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playground:playground

Playground

Order2Productivity3Heat3Growth3Luck3Magic3

Dominion strength3Order2Productivity3Heat3Growth3Luck3Magic3

Turmoil2Sloth3Cold3Death3Misfortune3Drain3

Misfortune3 Death3

"bookmark" 1, 2 and 3

Image
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 Defenders1) 1 2 3 4 5
Wall Integrity 100 250 500 750 1000

please feel free to edit this page however you want!

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astral 22random2100%
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the contents of the first tab

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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

Enables recruitment of

Unit

Produces 1firegem1airgem1watergem1earthgem1astralpearl1deathgem1naturegem1bloodslave per turn

Special effect here

Another section at the same level

Capital Site 2

Enables recruitment of


Unit


Unit


Unit


Unit


Unit



Produces 1firegem1airgem1watergem1earthgem1astralpearl1deathgem1naturegem1bloodslave per turn

Special effect here

Capital Site 3

Enables recruitment of


Unit


Unit



Produces 1firegem1airgem1watergem1earthgem1astralpearl1deathgem1naturegem1bloodslave per turn

Special effect here

Capital Site 4

Enables recruitment of


Unit


Unit


Unit


Unit



Produces 1firegem1airgem1watergem1earthgem1astralpearl1deathgem1naturegem1bloodslave per turn

Special effect here

A section at a lower level

Capital Site 5

Enables recruitment of


Unit


Unit


Unit



Produces 1firegem1airgem1watergem1earthgem1astralpearl1deathgem1naturegem1bloodslave 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

Enables recruitment of


Unit


Unit


Unit



Produces 1firegem1airgem1watergem1earthgem1astralpearl1deathgem1naturegem1bloodslave per turn

Special effect here

Celestial Servant Celestial Servant

Staff of Elemental Mastery Staff of Elemental Mastery Staff of Elemental Mastery

Völva Igor Könhelm's Tome

A section at a higher level

Summon Fire Drake School: Conjuration 4 Path: fire 22 Cost: 6firegem 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: fire 22 Cost: 6firegem 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

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.

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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.

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)

Land nations may have access to units with the pillage ability, but in most cases barbarians and Barbarian Chiefs 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.

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.

1)
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.)
playground/playground.txt · Last modified: 2024/02/27 18:33 by johnnydown