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Other Projects => Other Games => Play With Your Buddies => Topic started by: IronyOwl on December 14, 2012, 04:54:09 am

Title: Warlock: Master of Bureacracy [Update 2: On The Treachery Of Spiders]
Post by: IronyOwl on December 14, 2012, 04:54:09 am
Ah, it sure it great being a Great Mage. Free food, spacious accomodations, and whole cities and regiments of hardened veterans at my command.

Of course, I couldn't have gotten this far without my loyal supporters by my side... and so of course, they've probably had some impact on what I am today.

Spoiler: What Do I Look Like? (click to show/hide)
Spoiler: What Do I Do? (click to show/hide)

Of course, that's just me! There's a lot more to a Great Mage's holdings than just the Great Mage!

Spoiler: Who Do I Lead? (click to show/hide)
Spoiler: Where Are We? (click to show/hide)
Spoiler: What's Going On? (click to show/hide)


Ah, but that's not all! Who could forget my loyal supporters, to whom I owe so much?

Spoiler: Who Are You? (click to show/hide)



Spoiler: But What's A Shank? (click to show/hide)
Title: Re: Warlock: Master of Bureacracy
Post by: Stworca on December 14, 2012, 05:41:15 am
I'll just butt in, and say that even the largest map feels somewhat small (for a directed-AAR), and furthermore, the other worlds are more or less useless. With the AI as unwise as it is, one usually wins long before being able to tackle the dragons and elementals (Both in HUGE quantities)

Starting with the Blademaster & Humans is usually a good idea, gobbo's (Rats) are too ineffective, and undead mana cost can - should one choose BM - cripple research and spells.
Net increases in gold are useless after a few turns, so if you were to choose an eco-bonus, best go for %.

Hmm hmm.. Good luck
Title: Re: Warlock: Master of Bureacracy
Post by: Sonlirain on December 14, 2012, 10:26:36 am
As a person with 0 experience with Warlock (but some with Master of Magic, Age of Wonders and several other games of the genre) i'd like to suggest the following.

Picture - Some beasty leader.
Skills - Instructor, Favour of Helia

Race - Beasties.
Map - Everything set at max. Islands. Cylinder world.
Victory - Unity spell disallowed.

Who am i - Suggestive Noble (but i'd like to have a city i could dedicate towards a goal of my chosing (like Baneblade production).
Title: Re: Warlock: Master of Bureacracy
Post by: Xeron on December 14, 2012, 10:34:05 am
Picture - Anything evil
Skills - Arch Mage,Fire Storm,Summon Imps

Race - Undead
Map - Everything set at max. Super continent Cylinder world.
Victory - Kill all the enemy filth

Who am i - a governor of a city
Title: Re: Warlock: Master of Bureacracy
Post by: Myroc on December 14, 2012, 12:36:46 pm
Picture - That two headed dragon. Their name escapes me.
Skills - Archmage. I don't really care for anything else, but Archmage is pretty significant because as far as I am aware it is the only thing in the game that can reduce your casting time. (If there are others, then they're probably fairly rare and/or lategame, as I sure as hell haven't encountered them.)

Race - Not humans.
Map - Large, default number of alternate worlds, islands, cylinder, max amount of enemy mages. Let's not go TOO overboard.
Victory - All of them.

Who Am I? - Field General, leading your ruthless soldiers into battle.
Title: Re: Warlock: Master of Bureacracy
Post by: Neonivek on December 14, 2012, 01:51:41 pm
Most of the abilities though are outright useless.

Only ones I'd suggest is the 20% productions or Casting speed

Also Myroc there is no reason not to just max the number of alternate worlds. It is so hard to take advantage of alternate worlds that you will win the game first.
Title: Re: Warlock: Master of Bureacracy
Post by: Thexor on December 14, 2012, 07:17:08 pm
As someone who has 0 knowledge of Warlock, my only advice is to remove the 'Defeat Avatar' victory condition. Because a) it'd suck if the AI killed an avatar without you noticing, and b) if you win after killing one avatar, you don't get the chance to kill a second avatar!

Also, PTW.
Title: Re: Warlock: Master of Bureacracy
Post by: Neonivek on December 14, 2012, 08:42:04 pm
As someone who has 0 knowledge of Warlock, my only advice is to remove the 'Defeat Avatar' victory condition. Because a) it'd suck if the AI killed an avatar without you noticing, and b) if you win after killing one avatar, you don't get the chance to kill a second avatar!

Also, PTW.

It really isn't that easy to kill an Avatar or find an Avatar.

The computer is never going to get to that point, nor, will our hands ever be tied with dealing with one.
Title: Re: Warlock: Master of Bureacracy
Post by: IronyOwl on December 14, 2012, 11:13:35 pm
Alright, so the current tallies seem to be as follows:

Portrait
Something Beasty   I
Something Evil   I
Dragon   I
Dragon Assuming He's Beasty And Evil   III

Perks
Archmage   III
Firestorm+Imps   I
+% Something Bonus   I
+% Econ Bonus If Econ Anything   I

Race
Humans   I
Beasties   I
Undead   I
Not Humans   I

Map Size
Extra Large   III
Large   I

Landmass
Islands   II
Supercontinent   I

World Type
Cylindrical   II

Other Worlds
Default   I
Max   III

Rival Great Mages
Max   III

Win Conditions
All Enabled   I
Kill Only   I
No Avatar   I
No Unity   I


So, we're tied for starting race and that's pretty important. Wincon and perks are a bit vague, and I'm not certain if the dragon meets both the beasty n evil requirements.
Title: Re: Warlock: Master of Bureacracy
Post by: Frumple on December 15, 2012, 12:55:30 am
Portrait of bald dude with pimp robe gets my vote. And purple, for the color.

Throwing in for archmage as well, and a percentile bonus if you can fit it. Or archmage and a hero, plus, like, lesser heal or something. Whichever fits better.

And beasties, because gimping amuses me.

Also, bonus challenge mode: Clear out at least one other world before victory. Maybe make an alternate save for that, for a post-win reload and rumble.
Title: Re: Warlock: Master of Bureacracy
Post by: Gamerlord on December 15, 2012, 12:56:53 am
Wait a second... this is the Majesty universe!  :D
Title: Re: Warlock: Master of Bureacracy
Post by: Alkhemia on December 15, 2012, 01:04:27 am
I second Frumple for the Beasties and the challenge  :P
also Islands just because the sea monster are jerks
Title: Re: Warlock: Master of Bureacracy
Post by: Xantalos on December 15, 2012, 01:05:52 am
Eh, why not follow this. I vote for the dragons. Because they cool. Victory conditions...why not all of them. Difficulty: Challenging, for funzies, and Archmage, Goddess of healing, max world/number of enemy archmages. Should be fun.
Title: Re: Warlock: Master of Bureacracy
Post by: LoSboccacc on December 15, 2012, 01:23:38 am
I vote for monsters race, as their specialization with food is hilarious and amusing.

Spoiler (click to show/hide)
Title: Re: Warlock: Master of Bureacracy
Post by: Neonivek on December 15, 2012, 01:51:46 am
I vote for monsters race, as their specialization with food is hilarious and amusing.

Spoiler (click to show/hide)

Even better when you consider that half of Food overproduction it turned into gold. Essentially allowing you to get large amounts of gold through food production if you set yourself up correctly.

The Goblins greatest weakness however is that they probably have what I consider to be the worst low level units in the game (though their Shammans are invaluable in a way... Since Spirit magic is the only thing almost nothing in the game is immune to or has great resistance against)

The other is that I believe Goblins are dead last when it comes to research... and this is a game where Spells far outstrip almost any unit in the game (There are only a tiny few exceptions. One is Heros and the other are hidden fun stuff... if they ever get unlocked in this playthrough)

The other advantage Goblins and Undead have over the humans is they both have a unique Pumpkin patch building... and the blessings you get from it are almost invaluable (+3 regeneration is nothing to scoff at if you are making a Siege engine)
Title: Re: Warlock: Master of Bureacracy
Post by: IronyOwl on December 15, 2012, 04:07:48 am
Spoiler (click to show/hide)
Most wild monsters will be either wildlife or standard units from other races. If anything, I think monster races are less common than human or undead units.

Besides, even if it explained that, it still wouldn't make sense on its own. I guess werewolves are really good traders and humans really like being farmers?


Even better when you consider that half of Food overproduction it turned into gold. Essentially allowing you to get large amounts of gold through food production if you set yourself up correctly.

The Goblins greatest weakness however is that they probably have what I consider to be the worst low level units in the game (though their Shammans are invaluable in a way... Since Spirit magic is the only thing almost nothing in the game is immune to or has great resistance against)

The other is that I believe Goblins are dead last when it comes to research... and this is a game where Spells far outstrip almost any unit in the game (There are only a tiny few exceptions. One is Heros and the other are hidden fun stuff... if they ever get unlocked in this playthrough)

The other advantage Goblins and Undead have over the humans is they both have a unique Pumpkin patch building... and the blessings you get from it are almost invaluable (+3 regeneration is nothing to scoff at if you are making a Siege engine)
50% is a pretty shoddy exchange rate, so you're better focusing on gold when you want gold in all but a handful of circumstances.

Agreed on garbage basics and peculiarly handy shamans, but I don't consider the former all that bad because they're good enough until you can get their higher-end stuff, which is very nice.

Research really hasn't been all that vital in my experience. I mean, it's nice, but even when I'm relying on spells to win I'm usually relying on spells cast on my units to win, not just one-shotting everything with an awesome spell I researched. I also doubt they're dead last by very much, given how small most non-resource bonuses are to it.

Love Blessing of Hill'o'Win, but humans get unique stuff on different resources. I consider Silver Weapons to be better than the monster equivalent, and the undead just get more mana, for instance.



Anyway, on to the tally.

Portrait
Something Beasty   I
Something Evil   I
Dragon   II
Dragon Assuming He's Beasty And Evil   IIII
Bald Dude With Pimp Robe   I

Perks
Archmage   V
Firestorm+Imps   I
+% Something Bonus   II
+% Econ Bonus If Econ Anything   I
Goddess of Healing   I

Race
Humans   I
Beasties   IIII
Undead   I
Not Humans   I

Map Size
Extra Large   III
Large   I

Landmass
Islands   III
Supercontinent   I

World Type
Cylindrical   II

Other Worlds
Default   I
Max   IIII

Rival Great Mages
Max   IIII

Difficulty
Challenging   I

Win Conditions
All Enabled   II
Kill Only   I
No Avatar   I
No Unity   I


Looks like winners are starting to crystallize for most stuff, but we could still use some clarification on wincons and difficulty. And of course, it's never too late for an upset on anything else.
Title: Re: Warlock: Master of Bureacracy
Post by: EuchreJack on December 15, 2012, 04:35:56 am
Difficulty: Impossible.  Because I believe in you.  ;D
Title: Re: Warlock: Master of Bureacracy
Post by: Xeron on December 15, 2012, 04:55:23 am
Difficulty: Impossible.  Because I believe in you.  ;D
I second this motion.
Title: Re: Warlock: Master of Bureacracy
Post by: hostergaard on December 15, 2012, 05:27:24 am
The dude with the long beard and pointy hat. Nothing says wizard like a long beard and pointy hat.

Dragon is second choice. Can't go wrong with dragons.
Title: Re: Warlock: Master of Bureacracy
Post by: EuchreJack on December 15, 2012, 05:32:30 am
The dude with the long beard and pointy hat. Nothing says wizard like a long beard and pointy hat.

Dragon is second choice. Can't go wrong with dragons.

Somebody else saw The Hobbit recently.    ;)
Title: Re: Warlock: Master of Bureacracy
Post by: Stworca on December 15, 2012, 07:36:17 am
Somebody else saw The Hobbit recently.    ;)

Or.. read it?  :o

Go impossible difficulty, or go home!
Title: Re: Warlock: Master of Bureacracy
Post by: EuchreJack on December 15, 2012, 07:39:48 am
Well, only the latest version of the book came out recently.  I read The Hobbit and The Lord of The Rings trilogy long before Hollywood even decided to make the (current) movies.
Title: Re: Warlock: Master of Bureacracy
Post by: Stworca on December 15, 2012, 08:36:08 am
I read The Hobbit before Urist McCavedwarf invented the wheel...

...well, not really.

Go impossible!
Title: Re: Warlock: Master of Bureacracy
Post by: Neonivek on December 15, 2012, 10:00:30 am
Quote
Research really hasn't been all that vital in my experience

Unless you are bless stacking your heros to turn them into unholy beasts there are only a tiny few spells that are all that worth it to cast... but those spells are by far worth it.

For example:

Spoiler (click to show/hide)

There are a few gems as far as units are concerned. The Stubborn Knights are always such a hard choice for me... On the one hand they are one of the best units in the game, especially when supported by upgrades. On the other hand 10 gold is 10 gold.

Mind you I find the differences between the races to be mostly moot because you will pretty much be using all of them at once anyway.

Also here is an interesting tidbit. Every unit in the game except Elementals (so far >_<) has a hero version. This can get game breaking when you see the 1000+ gold heros (who are worth getting...)
Title: Re: Warlock: Master of Bureacracy
Post by: LoSboccacc on December 15, 2012, 10:37:22 am
I read The Hobbit before Urist McCavedwarf invented the wheel...

...well, not really.

Go impossible!

I've read it one last time before submitting it to professor Tolkien which stole the idea.
Title: Re: Warlock: Master of Bureacracy
Post by: Sonlirain on December 15, 2012, 11:01:45 am
Difficulty i care not for but since the map is so big we might end up with researching and casing the Unity spell before meeting (and possibly mauling into paste) all of the enemy wizards.

I'd rather see an epic battle in the end instead of casting some flimsy spell to rule them all.
Title: Re: Warlock: Master of Bureacracy
Post by: Neonivek on December 15, 2012, 11:37:32 am
Quote
Difficulty i care not for but since the map is so big we might end up with researching and casing the Unity spell before meeting (and possibly mauling into paste) all of the enemy wizards

Trust me that is unlikely.

I had the best research combo capable in the game (Which requires a DLC to do since it uses the Elves who are based on research bonuses) and I still found everyone before I got close to getting unity out.

Mind you the unity win is kinda weak anyhow. I won't spoil it but it doesn't do what you think it does.
Title: Re: Warlock: Master of Bureacracy
Post by: Sonlirain on December 15, 2012, 03:13:07 pm
Quote
Difficulty i care not for but since the map is so big we might end up with researching and casing the Unity spell before meeting (and possibly mauling into paste) all of the enemy wizards

Trust me that is unlikely.

I had the best research combo capable in the game (Which requires a DLC to do since it uses the Elves who are based on research bonuses) and I still found everyone before I got close to getting unity out.

Mind you the unity win is kinda weak anyhow. I won't spoil it but it doesn't do what you think it does.

Well it it's weak then theres one more reason to ban it.
Any ending that does not end in a epic campaign to fight outwordly beasts (holy ground) murdering a Avatar of a GOD or smearing all rivals on the ground is not a proper ending.
Title: Re: Warlock: Master of Bureacracy
Post by: USEC_OFFICER on December 15, 2012, 07:22:42 pm
Wait a second... this is the Majesty universe!  :D

Holy shit, it is! I'm definitively watching this LP!

As for voting...

Let's go with mister Dragon, because I hated those things in Majesty, and the colour yellow, because I think it looks cool. Perk-wise let's go with Trader, Farmer and Conjurer, because I like having a fifth more of everything. Archmage and Instructor sounds cool too. Monsters are my suggestion for the race, since what's a dragon without a bunch of goblin minions?

The world should be a Huge Supercontinent, like in Majesty, with Max Mages and Additional Worlds. Obviously we'll be going with Impossible if the game is so easy. Here's an idea: Let's turn on all victory conditions, but make it so that the only way that you can win this LP is by conquering all the enemy mages. The AI (if it manages to get its act together) can win by killing an Avatar, Unity spell, or hallowed ground. It might make for an interesting LP, or a clusterf******k of everything. I haven't played the game, so I don't know.
Title: Re: Warlock: Master of Bureacracy
Post by: IronyOwl on December 16, 2012, 12:01:37 am
Update 1: Rise of the Roach Lords


Ah yes, I remember now.

I am Rakar the Terrible, a dragon who's really much nicer than he looks. Or sounds. I lead various Monsters under a banner of Purple. We also considered a yellow banner, but purple won the coin toss (it was actually a die roll). I am an accomplished Archmage and Trader, as well as being familiar with a weak heal and a weak shadowbolt.

The world is Cylindrical and Huge and comprised of several Islands. There are rumored to be six portals and five rival mages. Also turns out max rivals is affected by map type, not just size; this is the max for an island map.

Now then, about our current situation...


(http://img40.imageshack.us/img40/5164/hornaxemain.png)
Home sweet home. Oh sure, some people will tell you that it's in a desert and thus really hard to get delicious food out of, but just think of all the mana we could get! If we had all that many methods of extracting it.

*cough*

Alright so there's no food. Our first order of business is to construct a fishing village (+5 food, -1 gold; unique to monsters) on that hill to the southwest; I'd rather not do any more ranching in the middle of the desert than necessary, but we're low as is. I also begin researching Greater Raise Land. Sure, it'll take twelve turns to get, and sure, we won't have the mana to cast it for a while, but just think of the possibilities! We could create our own island, just raising it out of the sea!

Hopefully there won't be any vengeful dead or angry mermaids on it or something. That might be bad.

(http://img560.imageshack.us/img560/5757/hornaxeside.png)
Of course, there's no time to dawdle, so I send our two current units, a regiment of ratmen robbers and a company of goblin archers, to the west to explore. We'll need to find someplace a bit better suited to not starving to death, I think.

Initial reports are both promising and grim. On the one hand, yep, that's a lot of desert. The snow on the mountains really doesn't balance it out, either, though I'm examining the feasibility of using it to keep our drinks cool. Of course that requires drinks in the first place, which sort of brings us back to desert.

The good news is that there's a human settlement nearby! I'm sure they'll be glad to join us in our struggle, right after we've crushed their military forces and sieged their city's defenses into rubble. I order the training of a unit of goblin spearmen to give us some real meat for the siege.

But wait, there's more! That gaggle of rogues moves south to begin assaulting those wolves. The perfect time to strike!

(http://img267.imageshack.us/img267/271/archerst.png)
But wait, I haven't gone over what forces we have available, have I? Well, here's our archers! As you can see, they're not particularly imposing, but do gain melee resistance from their thick hides. And as you can also see, His Majesty's Advisor is a a racist.

(http://img69.imageshack.us/img69/6452/spearmen.png)
And these would be spearmen. Much sturdier, though still a bit on the unimposing side and not really "armored" in the traditional sense.

(http://img441.imageshack.us/img441/2237/robbers.png)
And finally, the noble ratmen. Flimsier even than archers, but eeeeever so slightly harder-hitting than spearmen. More importantly, the can see and move far and through dense forests easily, making them excellent scouts. Until they actually find something in which case, well, it's good to be conservative when exploring.


With that out of the way, the charge begins. Another unit of archers is trained and en route when we make our first attack, which consists of our archers poking the city from a nearby hill while the spearmen sit around in front of it and wait to be attacked. The ratmen sort of cover the sides, mainly providing moral support and an equidistant target to the city's archers should they feel so inclined.

Meanwhile, the rogues continue to fight. We can't see the entire battle, but they appear to wipe out maybe two packs of wolves before ultimately being eaten. Well, such is the fate of thieves, I suppose.

Back at the city, we encounter mixed success. The ratmen take surprising damage from the city's defenders- arrows are apparently super effective against rats. They move back in response, noticing a next of feral ratmen in the process. The feral ratmen choose to assault their better-equipped, more civilized, more injured cousins, and wipe them out in the process.

This leaves me in a bit of a bind, so I order one unit of archers to wipe out the ratmen while the others rest to recover from the city's shots. The city's warriors, meanwhile, dash themselves apart on my spearmen, just as intended.

--

Back home, I order a settler trained, partially because we need to expand and partially because we've received a quest for it. Apparently somebody's willing to pay me 220 gold to found a new city. Why? Don't worry about the minor details. Someone else was also willing to pay me 60 gold to build a farm, which I doubt will happen.

Anyway, while this is happening a pack of wolves approaches the city, perhaps hoping for some delicious roguemeat. We provide them with eldritch fire instead, which seems to get them to go away on the second shot. Capitals fire flaming aoe arrows rather than normal ones, you see.

--

The siege then takes a turn for the worse; a unit of hunters appears and wounds another unit of archers, forcing them to pull back and my two remaining units to focus fire on them. Our spearmen crush them completely once the archers have softened them up, but now everyone's injured and we notice a cockroach nest and we need someone to deal with those wolves so I can settle a city nearby without our peasants being eaten alive and screaming.

(http://img687.imageshack.us/img687/100/levelupj.png)
Fortunately our two archers do level up at some point in this, one well before the other. As you can see, they have the option of a defense bonus (25%, I believe) on forests, +25 resistance to Missiles, or +20% Missile damage. I select Missile damage in each case, as they are sort of archers.

Of course, it might be worth clarifying just how that bonus works. The bonus works regardless of their base type and works off their base damage; in other words, +20% Missile damage means they gain an extra 20% damage of type Missile, not that all Missile damage they perform is multiplied or that it wouldn't work if they didn't do Missile damage already. The elemental equivalent or ratmen and rogue poison works identically, for instance. It also works off, as I've said, base damage, so it's not affected by similar perks (they stack fine, however), but it can be affected by perks that increase "unit power."


--

Whoo. So forced with a difficult choice, I move a unit of archers down to soften up those wolves, allowing my settlers to found a new city nearby. This allows a second unit of wild hunters and a unit of cockroaches to move in, though one of my archers disposes of the hunters soon enough.

Unfortunately, this leaves poor New Garuta at the mercy of the wildlife, and soon the reign of the cockroach lords is at hand. Meanwhile, the massive influx of gold from completing both quests (the city came with a farm) allows me to purchase a carrav, which then explores a bit and fires at a giant fish. I figure it'll be good experience for the crew.

(http://img233.imageshack.us/img233/5338/spell001.png)
Oh yes, and I complete research on Greater Lands Raising! Wooooo!

Now we just need a ton of mana and a good place to actually do it. I did build a harbor specifically to get off this... cheerful home, though, so now not only can we build ships, but our regular units can spend an entire turn boarding a ship that comes out of nowhere. They're extremely vulnerable while in ship form and require a full turn to get off the boat also, but it's better than nothing.

(http://img24.imageshack.us/img24/1964/up11.png)
(http://img13.imageshack.us/img13/8636/up12c.png)
So, this is our current situation. We've got dead forests and cockroach lords to the north, wolves and snow to the south, and a giant fish to the south but further east. Our current military sits at two archers, a spearman (who has also leveled and taken +20% melee damage), and a boat (it's not a very impressive boat).
Title: Re: Warlock: Master of Bureacracy [Update 1: Rise of the Roach Lords]
Post by: EuchreJack on December 16, 2012, 03:33:50 am
All hail the Roach Lords...er, I mean, don't worry, I'm sure you'll pull through.   :P
Title: Re: Warlock: Master of Bureacracy [Update 1: Rise of the Roach Lords]
Post by: Sonlirain on December 16, 2012, 08:18:19 am
Well i suggest we focus on the human settlement and maybe (just maybe) make some additional towns along the shoreline (assuming there is food from the water titles).
Title: Re: Warlock: Master of Bureacracy [Update 1: Rise of the Roach Lords]
Post by: Twi on December 16, 2012, 08:21:21 am
Recruit the roach lords!

I mean, get more food. Fooooooooooooooooooooooooooooooooooooooood. :P
Title: Re: Warlock: Master of Bureacracy [Update 1: Rise of the Roach Lords]
Post by: IronyOwl on December 16, 2012, 11:18:19 pm
Update 2: On The Treachery Of Spiders


Our travels continue. Our carrav runs into a kraken going east, demonstrating the need for caution when exploring.

(http://img585.imageshack.us/img585/5381/krakenf.png)

As you can see, they're rather monstrous, having Regeneration 8, a respectable melee attack, and a truly massive number of hit points.

I want one as a pet. :(

(http://img201.imageshack.us/img201/5595/carrav.png)
For comparison, here's our carrav. Um. At least it eats less...?


Our valiant carrav then explores south, because I want to explore south for some reason. It runs into another kraken, and I foolishly think the beast can't see it. The carrav survives with one hit point. And we were deliberately being cautious too, intentionally leaving a movepoint in case it needed to retreat out of sight range...

In any case, the carrav retreats to our shores and begins repairs.

--

(http://img209.imageshack.us/img209/8344/up0201.png)
Meanwhile, westward combat continues. Wolves assault the city only to be beaten back, bears come down to be pelted with arrows, a unit of wild rogues appears to be pelted with arrows and then crushed by our infantry, and a unit of wolves is seen heading north. Emissaries for an alliance with the cockroach lords...?!

We clear out a wolf den and grab a lost caravan, but as one of my advisors suggested we focus on the human city, we put our southwestern journeys on hold to go north. Our spearmen are crushed by giant spiders, apparently coming to the cockroaches' aid, and so I order two additional units trained. We could really use something a bit hardier than goblins, no offense intended...

Meanwhile, the roach lords apparently come to our city from the north. I suspect they are here to parley, but my military officials insist this is a show of force. Our unit of spearmen crush them, and then drive back the rats that follow.

--

Once the spearmen are ready and everyone is rested, we engage the city proper. It's been nearly rebuilt; perhaps the roach lords are more benevolent and cunning masters than I had assumed, but we demolish it relatively quickly. The spiders simply sit there, rather suspiciously; perhaps there has been a falling out between them and the roach lords, or perhaps they know a lost battle when they see one, or perhaps they simply have something more cunning in mind. Whatever the case, the city is now ours.

In related news, both archers level up again. It's a tough call between Dodge (+25 Melee Resist) and Endurance (+15 Death/Elemental Resist), but I ultimately go for Endurance, since it gives more overall and nastier beasties tend to have magic damage.

--

(http://img23.imageshack.us/img23/4964/up0202.png)
On the development side of things, we're a bit of a mess. Hornaxe, our capital, is currently heading towards mana production (and with it, werewolves and shamans), though it still has several other capabilities (the fishing village, harbor, goblins' guild, market, etc). Pestyhall has been focusing on food, though it's not very large so that's not saying much. New Garuta I'm uncertain of; on the one hand, the dead forest isn't particularly infertile, and could thus produce food. On the other, humans growing monster food is a bit inefficient, and humans tend to be better at commerce. We could also go mana to attempt to gain access to human mages and clerics, or military for other purposes.

It might also be worth noting that there's donkeys in them hills, which can provide a handy economic building (+10 gold) or valiant knights. The other structure is an infernal rift, which can increase research.


Also, a word on cities and food. Only tiles that are directly built on can produce food; it's not like in Civ where you can shuffle population around. Consequently, water tiles can't produce food except in the form of a Fishing Village, a monster unique improvement that gives +5 food, as opposed to the +3 a standard farm gives. It can only be built once in each city, however, unlike farms which may be spammed.

Oh, and the other-race penalty is 20%, which is the same as production perks or terrain modifiers.
Title: Re: Warlock: Master of Bureacracy [Update 2: On The Treachery Of Spiders]
Post by: Alkhemia on December 16, 2012, 11:41:40 pm
Whole reason I chose islands was because of them have fun.
Title: Re: Warlock: Master of Bureacracy [Update 2: On The Treachery Of Spiders]
Post by: EuchreJack on December 17, 2012, 12:11:19 am
Donkey Knights for the win!
Title: Re: Warlock: Master of Bureacracy [Update 2: On The Treachery Of Spiders]
Post by: Sonlirain on December 17, 2012, 06:49:06 am
Well i have nothing smart to talk about ATM but whatever.

You must construct additional settlements.
The donkey knights might be a good addition to our otherwise pretty weak basic troops.
Title: Re: Warlock: Master of Bureacracy [Update 2: On The Treachery Of Spiders]
Post by: Neonivek on December 17, 2012, 05:36:06 pm
Donkey Knights for the win!

Yep, I can never say it enough. The Order of the Stubborn knights are awsome!

We will have to think about building a magic tower eventually to help against the sea of harassment this game throws at towns near water.
Title: Re: Warlock: Master of Bureacracy [Update 2: On The Treachery Of Spiders]
Post by: Mephansteras on December 17, 2012, 06:04:46 pm
Do deserts actually reduce the amount of food farms produce? I don't remember it making much of a difference last time I played, although it's been a while.
Title: Re: Warlock: Master of Bureacracy [Update 2: On The Treachery Of Spiders]
Post by: Neonivek on December 17, 2012, 06:10:42 pm
Do deserts actually reduce the amount of food farms produce? I don't remember it making much of a difference last time I played, although it's been a while.

I believe they are -20% food +20% magic... or possibly +20% gold... I cannot remember. Either way -20% food.
Title: Re: Warlock: Master of Bureacracy [Update 2: On The Treachery Of Spiders]
Post by: Bluerobin on December 18, 2012, 03:45:52 pm
Question: I saw something mentioned in semi-recent patch notes about other worlds being a bit easier to get to and the AI using them more. Did that end up happening?