, as if that's a condolence to their generic stats. | ||
Axeman 10 11 9 | Half-decent Medium Infantry with weird equipment choices. | ||
Heavy Axeman 10 19 9 | Axemen in sorta-Heavy Infantry form. | ||
Light Archer 10 4 9 | You have many improvements over these guys, but these guys are still the cheapest.. | ||
Crossbowman 10 9 9 | Light Archers with the standard Ranged weaponry kit of the Age (a Crossbow and semi-passable armor). | ||
Tower Guard 12 23 14 | Castle Defence Bonus(1) | Man has a lot of these "mixed" troops that can serve either in the melee or at range. Having Crossbowmen that won't die to enemy fire is neat, too. | |
Forester 12 7 14 | Stealthy(55) Forest Survival Patrol Bonus(1) Ambidextrous(1) | Meant to join the Royal Foresters or the Lord Wardens in whatever they're doing, but probably not strong enough for the Late Ages. | |
Longbowman 12 11 14 | Crossbowmen are probably a better investment, unless you plan on using Flaming Arrows. | ||
Defender 16 27 23 | Castle Defence Bonus(2) | +1 Tower Guards. | |
Warden 26 31 31 Capital Only | Sacred Stealthy(40) Forest Survival | Even the Wardens have Crossbows now. Gosh. There aren't many Sacred ranged attackers, so you can take advantage of the Farshot Bless and nefarious weapon blesses with these guys. Defenders will be better at range in most situations, however. Not counting the lack of shields, these guys are still your best infantry. |
|
Tower Knight 40 51 46 | Mounted | Pretty-decent Knights, though you should carefully consider when to use them (seeing how your Crossbowmen might do a number on them accidentally). |
Sprite | Unit Name | Magic | Special Attributes | Comments |
---|---|---|---|---|
Bernlad - Green Knight | Regeneration (10%) Stealthy (40) Recuperation Forest Survival Mounted | |||
Lord Ruthven - Vampire Lord Hero turn arrival limit: 5 | 12 11 | Regeneration (10%) Fire Vulnerability (-5) Resist Cold (15) Resist Poison (25) Darkvision (100%) Stealthy (40) Seduction Invulnerability (25%) Slash Resistant Blunt Resistant Causes unrest (0.5) Population Killer (10) Need not Eat Undead Flying Cannot Pass Rivers Immortal |
The dogs are copied directly from MA Man - write original descriptions to account for differences in viability/use between ages, perhaps?
How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure
what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for
How do you close out the game if you are in it, is the high level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly
Pretenders: