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vanarus-ma [2023/10/17 10:01]
reinc
vanarus-ma [2023/11/10 12:08] (current)
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-| {{:misc:scales:cold.png?14&nolink}} Prefers Cold 2 \\ {{:abilities:snow_move.png?15&nolink}} [[Snow-Move]]\\ **Humans** \\ {{:abilities:Resist_cold.png?20&nolink}} [[Cold Resistance]] (3)\\ **Chudes** \\ {{:abilities:Resist_cold.png?20&nolink}} [[Cold Resistance]] (5)\\ Above Human HP, Attack Skill, Strength, and MR\\ **Vanir** \\ {{:abilities:Resist_cold.png?20&nolink}} [[Cold Resistance]] (3)\\ {{:abilities:glamour.png?20&nolink}} [[Glamour]]\\ {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (65)  |  All Infantry \\ Berserkers \\ Large Skinshifters \\ Sacred Elves \\ Lousy Range  | {{path>A3}} (rare 4) \\ {{path>D2}} (rare 3) \\ {{path>B2}} (rare 3) \\ {{path>F2}} \\ {{path>W2}} \\ {{path>N2}} \\ {{path>E1}} \\ **National Summons**\\ {{path>A2S2}} (Requires {{path>S3}})\\ {{path>A2S1N3}} (Requires {{path>N4}} )\\ {{path>A2W1E2N4}} (Requires {{path>N6}})\\ {{path>A3S1N2}} (Requires {{path>A4}}) \\ {{path>W1D1}} (Requires {{path>W1D1}})\\ {{path>W3N1}} (Requires {{path>W2}})\\ {{path>W3E1N2}} (Requires {{path>W3E1}})  |  Average ({{path>H2}}) \\ {{:abilities:stealth.png?15&nolink}} Stealthy \\ Summonable {{path>H3}} (Requires {{path>S2}})  | {{:misc:gui:castle.png?20&nolink}} Standard Forts \\ Forest Wizards & Witches  |+| {{:misc:scales:cold.png?14&nolink}} Prefers Cold 2 \\ {{:abilities:snow_move.png?15&nolink}} [[Snow-Move]]\\ **Humans** \\ {{:abilities:Resist_cold.png?20&nolink}} [[Cold Resistance]] (3)\\ **Chudes** \\ {{:abilities:Resist_cold.png?20&nolink}} [[Cold Resistance]] (5)\\ Above Human HP, Attack Skill, Strength, and MR\\ **Vanir** \\ {{:abilities:Resist_cold.png?20&nolink}} [[Cold Resistance]] (3)\\ {{:abilities:glamour.png?20&nolink}} [[Glamour]]\\ {{:abilities:stealthy.png?15&nolink}} [[Stealthy]] (65)  |  All Infantry \\ Berserkers \\ Large Skinshifters \\ Sacred Elves \\ Lousy Range  | {{path>A3}} (rare 4) \\ {{path>D2}} (rare 3) \\ {{path>B2}} (rare 3) \\ {{path>F2}} \\ {{path>W2}} \\ {{path>N2}} \\ {{path>E1}} \\ **National Summons**\\ {{path>A2S2}} (Requires {{path>S3}})\\ {{path>A2S1N3}} (Requires {{path>N4}} )\\ {{path>A2W1E2N4}} (Requires {{path>N6}})\\ {{path>A3S1N2}} (Requires {{path>A4}}) \\ {{path>W1D1}} (Requires {{path>W1D1}})\\ {{path>W3N1}} (Requires {{path>W2}})\\ {{path>W3E1N2}} (Requires {{path>W3E1}})  |  Average ({{path>H2}}) \\ {{:abilities:stealth.png?15&nolink}} Stealthy \\ Summonable {{path>H3}} (Requires {{path>S2}}) \\ Can perform blood sacrifices  | {{:misc:gui:castle.png?20&nolink}} Standard Forts \\ Forest Wizards & Witches  |
  
    
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 **Deives of the Sun**: awake, Order 3, Growth scales, above average dominion strength, Blood 3 at least, the rest may vary, but normally take Heat 1, Misfortune 1, Magic 0 or lower. The idea is to start blood hunting early, in order to start producing Soul Contracts early and en masse. Deives of the Sun reduces unrest in her province by 10 per turn without population loss, so does your Order 3 scales and good dominion candles. She also produces 2 fire gems per turn, in addition to the "free" blood slaves thanks to unrest reduction, which creates a significant discount towards forging Soul Contracts or towards empowering other commanders in Fire/Blood. Growth scales should offset population loss from blood hunting/patrolling, although the intention of this build is to patrol as little as possible. Vanabogs can have Death 2 or 3, meaning they can lead a lot of Devils. Vanabogs also can have Blood 2 or 3, as well as Fire 1, making them into good blood hunters or Soul Contract producers in the latter case. Chud Skinshifters can handle the early expansion. Since you will be using Chud Skinshifters and then Devils, a bless is not necessary. **Deives of the Sun**: awake, Order 3, Growth scales, above average dominion strength, Blood 3 at least, the rest may vary, but normally take Heat 1, Misfortune 1, Magic 0 or lower. The idea is to start blood hunting early, in order to start producing Soul Contracts early and en masse. Deives of the Sun reduces unrest in her province by 10 per turn without population loss, so does your Order 3 scales and good dominion candles. She also produces 2 fire gems per turn, in addition to the "free" blood slaves thanks to unrest reduction, which creates a significant discount towards forging Soul Contracts or towards empowering other commanders in Fire/Blood. Growth scales should offset population loss from blood hunting/patrolling, although the intention of this build is to patrol as little as possible. Vanabogs can have Death 2 or 3, meaning they can lead a lot of Devils. Vanabogs also can have Blood 2 or 3, as well as Fire 1, making them into good blood hunters or Soul Contract producers in the latter case. Chud Skinshifters can handle the early expansion. Since you will be using Chud Skinshifters and then Devils, a bless is not necessary.
  
 +=====See More=====
  
-**Dragon (Nature) W5E6N5 Dom5Tur3Slo3Hea1Gro1Luc3Dra3 Awake** +[[vanarus-guide| Reinc's Vanarus Guide (WIP)]]
- +
-//Bless//\\  +
-Minor Cold Resistance, Major Cold Resistance, Hard Skin, Recuperation +
- +
-//Gameplan//\\  +
-Rapid expansion, throne rush, defensive playstyle, global enchantments and dominion push. +
- +
-//Pros//\\  +
-Easy and rapid expansion, Pretender is hard to beat in early stages, can win small games quickly with throne rush, national magic access and national ability to blood sacrifice opens late game opportunities.\\  +
-//Cons//\\  +
-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.  +
- +
- +
-//Reasoning//\\  +
-Dragon pretender can fly across many provinces on the map, is immune to lance charges and earthquakes, covers the nation's weak start and lack of strong sacreds, can still forge strong items and cast global enchantments thanks to the ability to transform into a human. Hard skin and Recuperation are mostly there for your Pretender. Cold resistances give protection against Frozen Heart, but for the most part this build just needed Water 5 and therefore had bless effects to spare. Your only recruitable sacred troops are Oath-Bounds, who are not very good on the offensive, so you won't use them as anything but occasional bodyguards. Chud Skinshifters, on the other hand, are basically human-sized cavalry with around 40 HP total, powerful attacks and built-in recuperation, so you will use them a lot. Dominion 5 is there to save on design points, but it should not be too big of a problem, because Vanarus can do blood sacrifice. For this reason, you might even consider setting Dominion strength to 3 and getting Growth 2 instead. Turmoil 3 and Luck 3 will give a lot of random events, most of them good. Free gold, free laboratories and free astral mages (in coastal provinces) are what you are looking for. High likelihood of good events also increases your chance to get your national heroes sooner, of whom Baba Yaga and Old Bear Thunder are very useful for forging and ritual casting. Turmoil 3 will also improve the effect of Wrath of God, which is part of this build. Sloth 3 because you don't really need resources for Chud Skinshifters, but you do need design points. Keep in mind that Sloth 3 also means you will be able to recruit very few Oath-Bounds and virtually no Chud Hirdmen. Heat 1 because your province income is already bad, so why not get more design points. Additionally, rivers in your dominion will almost never freeze, which helps with stalling or outright preventing early enemy invasions. Growth 1 because you will be blood hunting a lot, and to give you half-decent income in the long run. Drain 3 because Vanarusian Sages are good researchers already, and you also have native access to forging Owl Quills and Skull Mentors, so why not get more design points. Army-wiping spells from enemies are not too big of a concern thanks to Vanarus'magic path access and research speed.\\  +
- +
-//Expansion//\\  +
-Expand with the Dragon. Don't attack heavy cavalry and heavy infantry (sword) unless they are within your dominion, Wolf Tribe might be a little risky, too. Even though the flying Dragon is immune to lance charges, it still might suffer from lucky attacks from strong independent units. Don't attack barbarian provinces until you have Alteration 3 or a lot of support. Starting army plus a turn's worth of Skinshifters can expand into weak provinces. Around 20-30 Skinshifters can clear most provinces even with strength of independents set to 9, except barbarians and some unique ones. Mercenaries are generally too pricy for this build, unless you get extra gold from an event. +
