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===== General Overview ===== | ===== General Overview ===== | ||
- | Vanarus is a nation with no clearly defined strengths or weaknesses. They have Vans, but Vanheim' | + | Vanarus is a nation with no clearly defined strengths or weaknesses. They have Vans, but Vanheim' |
==== Units ==== | ==== Units ==== | ||
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Old Bear Thunder the Last Perkunu - too frail and too valuable to be used as a combat mage. Pray that he doesn' | Old Bear Thunder the Last Perkunu - too frail and too valuable to be used as a combat mage. Pray that he doesn' | ||
- | Yngvar the Varyag - his main purpose is to bring a host of Oath-Bound into your capital a turn after his arrival (although in reality the Oath-Bounds will arrive at his location at the start of the turn following his arrival). It is hard to think of any particular use for him aside from maybe carrying a Crystal Shield into battles, which is something Vanabogs can't do. Another possible use is making him into a super-stealthy Oath-Bound leading raider by equipping him with stealth boots and other stealth-boosting items, since Vanabogs cannot equip boots. Everything else, they can do better.\\ | + | Yngvar the Varyag - his main purpose is to bring a host of Oath-Bound into your capital a turn after his arrival (although in reality the Oath-Bounds will arrive at his current |
- | Baba Yaga the Hag - same idea as the Last Perkunu, but with different paths and without being plugged into life support on arrival. She is also an extremely fast flier with built-in resistances, | + | Baba Yaga the Hag - same idea as the Last Perkunu, but with different paths and without being plugged into life support on arrival. She is also an extremely fast flier with built-in resistances, |
==== National spells ==== | ==== National spells ==== | ||
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==== Common points ==== | ==== Common points ==== | ||
- | * Vanarus benefits greatly from Turmoil 3 + Luck 3 + Magic 3 scales due to requiring several 1->2 Empowerments, | + | * Vanarus benefits greatly from Turmoil 3 + Luck 3 + Magic 3 scales due to requiring several 1->2 Empowerments, |
* In most cases, Vanarus needs to have a Growth scale of at least 1 in order to offset their blood hunting, unless in a small game.\\ | * In most cases, Vanarus needs to have a Growth scale of at least 1 in order to offset their blood hunting, unless in a small game.\\ | ||
* Production scales have little effect on national unit generation for Vanarus due to their lack of heavy cavalry and heavily armored troops. The difference between Sloth 3 and Production 3 is a difference between producing 9 Chud Hirdmen per turn and 13 Chud Hirdmen per turn. Moreover, your non-capital forts are going to produce 7 Chud Hirdmen per turn under Sloth 3 //or// Production 3. This gives you an opportunity to gain design points by lowering Production scale during Pretender creation. High Order and high Growth scales give much better benefits, because they increase resources and recruitment points at the same time, which is what you need, because Chud Hirdmen have a balanced cost.\\ | * Production scales have little effect on national unit generation for Vanarus due to their lack of heavy cavalry and heavily armored troops. The difference between Sloth 3 and Production 3 is a difference between producing 9 Chud Hirdmen per turn and 13 Chud Hirdmen per turn. Moreover, your non-capital forts are going to produce 7 Chud Hirdmen per turn under Sloth 3 //or// Production 3. This gives you an opportunity to gain design points by lowering Production scale during Pretender creation. High Order and high Growth scales give much better benefits, because they increase resources and recruitment points at the same time, which is what you need, because Chud Hirdmen have a balanced cost.\\ | ||
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* If you happen to have a surplus of Death gems due to random sites, consider investing into Likhos. If you send several of them into an enemy province at the same time and also cast unrest-causing spells such as Wrath of Pazuzu, they become hard to detect by conventional means due to high unrest and will also cause various bad events in enemy territory, which might result in them losing the province to independents or to you (due to the Oath-Bound attack random event). If you have Vengeful Water or The Wrath of God or The Looming Hell up, or use remote attacks or assassins, Likhos will be very difficult to patrol out while they devastate structures and population with events, as long as they sneak within enemy provinces with your dominion or in border provinces where they can safely retreat.\\ | * If you happen to have a surplus of Death gems due to random sites, consider investing into Likhos. If you send several of them into an enemy province at the same time and also cast unrest-causing spells such as Wrath of Pazuzu, they become hard to detect by conventional means due to high unrest and will also cause various bad events in enemy territory, which might result in them losing the province to independents or to you (due to the Oath-Bound attack random event). If you have Vengeful Water or The Wrath of God or The Looming Hell up, or use remote attacks or assassins, Likhos will be very difficult to patrol out while they devastate structures and population with events, as long as they sneak within enemy provinces with your dominion or in border provinces where they can safely retreat.\\ | ||
* If your opponent is using a combatant Pretender, but doesn' | * If your opponent is using a combatant Pretender, but doesn' | ||
- | * The spells you research, and their order, depends heavily on what happens during the game. Vengeful Water + The Wrath of God is powerful, but contradicts other strategies. The combination of Dark Skies and The Looming Hell is also powerful and is the only thing that makes your Rusalkas any useful as seducers, but it will likely contradict the strategy of using Vengeful Water due to the high cost of upholding globals and due to the fact that Summon Rusalka has a steep cost of 16 Water gems. Overcharging your armies with buffs is also a strong strategy, but it is incompatible with other options such as casting globals due to the high cost of boosters, overcasting and Empowerment on which the buffing relies. Mother Oak is a useful and conveniently placed gem-generating spell which you should try to secure for yourself in most cases, but you probably should not waste gems or research on it if there is a Nature nation such as Pangea on the map. Similarly, if you have a lot of death gems, you might consider focusing on researching Conjuration for undead armies and heavily-geared Tartarians, but if you do not, then your Death gems will be better spent for casting Wind of Death and Soul Vortex. If you have Drain+Luck scales, then you should create 10 initial Mound Kings to carry Soul Contracts (overall, you might want to have up to 20 Soul Contracts, depending on the size of the game), but the way to maintain Devil production differs depending on the gem income you happen to have. If you mostly have Nature gems, then you should recruit Vyedmas (hopefully with Nature2, but a booster item can help if not) and have them cast Transformation. This will give you mindless insects which can carry Soul Contracts without attracting Horrors, and also some powerful size 6 warrior-mages as an added bonus (luckily, your nation is pretty versatile in terms of making good equipment). If you instead happen to have a lot of Astral gems, then Wooden Construction followed by Divine Name (conveniently located in the same school and tier as Vengeful Water) is a better option than Transformation. If you have neither Astral nor Nature as your main income, you should try to make your Mound Kings last as long as possible by giving them a Ring of Warning (for 10 Oath-Bound bodyguards), | + | * The spells you research, and their order, depends heavily on what happens during the game. Vengeful Water + The Wrath of God + Blood Sacrificing Alkonosts |
* If you get a Madman in an event, give him a Soul Contract. Since they are mindless, horrors will never come for them.\\ | * If you get a Madman in an event, give him a Soul Contract. Since they are mindless, horrors will never come for them.\\ | ||
* Do not overlook Holy site searching. With your first Vanabog, and later with just a Gode, you can always hope to find a couple Holy sites with Astral income, which you need badly.\\ | * Do not overlook Holy site searching. With your first Vanabog, and later with just a Gode, you can always hope to find a couple Holy sites with Astral income, which you need badly.\\ | ||
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// | // | ||
- | Easy and rapid expansion. Pretender is hard to beat in early stages. Can win small games quickly with throne rush. National ability to blood sacrifice allows using the pretender offensively and opens late game opportunities.\\ | + | Easy and rapid expansion. Pretender is hard to beat in early stages. Can win small games quickly with throne rush. Easier Astarl access due to random events, which leads to a stronger gem economy due to Firebirds. National ability to blood sacrifice allows using the pretender offensively and opens late game opportunities.\\ |
// | // | ||
- | Very vulnerable to curses, stolen strength, Mind Burn, Soul Slay, mind blasts, Pretender still can't beat elite troops alone, weak gold income and small recruitable army. | + | Very vulnerable to curses, stolen strength, Mind Burn, Soul Slay, mind blasts. Pretender still can't beat elite troops alone, weak gold income and small recruitable army. |
