good, because my long term superplan was essentially take all the provinces in my 1/6 of the world, and then look up what bruce has to say about each nation and then probably sneak attack everyone while you worry about Ermor and team up against it.

Here’s a tip: units with low defense and protection are the ones you want to recruit.

This tip’s free, but the next one will cost you.

There is no need to worry about what Ermor is up to. No need at all.

Hey, whats that going on over there?

I think Ulm is manufacturing nuclear warheads, since they’re the only nation that hasn’t completed their turn. I realize they’re excellent blacksmiths, but they might want to stick to swords and axes, at least until their scholars research nuclear physics.

We have charts? Whoops. I should look into those!

Pay no mind to Vanheim, we’re still learning which end of the axe goes into the bad guys.

We will bury you.

(I’m at work, will submit when I get home.)

After this next turn, I’ll be putting the game on a 48 hour timer. Unless somebody complains. In general, however, that should give everyone plenty of time to submit turns.

Assuming your highly trained blacksmiths are capable of forging a shovel, I suppose that’s a possibility.

This works for me, until I’m out of town from 8/21 to 8/24. Are you able to max it out temporarily for that period of time?

Turn time of 48 hours should be fine by me.

I am suprised I was the only one to make a mad dash for territory once pretender Jefferson Davis made a fast grab.

btw: was I the only one to bid on mercenaries? I managed to pick up 2 which explains the sudden skyrocket of my army chart.

Still havent encountered anyone, but next turn my spies should see something.

Turn timer of 48 hours is fine by me, should anything come up I’ll chime in and say so.

I’m fine with 48 hours as well.

I wish there was a way to know the default unit stats of independent nations (heck, all units, for that matter!) before entering battle with them. Is there an online database base that provides this information?

http://forum.shrapnelgames.com/showthread.php?t=40445

You can download the spreadsheet (though it uses the Open Office Format) from that thread.

http://forum.shrapnelgames.com/showthread.php?t=38122

This thread links to many other strategy related threads. The first post is largely nation specific threads, while the second does more general stuff where rookies can learn a lot.

I already have that spreadsheet, but I’m having trouble finding the independent units I’m looking for. Maybe I just didn’t spend enough time looking through it. Thanks for that second link, though–I’ll read through it.

Stupid question, how are you supposed to use the spreadsheet? For example, I click on the AllUnits tab and I see a long list of units, but no stats, just special info.

Use the horizontal scroll bar to scroll to the left, perhaps…?

I’ve read through the strategy guide for MA Marignon, but I’m not sure I understand why people are talking about flagellants or flaming crossbows when the cavalry are so full of massive win that there’s no point in bringing anything else to the party.

Take a Baphoment pretender, imprisoned, A9F9 (for fire weapons & twist fate), then maybe some positive scales for order/production in order to help you out in the early game. When the game starts, buy some Grand Masters (& get used to that – they die quickly) to get your research going. Pump research into convocation to get your angels as quickly as possible; full research with 12-15 Grand Masters gets you Heavenly Choir at year 4 or so.

Meanwhile, buy Knights of the Chalice and send them off with a paladin or friar. The other lower-priced knights are good for when you’re expanding your kingdom (can be bought at other castles), but the KotC, being blessed troops with fire weapons & no damage on the first hit, will basically mow down anything you point them towards. So long as your nation’s strategy revolves around pumping out KotC as quickly as possible (build temples everywhere, preach to increase dominion in lands surrounding your capital), you should be able to pump out five or six per turn plus a paladin/friar/other mage by the time your pretender escapes from prison.

Then it’s mop-up time.

What am I missing? This seems like a fool-proof strategy against everything that’s been thrown against me: vast legions of undead, Man/Pythium armor attacks, and so on. Why would I bother with xbows – or any other unit that Marignon offers?

Yea, world of thanks smartass. I figured every tab has a purpose or it wouldn’t be there.

I get the feeling you’re still experimenting with the AI. Suffice it to say the MP experience definitely favors flaming crossbows. Indeed, the spell Flaming Arrows is so good that archer heavy nations often put Fire magic on their pretender just to have access to that spell. I’ll grant you KotC with that kind of bless are going to be very formidable, but they are nearly impossible to produce quickly enough even with Production-3. Hence the pursuit of other strategies such as flaggellants and crossbowman (both of which are recruitable outside the capital).

Take a Baphoment pretender, imprisoned, A9F9 (for fire weapons & twist fate),

Let me just quickly point out that you meant S9, not A9. When talking about Astral magic, the convention is to use “S” as an abreviation and reserve “A” for Air magic. See the need?

then maybe some positive scales for order/production in order to help you out in the early game.

I just checked on the validity of this build. Assuming an imprisoned Baphomet, you’ll only have 132 points left after buying those magic paths. Thats not a lot to buy “postive scales” with when you still have to put points into dominion.

When the game starts, buy some Grand Masters (& get used to that – they die quickly) to get your research going. Pump research into convocation to get your angels as quickly as possible; full research with 12-15 Grand Masters gets you Heavenly Choir at year 4 or so.

By year 4, a well played Ermor could field an army of over 1,000 undead horsemen. Ulm could spam Magma Bolts and Bladewind. Man could have Longbowmen in the several hundreds. Almost any nation is going to have basic anti-SC spells like Paralyze, Lightning Bolt, and Frozen Heart researched. Admittedly, the AI is very inefficient at research and just likes to build large armie. To do well at MP, the player has to utilize magic well before year four.

Meanwhile, buy Knights of the Chalice and send them off with a paladin or friar.
Or perhaps a high inquisitor who can bless all sacreds with a single spell.

The other lower-priced knights are good for when you’re expanding your kingdom (can be bought at other castles), but the KotC, being blessed troops with fire weapons & no damage on the first hit, will basically mow down anything you point them towards.

Until a handful of S2 mages fatigue them to death with Stellar Casscades. Remember, advanced players have to thing beyond the frontline troops to the mages supporting them. No matter what the difference in troop quality is.

So long as your nation’s strategy revolves around pumping out KotC as quickly as possible

In larger games, this will quickly become untenable. KotC are capital only and very resource intensive. When other players are building large forces from three, four, five, or more fortresses, its impossible to keep up.

(build temples everywhere, preach to increase dominion in lands surrounding your capital), you should be able to pump out five or six per turn plus a paladin/friar/other mage by the time your pretender escapes from prison.

Temples “everywhere?” Thats a lot of money for what will surely be a cash strapped nation due to less than ideal scales. