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shock-and-awe-caelum-in-the-early-age [2020/11/15 21:33]
naaira [Choice of pretender]
shock-and-awe-caelum-in-the-early-age [2021/09/05 09:17] (current)
naaira
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-====== Shock and Awe - Caelum in the Early Age (v1.1) ======+====== Shock and Awe - Caelum in the Early Age ======
 ~~NOTOC~~ ~~NOTOC~~
 <WRAP group> <WRAP group>
 <WRAP column twothirds> <WRAP column twothirds>
 +**Author:** disnegativ \\ **Version:** 1.1 \\ \\
 {{:nations:flags:ea_caelum.png?48 |}}All Caelians are blessed with wings and with beauty. Many even with various resistances and magic weapons. This is so common among them that Caelians barely notice and they aren't considered sacred despite these blessings bestowed upon them. But there can be no doubt that Caelians are meant to rule the world - why else should they be so blessed? {{:nations:flags:ea_caelum.png?48 |}}All Caelians are blessed with wings and with beauty. Many even with various resistances and magic weapons. This is so common among them that Caelians barely notice and they aren't considered sacred despite these blessings bestowed upon them. But there can be no doubt that Caelians are meant to rule the world - why else should they be so blessed?
  
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 {{:nations:ea:caelum:spire_horn_archer.png?43&nolink |}}**??Spire Horn Archer#2565??s** are precise, very mobile shortbow archers. They - and all your other archers - suffer from the antisynergy of shooting arrows while you have light infantry both able to fly much more damaging lances right into the enemy and said lancers being very susceptible to friendly fire. They still are eminently useful. A good way to take on heavy barbarian or lizard indies early in the game and an option throughout the game. They can be combined with a flaming arrows cast to add a significant and unexpected fire damage output to your armies. {{:nations:ea:caelum:spire_horn_archer.png?43&nolink |}}**??Spire Horn Archer#2565??s** are precise, very mobile shortbow archers. They - and all your other archers - suffer from the antisynergy of shooting arrows while you have light infantry both able to fly much more damaging lances right into the enemy and said lancers being very susceptible to friendly fire. They still are eminently useful. A good way to take on heavy barbarian or lizard indies early in the game and an option throughout the game. They can be combined with a flaming arrows cast to add a significant and unexpected fire damage output to your armies.
  
-{{:nations:ea:caelum:blizzard_warrior.png?43&nolink |}}**??Blizzard Warrior??s** are precise, very mobile shortbow archers as well, the only stormimmune Airyas and only available in your capital. They are famed for their frostbows. Magic bows - that don't take fire blesses (and flaming arrows?) - and do significant cold fatigue damage. This is an important tool against any elite force, pretender or thug marching into Caelum under the assumption that shock resistance is enough. Many a sacred - that people tell you to cower from - can be cut to size once it feels the need to sit down and sleep.+{{:nations:ea:caelum:blizzard_warrior.png?43&nolink |}}**??Blizzard Warrior??s** are precise, very mobile shortbow archers as well, the only stormimmune Airyas and only available in your capital. They are famed for their frostbows. Magic bows - that ignore fire blesses and flaming arrows - and do significant cold fatigue damage. This is an important tool against any elite force, pretender or thug marching into Caelum under the assumption that shock resistance is enough. Many a sacred - that people tell you to cower from - can be cut to size once it feels the need to sit down and sleep.
  
 {{:nations:ea:caelum:kavi_archer.png?43&nolink |}}**??Kavi Archer??s** are very precise, very mobile, sacred shortbow archers. They are rather cheap at 16 gold. They come with stormpower 2 that is sadly wasted for their lack of a better sidearm. They still are sacred archers, however. And if you are feeling fancy it is entirely possible to give them a weapon bless that allows you to rain down arrows featuring yet another damage type, in addition to the pierce, fire, cold damage your other archers can already inflict on the enemy. {{:nations:ea:caelum:kavi_archer.png?43&nolink |}}**??Kavi Archer??s** are very precise, very mobile, sacred shortbow archers. They are rather cheap at 16 gold. They come with stormpower 2 that is sadly wasted for their lack of a better sidearm. They still are sacred archers, however. And if you are feeling fancy it is entirely possible to give them a weapon bless that allows you to rain down arrows featuring yet another damage type, in addition to the pierce, fire, cold damage your other archers can already inflict on the enemy.
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 {{:nations:ea:caelum:airya_seraph.png?43&nolink |}}**??Airya Seraph#2570??s** are {{path>A2W1}} mages known to Caelum in all ages. They are not sacred and cost 125 gold. They form the bulk of your corps of battle mages early on, but you will need less of them later on. {{:nations:ea:caelum:airya_seraph.png?43&nolink |}}**??Airya Seraph#2570??s** are {{path>A2W1}} mages known to Caelum in all ages. They are not sacred and cost 125 gold. They form the bulk of your corps of battle mages early on, but you will need less of them later on.
  
-{{:nations:ea:caelum:harab_seraph.png?43&nolink |}}**??Harab Seraph#1663??s** are {{path>A1D1,100%AED}} mages with a AED random, non-sacred, 115 gold. They come in three variants. The {{path>A2D1}} fill a similar role as Airya Seraphs. The {{path>A1E1D1}} do duty as your earth mages, forgers and summoners. The {{path>A1D2}} is a decent death mage and transforms Caelum into a death power bigger than the modest path suggests.+{{:nations:ea:caelum:harab_seraph.png?43&nolink |}}**??Harab Seraph#1663??s** are {{path>A1D1,100%AED}} mages with a AED random, non-sacred, 115 gold. They come in three variants. The {{path>A2D1}} fill a similar role as Airya Seraphs. The {{path>A1E1D1}} do duty as your earth mages, forgers and summoners. The {{path>A1D2}} is a decent death mage and transforms Caelum into a death power bigger than the modest path suggests. They will become more prominent the longer the game lasts.
  
 {{:nations:ea:caelum:airya_seraphine.png?43&nolink |}}**??Airya Seraphine#2557??s** are {{path>F1H2}} priest mages at 110 gold. As stealthy {{path>H2}} priests with 40 leadership, they can both lead (when stealth is required) and bless your sacreds. Sermon of courage is another useful spell they can cast. They are also {{path>F1}} mages and will within time break you into fire magic. {{:nations:ea:caelum:airya_seraphine.png?43&nolink |}}**??Airya Seraphine#2557??s** are {{path>F1H2}} priest mages at 110 gold. As stealthy {{path>H2}} priests with 40 leadership, they can both lead (when stealth is required) and bless your sacreds. Sermon of courage is another useful spell they can cast. They are also {{path>F1}} mages and will within time break you into fire magic.
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 You can concentrate forces better, you can outmanoeuvre almost all your opponents, you should know what you are facing. Even under siege, you can often just put up enough siege defence, that you are not forced to take battle on the opponent's terms. You should only fight battles you are confident of winning. You come with overwhelming force and target the weakest point.  You can concentrate forces better, you can outmanoeuvre almost all your opponents, you should know what you are facing. Even under siege, you can often just put up enough siege defence, that you are not forced to take battle on the opponent's terms. You should only fight battles you are confident of winning. You come with overwhelming force and target the weakest point. 
  
-"Hold + attack rear" - You still have it scripted on your raiding parties and it is definitely a good way to deploy flyers. It should not be the only one. Any competent opposition will have troops guarding the rear. Did you scout properly? Then you should know the script before battle. Rare are the players that rescript an army for every battle, especially if it is already on a generic anti-flyer script. Is the defence relying on the two turn preparation time granted by your hold command? You can attack rear at once. Is the front open and only filled turn 2 and later with battle summons? Maybe you want to attack closest? Is there a vulnerable contingent of archers? Maybe you want to attack them?  You really don't want to fly in this time? Maybe you walk into battle for a changeThe flexibility that you enjoy on the strategic map continues on the battlefield. If you want success with your army of light and medium infantry, you have to use it.+"Hold + attack rear" - You still have it scripted on your raiding parties and it is definitely a good way to deploy flyers. It should not be the only one. Any competent opposition will have troops guarding the rear. Did you scout properly? Then you should know the script before battle. Rare are the players that rescript an army for every battle, especially if it is already on a generic anti-flyer script. Is the defence relying on the two turn preparation time granted by your hold command? You can attack rear at once. Is the front open and only filled turn 2 and later with battle summons? Maybe you want to attack closest? Is there a vulnerable contingent of archers? Maybe you want to attack them?  You really don't want to fly in this time? You can walk into the battle for a change. (Put your troops in line formation, tell them to "attack" and they will slowly walk forward instead of flying.) The flexibility that you enjoy on the strategic map continues on the battlefield. If you want success with your army of light and medium infantry, you have to use it.
  
 A common strategy to counter the threat of flyers is the blob. Mages huddled together in a blob of troops. Or various forms of advanced blobs with doubles lines, that are still ultimately a high density formation. This sets up another tactic you can employ early, thunderstrike. A blob reduces both your risk of missing and the chance of friendly fire. ??Thunder Strike?? is a strong, albeit expensive spell and will do a lot of damage when you catch unresisting enemies in a suitable position. But as described earlier, you will face shock-resisting troops as well. A common strategy to counter the threat of flyers is the blob. Mages huddled together in a blob of troops. Or various forms of advanced blobs with doubles lines, that are still ultimately a high density formation. This sets up another tactic you can employ early, thunderstrike. A blob reduces both your risk of missing and the chance of friendly fire. ??Thunder Strike?? is a strong, albeit expensive spell and will do a lot of damage when you catch unresisting enemies in a suitable position. But as described earlier, you will face shock-resisting troops as well.
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 {{ :pretenders:nataraja.png?57&nolink|}}A **??Nataraja??** could be a good choice to get the same paths on a strong mobile pretender with slightly worse scales or lower paths. This leaves Fire / Death uncovered and you plan to deal with it by empowering a {{path>D2A1}} Harab Seraph, this is affordable since your summons will require {{gems>D}} gems instead of {{gems>F}} gems . You are also missing out on nature magic and figuring out access to a suitable nature mage should be one of your considerations in expansion and fort construction.</WRAP> {{ :pretenders:nataraja.png?57&nolink|}}A **??Nataraja??** could be a good choice to get the same paths on a strong mobile pretender with slightly worse scales or lower paths. This leaves Fire / Death uncovered and you plan to deal with it by empowering a {{path>D2A1}} Harab Seraph, this is affordable since your summons will require {{gems>D}} gems instead of {{gems>F}} gems . You are also missing out on nature magic and figuring out access to a suitable nature mage should be one of your considerations in expansion and fort construction.</WRAP>
  
-<WRAP group>Plenty of other pretenders should be viable though, awake expanders such as **??Azi??** ({{path>F1}}+{{path>D1}}+), **??Shedu??** ({{path>E1}}+{{path>S1}}+),  **??Kamadhenu??** ({{path>E1}}+{{path>S2}}+) can help expand and cover at least some of your path requirements. Since we are advocating early war, their more explosive expansion can help you. Imprisoned **??Betyl of the Sun??** ({{path>F1}}+{{path>E2}}+), **??Betyl of the Stars??** ({{path>E2}}+{{path>S1}}+), **??Betyl of the Sun??** ({{path>A1}}+{{path>E2}}+), **??Golden Idol??s** ({{path>E2}}+{{path>B1}}+) or **??Oracle??s** ({{path>W1}}+{{path>S2}}+) can afford even better scales.</WRAP></WRAP>+<WRAP group>Plenty of other pretenders should be viable though, awake expanders such as **??Azi??** ({{path>F1}}+{{path>D1}}+), **??Shedu??** ({{path>E1}}+{{path>S1}}+),  **??Kamadhenu??** ({{path>S1}}+{{path>N1}}+) can help expand and cover at least some of your path requirements. Since we are advocating early war, their more explosive expansion can help you. Imprisoned **??Betyl of the Sun??** ({{path>F1}}+{{path>E2}}+), **??Betyl of the Stars??** ({{path>E2}}+{{path>S1}}+), **??Betyl of the Sun??** ({{path>A1}}+{{path>E2}}+), **??Golden Idol??s** ({{path>E2}}+{{path>B1}}+) or **??Oracle??s** ({{path>W1}}+{{path>S2}}+) can afford even better scales.</WRAP></WRAP>
  
 ==== Magic and research - II. beyond death ==== ==== Magic and research - II. beyond death ====
  
-Battles, wars... lead to death. Many a brave soldier lies dead on the fields of battle. Uncared for, unburied, unsung. Caelians have a peculiar funerary custom. They bury their dead in the air by the way of birds - but after big battles the number of birds is hardly sufficient to properly bury all the fallen. ??Raven Feast?? ({{path>A4}}{{gems>3A}}, Conjuration 5) offers a way to dispose of the corpses according to national custom and also extract corpse essence (death gems) from the flock of ravens summoned to do the task. Secretly this is a national Caelum spell, that was shared with the wider world at one point. Though less important than for MA Caelum it gives a significant benefit when cast on battlefields after battles fought with limited amounts of death mages, heavy blood hunting provinces, conquered capitals suffering Therodos' dominion or sites of natural or magical disasters. And since you are recruiting plenty of scouts you won't miss when and where this happens. It takes a turn of an Eagle King to transform {{gems>3A}} and a number of corpses into realistically 4-{{gems>10D}} (sqrt(corpses)/2). This corpse alchemy on top of your easy site searching with {{path>D2A1}} Harab Seraphs should give Caelum a very decent income in death gems.+Battles, wars... lead to death. Many a brave soldier lies dead on the fields of battle. Uncared for, unburied, unsung. Caelians have a peculiar funerary custom. They bury their dead in the air by the way of birds - but after big battles the number of birds is hardly sufficient to properly bury all the fallen. ??Raven Feast?? ({{path>A4}}{{gems>3A}}, Conjuration 5) offers a way to dispose of the corpses according to national custom and also extract corpse essence (death gems) from the flock of ravens summoned to do the task. Secretly this is a national Caelum spell, that was shared with the wider world at one point. Though less important than for MA Caelum it gives a significant benefit when cast on battlefields after battles fought with limited amounts of death mages, heavy blood hunting provinces, conquered capitals suffering Therodos' dominion or sites of natural or magical disasters. And since you are recruiting plenty of scouts you won't miss when and where this happens. It takes a turn of an Eagle King to transform {{gems>3A}} and a number of corpses into realistically 4-{{gems>10D}} (sqrt(corpses)/2). This corpse alchemy on top of your easy site searching with {{path>D2A1}} Harab Seraphs should give Caelum a very decent income in death gems.
  
 There exists a direct way to control the undead by the power of lightning, **??Corpse Construct??s**. They should be a part of your plans right from start. They are not worth it for one air gem a piece, but are efficient to summon once you equip ??Lightning Rod?? (Construction 2) and ??Storm Spool?? (Construction 4). The equipment (both items giving SR+15) can be repurposed for increased shock resistance among your casters when you want to put up ??Wrathful Skies??. The corpse constructs itself are not very spectacular, they kill very little and mainly through their charged bodies. However, the additional hitpoints on the field prevent routs from hp loss that are quite common for pure lancer armies. They also provide a welcome protection for your mages from opposing troops. Another benefit is their strong shock, cold and poison resistance.  They combine well with battlefield enchantments (not only your own) putting out one of these damage types. There exists a direct way to control the undead by the power of lightning, **??Corpse Construct??s**. They should be a part of your plans right from start. They are not worth it for one air gem a piece, but are efficient to summon once you equip ??Lightning Rod?? (Construction 2) and ??Storm Spool?? (Construction 4). The equipment (both items giving SR+15) can be repurposed for increased shock resistance among your casters when you want to put up ??Wrathful Skies??. The corpse constructs itself are not very spectacular, they kill very little and mainly through their charged bodies. However, the additional hitpoints on the field prevent routs from hp loss that are quite common for pure lancer armies. They also provide a welcome protection for your mages from opposing troops. Another benefit is their strong shock, cold and poison resistance.  They combine well with battlefield enchantments (not only your own) putting out one of these damage types.
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 <WRAP box round><WRAP centeralign>**A word on {{gems>A}} gems**</WRAP> <WRAP box round><WRAP centeralign>**A word on {{gems>A}} gems**</WRAP>
  
-Air gems are the fuel of your war machine. If you search your lands with Eagle Kings as soon as suitable, you will have a healthy income of them. Early in the game it may feel like you have a surplus of them, but make no mistake: Caelum can burn through piles of {{gems>A}} very quickly. Make sure you keep sufficient stocks to fight wars.+Air gems are the fuel of your war machine. If you search your lands as soon as suitable, you will have a healthy income of them. Early in the game it may feel like you have a surplus of them, but make no mistake: Caelum can burn through piles of {{gems>A}} very quickly. Make sure you keep sufficient stocks to fight wars.
  
 There is a number of items you may want to forge with {{gems>A}}: There is a number of items you may want to forge with {{gems>A}}:
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   * ??Staff of Storms?? ({{gems>40A}}, Construction 6): ultimately a luxury item, but a very useful one. It neutralises most flying threats you might face. It also eases scripting of your second turn. Casting storm manually on turn 1 will be too late for many of your mages to benefit from storm power in their second turn cast, messing up or at least slowing scripts considerably.   * ??Staff of Storms?? ({{gems>40A}}, Construction 6): ultimately a luxury item, but a very useful one. It neutralises most flying threats you might face. It also eases scripting of your second turn. Casting storm manually on turn 1 will be too late for many of your mages to benefit from storm power in their second turn cast, messing up or at least slowing scripts considerably.
  
-Your battlemagic runs off air gems. First and foremost, any summon of Air Elementals. You also pay gems for ??Storm?? ({{gems>1A}}), ??Wind Guide?? ({{gems>1A}}), ??Fog Warriors?? ({{gems>3A}}), ??Phantasmal Army?? ({{gems>1A}}) and, if you run with it, ??Wrathful Skies?? (({{gems>2A}}) to just name your more common battle magic.+Your battlemagic runs off air gems. First and foremost, any summon of Air Elementals. You also pay gems for ??Storm?? ({{gems>1A}}), ??Wind Guide?? ({{gems>1A}}), ??Fog Warriors?? ({{gems>3A}}), ??Phantasmal Army?? ({{gems>1A}}) and, if you run with it, ??Wrathful Skies?? ({{gems>2A}}) to just name your more common battle magic.
  
-And you want to spend air gems elsewhere, too. Corpse Constructs (({{gems>1A}}), Conjuration 1) are an important part of national strategy, but no need to overdo it. 4-({{gems>5A}}a turn is already a big investment, though. ??Raven Feast?? on good opportunities cost ({{gems>3A}}each, but are a welcome boost to your death income. Occasionally a ??Cloud Trapeze?? cast is called for, but keep in mind the cost is significant at {{gems>3A}}. Finally, (medium to long term??Trade Wind??s ({{gems>10A}}) is by a margin the best spell to turn gems into gold if you have a coastal cap or cap-like province.+And you want to spend air gems elsewhere, too. Corpse Constructs ({{gems>1A}}, Conjuration 1) are an important part of national strategy, but no need to overdo it. {{gems>5A}} a turn is already a big investment, though. ??Raven Feast?? on good opportunities cost {{gems>3A}} each, but are a welcome boost to your death income. Occasionally a ??Cloud Trapeze?? cast is called for, but keep in mind the cost is significant at {{gems>3A}}. Finally, medium to long term cast of ??Trade Wind??s ({{gems>30A}}-{{gems>40A}}) is by a margin the best spell to turn gems into gold if you have a coastal cap or cap-like province.
 </WRAP> </WRAP>
  
 ==== Word of caution ==== ==== Word of caution ====
-You built your armies, fought your battles and now proudly siege down the cap of your first opponent after you took all his lands in previous turns. You are doing well, you think. Yet, this is your weakest moment. Your forces are more concentrated than they will be at any later point in the game, you want to make sure you win after all, and pitched battle is inevitable. This makes you vulnerable. Did you bring a one-dimensional force to this battle relying exclusively on thunderstrike and air elementals or worse only one of these? You might be in for a surprise, did you really not plan for the giant hero resisting both shock damage and trample? This is the moment a prideful Caelum stumbles. Don't be that Caelum: scout and diversify. +You built your armies, fought your battles and now proudly siege down the cap of your first opponent after you took all his lands in previous turns. You are doing well, you think. Yet, this is your weakest moment. Your forces are more concentrated than they will be at any later point in the game, you want to make sure you win after all, and pitched battle is inevitable. This makes you vulnerable. Did you bring a one-dimensional force to this battle relying exclusively on thunderstrike or air elementals? You might be in for a surprise, did you really not plan for the giant hero resisting both shock damage and trample? This is the moment a prideful Caelum stumbles. Don't be that Caelum: scout and diversify.
  
 +{{tag>Guides}}
shock-and-awe-caelum-in-the-early-age.1605476032.txt.gz · Last modified: 2020/11/15 21:33 by naaira