// | // | ||
- | Dragon Pretender can fly across many provinces on the map, is immune to lance charges and Earthquakes, | + | Dragon Pretender can fly across many provinces on the map, is immune to lance charges and Earthquakes, |
// | // | ||
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5) Use one of your two initial Godes to build a fortress in the labbed forest province. Move your sages there and start hiring new ones. About 30 sages in total is enough for the whole game, but usually you can't afford to maintain them all until later stages of the game, so pay close attention to your gold. Once Owl Quills become available, use all your sages to forge a quill for each in one turn, then dedicate one sage to forge quills every turn. Have a random Vanabog with Death 2 forge Skull Mentors once they become available (or you can have him forge a Skull Staff and give it to a sage to forge the skulls, while the Vanabog does something more important). Depending on the situation, you might want to summon Simargls to counter stealthy attacks and assassinations on your mage base. Either way, Simargls can be useful if you intend to keep all your blood hunters in one province, so you can have a Vyedun or Old Bear Thunder summon around 15 of them.\\ | 5) Use one of your two initial Godes to build a fortress in the labbed forest province. Move your sages there and start hiring new ones. About 30 sages in total is enough for the whole game, but usually you can't afford to maintain them all until later stages of the game, so pay close attention to your gold. Once Owl Quills become available, use all your sages to forge a quill for each in one turn, then dedicate one sage to forge quills every turn. Have a random Vanabog with Death 2 forge Skull Mentors once they become available (or you can have him forge a Skull Staff and give it to a sage to forge the skulls, while the Vanabog does something more important). Depending on the situation, you might want to summon Simargls to counter stealthy attacks and assassinations on your mage base. Either way, Simargls can be useful if you intend to keep all your blood hunters in one province, so you can have a Vyedun or Old Bear Thunder summon around 15 of them.\\ | ||
6) At the same time, get about 20 more Godes in your capital or elsewhere. This will help you in case your Pretender dies, and also will make you more or less immune to early attacks from undead nations, as well as safeguard you from strong population-killing dominions. Later on, increase the number to around 55 Godes in total for instantaneous effect of Call God. If you find yourself short on gold, consider transmuting gems via rituals.\\ | 6) At the same time, get about 20 more Godes in your capital or elsewhere. This will help you in case your Pretender dies, and also will make you more or less immune to early attacks from undead nations, as well as safeguard you from strong population-killing dominions. Later on, increase the number to around 55 Godes in total for instantaneous effect of Call God. If you find yourself short on gold, consider transmuting gems via rituals.\\ | ||
- | 7) Once you have the production of sages set up, start mass-producing Skinshifters and Vanabogs. Skinshifters are needed to siege forts and to fight armies which your Pretender can't handle (alone). Vanabogs are your most reliable blood hunters, item forgers, communion mages and magic knights. You can use sages for blood hunting when you get a Blood random, and will eventually be able to relegate bloodhunting to Sages after Blood Thorns and Sanguine Dowsing Rods become available, if you get lucky with random path rolls on your Sages. Blood hunt a lot, but don't destroy your province income, since you might need the gold later to hire a lot of Province Defense and buff it with Growing Fury and other spells, instead of fielding an army. If you see a sage with an Earth+Blood crosspath, keep him safe in your fort. You may need him for Earth forging. After Empowering in Earth and Blood, this rare sage will be able forge Earth Boots to forge a Blood Stone, and then put both on to forge Iron Face for your Vanabogs and Transformed warrior-mages.\\ | + | 7) Once you have the production of sages set up, start mass-producing Skinshifters and Vanabogs. Skinshifters are needed to siege forts and to fight armies which your Pretender can't handle (alone). Vanabogs are your most reliable blood hunters, item forgers, communion mages and magic knights. You can use sages for blood hunting when you get a Blood random, and will eventually be able to relegate bloodhunting to Sages after Blood Thorns and Sanguine Dowsing Rods become available, if you get lucky with random path rolls on your Sages. Blood hunt a lot, but don't destroy your province income, since you might need the gold later to hire a lot of Province Defense and buff it with Growing Fury and other spells, instead of fielding an army. If you see a sage with an Earth+Blood crosspath, keep him safe in your fort. You may need him for Earth forging. After Empowering in Earth and Blood, this rare sage will be able to forge Earth Boots in order to then forge a Blood Stone, and then put both on to forge Iron Face for your Vanabogs and Transformed warrior-mages.\\ |
8) Start remote site-searching as soon as you can. Try to find independent Astral mages to find Astral Pearl sites. You need all the gems you can find. You will never have an unstoppable army with this bless and scales, so entrenching yourself in forts and casting globals is your highest damage potential. If Vengeful Water + The Wrath of God does not make you confident in your defense, then multiples of Lady Middays in each fort should.\\ | 8) Start remote site-searching as soon as you can. Try to find independent Astral mages to find Astral Pearl sites. You need all the gems you can find. You will never have an unstoppable army with this bless and scales, so entrenching yourself in forts and casting globals is your highest damage potential. If Vengeful Water + The Wrath of God does not make you confident in your defense, then multiples of Lady Middays in each fort should.\\ | ||
9) When you have gold to spare, build temples to strengthen your dominion. Invest into province defense, if independent unit type is strong. These can beat a few unsuspecting armies, but cost no upkeep and recover to full strength for free after every battle. Later on, you might consider boosting strong province defense with casters for Growing Fury and other buffs, as well as some light combatants, such as kitted-out Black Servants.\\ | 9) When you have gold to spare, build temples to strengthen your dominion. Invest into province defense, if independent unit type is strong. These can beat a few unsuspecting armies, but cost no upkeep and recover to full strength for free after every battle. Later on, you might consider boosting strong province defense with casters for Growing Fury and other buffs, as well as some light combatants, such as kitted-out Black Servants.\\ | ||
10) With your Godes, build forts in every province, starting from your borders. This will increase your gold income and also will impede the progress of any invading army, forcing them to fight your powerful Pretender. Don't worry about losing resources in your capital – you barely have any in the first place, and Skinshifters can be recruited regardless, as long as you have at least some (you need 35 resources to recruit 7 Chud Skinshifters).\\ | 10) With your Godes, build forts in every province, starting from your borders. This will increase your gold income and also will impede the progress of any invading army, forcing them to fight your powerful Pretender. Don't worry about losing resources in your capital – you barely have any in the first place, and Skinshifters can be recruited regardless, as long as you have at least some (you need 35 resources to recruit 7 Chud Skinshifters).\\ | ||
11) For first wars, pick a target which doesn' | 11) For first wars, pick a target which doesn' | ||
- | 12) Althogh it is not a priority, you can start mass-producing Wyverns with Summon Wyverns spell to spend all of your spare Air gems (Air items are still more important). Since you are already researching Construction 6 and Thaumathurgy 7, you can boost your Wyvern production with Dragon Sceptres | + | 12) Althogh it is not a priority, you can start mass-producing Wyverns with Summon Wyverns spell to spend all of your spare Air gems (Air items are still more important). Your Heat 1 temperature scale will negate the usual penalty for cold-blooded creatures in Cold dominion. Since you are already researching Construction 6, you can boost your Wyvern production with Dragon Sceptres.\\ |
13) Cast Revive King 10 times or more to get cheap commanders who cost no upkeep and equip them all with Soul Contracts as soon as you are able. This will give you 10 Devils per turn, forever (until horrors come). Devils under Fog Warriors will become your main force later on. Incidentally, | 13) Cast Revive King 10 times or more to get cheap commanders who cost no upkeep and equip them all with Soul Contracts as soon as you are able. This will give you 10 Devils per turn, forever (until horrors come). Devils under Fog Warriors will become your main force later on. Incidentally, | ||