- +
-//Build order://\\  +
-1) On the first turn, blindly expand with the Dragon into a province with your dominion, but be wary of wastelands (possible barbarians) and forests (possible dark vines). Make starting scout your prophet and preach in capital until you can do blood sacrifice. As for commanders, buy a Vanarusian Sage and recruit every Skinshifter you can get. Before you research Alteration 1, set the Dragon to stand in the back and to hold for 3 turns and attack rear. If you are attacking a province with heavy cavalry, make it 2 turns.\\  +
-2) On the next few turns, expand into stronger provinces with the Dragon (if your dominion is present), while attacking weaker provinces with troops. Keep in mind that troops can freely attack provinces which don't have your dominion. Set regular troops in front to distract enemy infantry while Skinshifters sprint to attack their rear. Recruit commanders: two Godes (to help expand your dominion and build structures), three more Godes (for scouting and to bring reinforcements), Vanabog (to start site-searching), another Vanabog (to start blood-hunting), four more Sages (to get your Alteration 3 and Enchantment 2). Godes are much cheaper than Herses in gold per turn (cheaper than scouts, in fact), and you won't be able to recruit more than 7 Skinshifters per turn even in the late game anyway, so you can save some gold by not hiring Herses. Moreover, Godes have better map move than Herses, allowing them to cross two provinces in some situations where a Herse would only move across one. Keep recruiting Skinshifters until you have around 20-30 of them in the expansion army. Be wary of Jaguar Tribe independent provinces. If their priest has Astral magic random, he may Curse your Pretender. Scout these provinces with a Gode before attacking and, if you see an Astral priest, conquer them with troops. Watch your gold balance - keep in mind that even though Chud Skinshifters cost slightly more than sacred Oath-Bounds to recruit, they are much more expensive to maintain.\\  +
-3) When you see a Throne, scout it with a Gode to see what kind of commanders they have. If there are no spellcasters, conquer and claim them with the Dragon as soon as your Dominion reaches the province (or once you have Alteration 2-3). If they have Wizards, forge and equip rings to protect from fire and and lightning, then attack with the Dragon. Attack with troops if there are commanders who can cast Mind Burn, Curse or Spirit Curse. Also don't send Dragon to attack thrones guarded by Shades, to avoid Stolen Strength condition on your Pretender.\\  +
-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 Vanabos has a Fire path, then that's just as well. If any one of your two initial Vanabogs gets Blood 2, then use him for blood hunting instead of site searching. While the Vyedma and the Vyedun are being recruited for 2-4 turns, the first Vanabog can blood hunt in the same province. The two (three) of them can do light site-searching in all paths except Astral.\\  +
-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. Depending on the situation, you might want to summon Simargls to counter stealthy attacks and assassinations on your mage base.\\  +
-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 popkill 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 thugs. You can use Sages for blood hunting when you get a Blood random, but they are only a 1 in 3 chance, and you don't know when you'll get them, or whether or not you'll get enough. They also tend to get sick and die. Blood hunt a lot, but don't destroy your province income.\\  +
-8) Start remote site-searching as soon as you can. Try to find Astral mages to get Astral Pearl income. 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.\\  +
-9) When you have gold to spare, build temples to strengthen your dominion. Invest into province defence, 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 defence with casters for Growing Fury and other buffs, as well as some light thugs.\\  +