14) Once you have at least 10 Soul Contracts, start casting Contact Alkonost. These creatures are largely useless in other eras, but Vanarus can blood sacrifice, so you get an upkeep-free flying Holy 3 priest who can blood sacrifice... at Conjuration 4 (as opposed to water-only Conjuration 6 Bishop Fish for other nations). Put them to work in every province you have, even underwater ones.\\ | 14) Once you have at least 10 Soul Contracts, start casting Contact Alkonost. These creatures are largely useless in other eras, but Vanarus can blood sacrifice, so you get an upkeep-free flying Holy 3 priest who can blood sacrifice... at Conjuration 4 (as opposed to water-only Conjuration 6 Bishop Fish for other nations). Put them to work in every province you have, even underwater ones.\\ | ||
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//Research order// | //Research order// | ||
- | Alteration 3 (Barkskin, Stoneskin, Quicken Self, Ironskin, Mossbody) -> Enchantment 2 (Personal Regeneration) -> Alteration 4 (Temper Flesh) -> Construction 6 (resistance rings, Soul Contract, Rod of the Leper King, Mistletoe Garland, Wooden Construstion spell, Vine Shield, Frost Brand, Ring of Regeneration, | + | Alteration 3 (Barkskin, Stoneskin, Quicken Self, Ironskin, Mossbody) -> Enchantment 2 (Personal Regeneration) -> Alteration 4 (Temper Flesh) -> Construction 6 (resistance rings, Soul Contract, Rod of the Leper King, Mistletoe Garland, Wooden Construstion spell, Vine Shield, Frost Brand, Ring of Regeneration, |
// | // | ||
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Magic: Air 4, Water 3, Earth 2, Nature 5\\ | Magic: Air 4, Water 3, Earth 2, Nature 5\\ | ||
Scales: Dominion 5, Order 3, Sloth 3, Cold 3, Growth 3, Luck 2, Drain 3\\ | Scales: Dominion 5, Order 3, Sloth 3, Cold 3, Growth 3, Luck 2, Drain 3\\ | ||
+ | Dormant\\ | ||
// | // | ||
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// | // | ||
- | Pretender is very hard to beat in middle to late stages of the game. Good gold income and large recruitable army of Chud Hirdmen. National ability to blood sacrifice allows using the pretender offensively and opens late game opportunities.\\ | + | Pretender is very hard to beat in middle to late stages of the game. Good gold income and a large recruitable army of Chud Hirdmen. National ability to blood sacrifice allows using the pretender offensively and opens late game opportunities.\\ |
// | // | ||
Pretender is still vulnerable to Curse, Stolen Strength, Mind Burn, Soul Slay, mind blasts. Until the Pretender awakes, early game is weaker and expansion is slower and more risky. High Order scales reduce the chance of getting much needed national heroes and frequently cause your provinces to rebel.\\ | Pretender is still vulnerable to Curse, Stolen Strength, Mind Burn, Soul Slay, mind blasts. Until the Pretender awakes, early game is weaker and expansion is slower and more risky. High Order scales reduce the chance of getting much needed national heroes and frequently cause your provinces to rebel.\\ | ||
// | // | ||
- | Father of Winters is among the most powerful supercombatants in the game. Coupled with the wide variety of magic items which Vanarus can forge and the ability to push dominion into enemy lands, the titan can elevate himself from the position of homeland defender into a true menace. The main feature of the bless is Recuperation, | + | Father of Winters is among the most powerful supercombatants in the game. Coupled with the wide variety of magic items which Vanarus can forge and the ability to push dominion into enemy lands, the titan can elevate himself from the position of homeland defender into a true menace. The main feature of the bless is Recuperation, |
// | // | ||
- | Expand with Chud Skinshifters at first and take provinces around the capital, gradually add Chud Hirdmen as your capital gets more resources. Most of your gold should initially go into troops and fortifications, | + | Expand with Chud Skinshifters at first and take provinces around the capital, gradually add Chud Hirdmen as your capital gets more resources. Most of your gold should initially go into troops and fortifications, |
//Build order// | //Build order// | ||
- | 1) On the first turn, make your Vanarusian Herse into a Prophet. This will add some ranged damage to your expansion party at no price, making the first few turns a little less difficult. The scout can go explore nearby valuable provinces such as farmlands and thrones. The first commander | + | 1) On the first turn, make your Vanarusian Herse into a Prophet. This will add some ranged damage to your expansion party at no price, making the first few turns a little less difficult. The scout can go explore nearby valuable provinces such as farmlands and thrones. The first commanders |
2) On the next few turns, secure a full circle of provinces around your capital (unless there is a strong defense somewhere), followed by a forest province, if it is not too far away. Set your Skinshifters to flank enemies, hold and attack rear. Your starting troops need to be sufficiently forward positioned to distract enemy troops, allowing Chud Skinshifters to run to the back unimpeded. As your capital gains resources, you should start prioritizing Chud Hirdmen recruitment. Eventually, you will be able to recruit 4-5 Chud Hirdmen and 4-5 Chud Skinshifters every turn, but these numbers will increase over time. This is because your scales give you a lot of recruitment points, but not as many resources, so you should try to expend both your recruitment points and your resources by balancing between Hirdmen and Skinshifters. For example, you can recruit Hirdmen until you have around 20 resources left, and then recruit 4 Skinshifters with the remanining resources and recruitment points. By doing so you will be able to recruit 8-10 elite fighters instead of just 5 Chud Hirdmen every turn. A party of around 35 Chuds can take out most neutral provinces. Just keep in mind that Chud Skinshifters are fairly expensive in upkeep and just because you can recruit so many, does not mean you should. Recruit commanders: intermixed four scouts and four Godes, a Vanabog, multiple Vanarusian Sages. Scouts should be sent in different directions and look for enemy nations, while Godes can bring reinforcements and build structures. The Vanabog will become a site searcher.\\ | 2) On the next few turns, secure a full circle of provinces around your capital (unless there is a strong defense somewhere), followed by a forest province, if it is not too far away. Set your Skinshifters to flank enemies, hold and attack rear. Your starting troops need to be sufficiently forward positioned to distract enemy troops, allowing Chud Skinshifters to run to the back unimpeded. As your capital gains resources, you should start prioritizing Chud Hirdmen recruitment. Eventually, you will be able to recruit 4-5 Chud Hirdmen and 4-5 Chud Skinshifters every turn, but these numbers will increase over time. This is because your scales give you a lot of recruitment points, but not as many resources, so you should try to expend both your recruitment points and your resources by balancing between Hirdmen and Skinshifters. For example, you can recruit Hirdmen until you have around 20 resources left, and then recruit 4 Skinshifters with the remanining resources and recruitment points. By doing so you will be able to recruit 8-10 elite fighters instead of just 5 Chud Hirdmen every turn. A party of around 35 Chuds can take out most neutral provinces. Just keep in mind that Chud Skinshifters are fairly expensive in upkeep and just because you can recruit so many, does not mean you should. Recruit commanders: intermixed four scouts and four Godes, a Vanabog, multiple Vanarusian Sages. Scouts should be sent in different directions and look for enemy nations, while Godes can bring reinforcements and build structures. The Vanabog will become a site searcher.\\ | ||
3) Identify neighboring nations. Even though Chud Hirdmen are strong enough to simply beat many enemies outright, you still have to worry about outliers. For example, an undead nation such as MA Ermor would require producing many more Godes than you would usually make at the start, and little to no Chud Skinshifters, | 3) Identify neighboring nations. Even though Chud Hirdmen are strong enough to simply beat many enemies outright, you still have to worry about outliers. For example, an undead nation such as MA Ermor would require producing many more Godes than you would usually make at the start, and little to no Chud Skinshifters, | ||
4) With your first Vanabog, build a lab in a forest province, preferably not next to your capital. Recruit a Vyedma in the lab. Vyedmas have a chance to get a Fire path, which means that you won't need to buy and maintain a Vyedun if you get lucky. If one of your two initial Vanabogs has a Fire path, then that's just as well. While the Vyedma and the Vyedun are being recruited for 2-4 turns, the first Vanabog can site search and then blood hunt in the same province. The two (three) of them can do light site-searching in all paths except Astral.\\ | 4) With your first Vanabog, build a lab in a forest province, preferably not next to your capital. Recruit a Vyedma in the lab. Vyedmas have a chance to get a Fire path, which means that you won't need to buy and maintain a Vyedun if you get lucky. If one of your two initial Vanabogs has a Fire path, then that's just as well. While the Vyedma and the Vyedun are being recruited for 2-4 turns, the first Vanabog can site search and then blood hunt in the same province. The two (three) of them can do light site-searching in all paths except Astral.\\ | ||
5) Use one your Godes to build a fortress in the labbed forest province and a castle somewhere else, if you can afford it. Move your sages in either fort and start hiring new ones there. Try to get at least 30 researching sages in total throughout the whole game, as this time you don't need to worry about your gold as much. Once Owl Quills become available, use all your sages to forge a quill for each in one turn, then dedicate one Vyedun or sage to forge quills every turn. Have a random Vanabog with Death 2 forge Skull Mentors once they become available (or you can have him forge a Skull Staff and give it to a sage to forge the skulls, while the Vanabog does something more important). Depending on the situation, you might want to summon Simargls to counter stealthy attacks and assassinations on your mage base. Either way, Simargls can be useful if you intend to keep all your blood hunters in one province, so you can have a Vyedun or Old Bear Thunder summon around 15 of them. Although this build has Order 3 and can afford to spread its blood hunting.\\ | 5) Use one your Godes to build a fortress in the labbed forest province and a castle somewhere else, if you can afford it. Move your sages in either fort and start hiring new ones there. Try to get at least 30 researching sages in total throughout the whole game, as this time you don't need to worry about your gold as much. Once Owl Quills become available, use all your sages to forge a quill for each in one turn, then dedicate one Vyedun or sage to forge quills every turn. Have a random Vanabog with Death 2 forge Skull Mentors once they become available (or you can have him forge a Skull Staff and give it to a sage to forge the skulls, while the Vanabog does something more important). Depending on the situation, you might want to summon Simargls to counter stealthy attacks and assassinations on your mage base. Either way, Simargls can be useful if you intend to keep all your blood hunters in one province, so you can have a Vyedun or Old Bear Thunder summon around 15 of them. Although this build has Order 3 and can afford to spread its blood hunting.\\ | ||
- | 6) Ideally, you should enter your first war with an awakened titan and have your capital produce Vanabogs, Chud Hirdmen and Chud Skinshifters, | + | 6) Ideally, you should enter your first war with an awakened titan and have your capital produce Vanabogs, Chud Hirdmen and Chud Skinshifters, |
7) Initially, try to get at least 20 Godes. This will help you in case your Pretender dies, and also will make you more or less immune to early attacks from undead nations, as well as safeguard you from strong population-killing dominions. Later on, increase the number to around 55 Godes in total for instantaneous effect of Call God. Do not keep these Godes stored in a castle doing nothing and instead use them to transport troops to your frontlines. Another very important use for them is... just standing in your provinces. That is because your Order 3 scale will oftentimes give you a bad event which says: " | 7) Initially, try to get at least 20 Godes. This will help you in case your Pretender dies, and also will make you more or less immune to early attacks from undead nations, as well as safeguard you from strong population-killing dominions. Later on, increase the number to around 55 Godes in total for instantaneous effect of Call God. Do not keep these Godes stored in a castle doing nothing and instead use them to transport troops to your frontlines. Another very important use for them is... just standing in your provinces. That is because your Order 3 scale will oftentimes give you a bad event which says: " | ||
- | 8) As you mass-produce your Vanarusian Sages, look for the ones with a random path in Blood. Separate them from the rest and make them into your blood hunters. With a Blood Thorn and a Sanguine Dowsing Rod equipped, they can be quite effective. In order to start producing Blood Thorns, you will either need to get lucky with a rare Blood3 Vanabog or Empower one (preferably you should Empower one with a Fire path or at least a Blood2 one). Try to get 10 blood hunters or more, depending on your needs and the size of the game. Order 3 and Growth 3 scales allow fairly intense hunting. However, if you see a sage with an Earth+Blood crosspath, keep him safe in your fort. You may need him for Earth forging. After Empowering in Earth and Blood, this rare sage will be able forge Earth Boots to forge a Blood Stone, and then put both on to forge Iron Face for your titan and Vanabogs.\\ | + | 8) As you mass-produce your Vanarusian Sages, look for the ones with a random path in Blood. Separate them from the rest and make them into your blood hunters. With a Blood Thorn and a Sanguine Dowsing Rod equipped, they can be quite effective. In order to start producing Blood Thorns, you will either need to get lucky with a rare Blood3 Vanabog or Empower one (preferably you should Empower one with a Fire path or at least a Blood2 one). Try to get 10 blood hunters or more, depending on your needs and the size of the game. Order 3 and Growth 3 scales allow fairly intense hunting. However, if you see a sage with an Earth+Blood crosspath, keep him safe in your fort. You may need him for Earth forging. After Empowering in Earth and Blood, this rare sage will be able to forge Earth Boots in order to then forge a Blood Stone, and then put both on to forge Iron Face for your titan and Vanabogs.\\ |
- | 9) Start remote site-searching as soon as you can. Be on the lookout independent Astral mages such as lizard Shamans to find Astral Pearl sites by manually site searching. Also use a priest to manually site search for Ancient Temple.\\ | + | 9) Start remote site-searching as soon as you can. Be on the lookout |
10) If you can choose a target for your wars, try to pick someone who doesn' | 10) If you can choose a target for your wars, try to pick someone who doesn' | ||
11) Use your blood income to push your dominion into enemy lands so that you can use your Pretender offensively. But a higher priority is probably demon production. You may choose what to do: forge Soul Contracts to auto-summon fiery Devils, cast Bind Storm Demon repeatedly or cast Bind Fiend repeatedly. Bind Storm Demon can be cast by some Vanabogs naturally, but a better idea is to find Vanarusian Sages with Air2+Blood1 crosspath and give them a Blood Thorn. Same thing with Fiends of Darkness. While Fiends can do well in caves, underwater or in darkness together with undead, and Storm Demons can support your blessed troops or stand under Wrathful Skies without any problem, Devils are the most attractive because of your Drain3+Luck2 scales. Even though their heat aura is negated by your Cold 3 scales, they still fight well in cold, it's not like they have Fire Power ability. The only downside is the fact that they will have +2 encumbrance due to severe cold, but they usually win battles before that can matter. Just the auto-summoning element of Soul Contracts is enough to consider them. Cast Revive King 10 times or more to get cheap commanders who cost no upkeep and equip them all with Soul Contracts as soon as you are able. This will give you 10 Devils per turn, forever (until horrors come). Devils under Fog Warriors will become your main force later on and eclipse the Chud Hirdmen. Use Banes to command Devils, later Bane Lords. You can equip them with Winged Shoes, Ring of Fire, Rod of the Leper King, Crown of Bones. Fog Warriors caster should be an Air 3 or 4 Vanabog with Winged Helmet, Bag of Winds, Flying Carpet, Golden Hoplon. You may also try to use intense dominion pressure through blood sarcifice with Alkonosts to domkill enemies and to enhance your casting of Vengeful Water if you decide to use it.\\ | 11) Use your blood income to push your dominion into enemy lands so that you can use your Pretender offensively. But a higher priority is probably demon production. You may choose what to do: forge Soul Contracts to auto-summon fiery Devils, cast Bind Storm Demon repeatedly or cast Bind Fiend repeatedly. Bind Storm Demon can be cast by some Vanabogs naturally, but a better idea is to find Vanarusian Sages with Air2+Blood1 crosspath and give them a Blood Thorn. Same thing with Fiends of Darkness. While Fiends can do well in caves, underwater or in darkness together with undead, and Storm Demons can support your blessed troops or stand under Wrathful Skies without any problem, Devils are the most attractive because of your Drain3+Luck2 scales. Even though their heat aura is negated by your Cold 3 scales, they still fight well in cold, it's not like they have Fire Power ability. The only downside is the fact that they will have +2 encumbrance due to severe cold, but they usually win battles before that can matter. Just the auto-summoning element of Soul Contracts is enough to consider them. Cast Revive King 10 times or more to get cheap commanders who cost no upkeep and equip them all with Soul Contracts as soon as you are able. This will give you 10 Devils per turn, forever (until horrors come). Devils under Fog Warriors will become your main force later on and eclipse the Chud Hirdmen. Use Banes to command Devils, later Bane Lords. You can equip them with Winged Shoes, Ring of Fire, Rod of the Leper King, Crown of Bones. Fog Warriors caster should be an Air 3 or 4 Vanabog with Winged Helmet, Bag of Winds, Flying Carpet, Golden Hoplon. You may also try to use intense dominion pressure through blood sarcifice with Alkonosts to domkill enemies and to enhance your casting of Vengeful Water if you decide to use it.\\ |