-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.\\  +
-11) For first wars, pick a target which doesn't have Mind Blast, Mind Burn, Curse, Spirit Curse. Most other opponents can be defeated with the right equipment. Even hellblessed giants don't fare well against a horde of Skinshifters supported by the Dragon. In most cases, the Dragon should have a Ring of Regeneration and a Mistletoe Garland equipped (later replaced by a Wraith Crown). Use the Dragon's mobility to pick off unforted provinces which are away from the main enemy force. Later on, avoid those who can cast Soul Slay, Stream of Life or Shrink. As game progresses, the Dragon will be increasingly useless on the battlefield (Earthquake notwithstanding) while becoming increasingly useful in the lab. Skinshifters under Fog Warriors and Mass Protection can replace it. Your three initial Godes and the starting Herse can get flying carpets to transport 7 Skinshifters per turn across great distances. You will normally only be able to recruit 7 per turn, and 7 is the exact amount of human-sized troops that the Flying Carpet can carry.\\  +
-12) 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, they are also immune to Earthquake and break down forts with lightning speed, making them into better companions for the Dragon to fight alongside with. 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, Ring of Fire.\\  +
-13) 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 a 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 (blood slaves won't drown with Pills of Water Breathing equipped).\\  +
-14) If you have Astral-Fire mages, cast Summon Firebird in capital forever, at a rate of 5 casts per turn. This will eventually give you virtually infinite gold and gem income which is not reflected on scoregraphs, and may even drastically improve resources and supplies in your capital.\\  +
-15) Cast Globals like Vengeful Water and Wrath of God. Vengeful Water can be cast by your pretender with path-boosting items, but if you expect the Dragon to fight and die, this global requires some Empowerment and can be cast by a Vodyanoy, if you are able to bring him to land, or by a Naiad if you are not. Wrath of God can be casted by Old Bear Thunder with some gear and very cheap empowering, or by an Adept of the Golden Order, if you get lucky. Mother Oak can be easily cast by Old Bear Thunder and is needed to offset possible Nature path losses from Pretender deaths, as well as to mass-cast Transformation later on. For Transformation, buy Vyedmas, because they have a higher chance to have Nature 2, so they can cast the spell without boosting items. The desirable results for Transformation are Yettins and powerful monsters (for supercombatant communions) and small mindless creatures (for Soul Contracts). The latter might need a Pendant of Luck to avoid death from remote attacks.\\  +
-16) You may try to close the game instantaneously by casting Wizard's Tower at all remaining thrones and sending Alkonosts there on the same turn. With a water-breathing item and Heart of Quickness, Alkonosts should be able to reach any province in most games without teleportation. Your Pretender already has enough levels in Earth path, and it can forge Earth Boots for other mages, but the rest of Earth magic levels might need Empowering. This option might or might not be mutually exclusive with casting globals, depending on how lucky you get with path-boosting items from random events.\\  +
-17) Otherwise, conquer enough provinces to have dominion strength 10 or higher from temples and use Alkonosts with globals to eliminate opponents. If you have enough Firebirds, you should be able to re-cast and maintain your global enchantments against your opponents' dispelling attempts through sheer gem income.\\  +
- +
-//Research order//\\  +
-Alteration 3 (Barkskin, Stoneskin, Ironskin, Quicken Self, Mossbody) -> Enchantment 2 (Personal Regeneration) -> Alteration 4 (Temper Flesh) -> Construction 6 (resistance rings, Soul Contract, Rod of the Leper King, Mistletoe Garland, Ring of Regeneration, Winged Shoes, Flying Carpet, Crown of Bones, Storm Spool, Sanguine Dowsing Rod, Wraith Crown) -> Conjuration 4 (Summon Simargl, Summon Firebird, lesser elemental summoning spells, Revive Bane, Dark Knowledge, Voice of Aspu, Contact Alkonost, Send Vodyanoy, elemental summoning spells) -> Blood 2 (Bowl of Blood) -> Evocation 3 (Lightning Bolt, Arcane Probing) -> Thaumaturgy 4 (Haruspex, Augury, Auspex, Gnome Lore) -> Alteration 5 (Mother Oak) -> Conjuration 5 (Revive Bane Lord, Contact Naiad) -> Thaumaturgy 7 (Vengeful Water) -> Evocation 6 (Earthquake, The Wrath of God) -> Alteration 8 (Transformation, Fog Warriors, Mass Protection, Wizard's Tower) -> Conjuration 7 (Contact Cloud Vila, Contact Mountain Vila) -> Enchantment 7 (domes, Riches from Beneath, Earth Blood Deep Well, Gift of Health) -> Evocation 9 (Celestial Rainbow) -> Enchantment 9 (Gift of Nature's Bounty) -> Construction 9 (Juggernaut Construction) +
- +
-//Situational Tactics://\\  +
-a) If a Skinshifter becomes crippled, leave him in a province garrison for a few turns to recuperate, then bring him back into the army.\\  +
-b) The more coastal provinces you have, the more chance there is of getting an Adept of the Golden Order in an event. These guys can cast Summon Firebird, Contact Alkonost, Arcane Probing and later can cast The Wrath of God, if Old Bear Thunder dies from a disease soon after arriving, which he tends to do.\\  +
-c) You also can cast same rituals if you find High Temple of the Magi or an Alchemists Guild. If everything else fails, recruit a lizardman priest to at least cast Arcane Probing and some other spells.\\  +
-d) If you get a Madman in an event, give him a Soul Contract. Since they are mindless, horrors will never come for them.\\  +
-e) You might consider hiring around 10 Scouts or Chud Jarls and equipping them with Winged Boots, Gate Cleavers, Wall Shakers and filling the rest of their slots with morale-boosting items. This stealthy and mobile fort-busting force can help the Dragon bring down forts when other armies are not available. Set them to retreat in combat, so they will avoid confrontation with armies trying to attack the Dragon. High morale and flight should ensure that they do not get lost when retreating, even in hostile dominion.\\  +
-f) Depending on your opposing nations, you might need to protect your Pretender from Vengeance of the Dead as their kill count rises. Drain 3 of your dominion and magic resistance gear should provide sufficient protection. This will also help against Soul Slay.\\  +
-g) If you happen to have a surplus of death gems due to random sites, consider investing into Likhos. If you send around ten of them into an enemy province at the same time, they become undetectable with conventional means 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). You also can amass Likhos in a forted and well-defended province on your territory to generate random bad events in a bad province (e.g. a small wasteland province). This will give you many hundreds of corpses every turn, which you can either reanimate or convert into death gems with Raven Feast spell. The amount of corpses can be further increased if you recruit Vanarusian Archers in several nearby provinces and send them into that province, while also having a couple hidden Dark Servants with Bane Venom Charms equipped. Eventually your sizeable investment of death gems will bring a significant interest. Moreover, you might be able to force Dragon attacks on garrisoned sheep, and cast Charm on these independent Dragons. Naturally, this trick is more fitting for very large games with many players, in late game, once gold becomes nearly useless, to give you strong undead armies to help your demons. If you have your globals up, Likhos will be very difficult to patrol out even with Spirit sight, as long as they sneak within enemy provinces with your dominion.\\  +
-h) The globals you cast, and their order, depends heavily on what happens during the game. But Vengeful Water is a must. Wrath of God is close second.\\  +
- +
-=====See More===== +
-youtube of someone discussing the nation \\ +
-guide page on steam??\\ +
-forum thread or AAR+
  
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 {{tag>nation stub ma-nation}} {{tag>nation stub ma-nation}}
vanarus-ma.1697536898.txt.gz · Last modified: 2023/10/17 10:01 by reinc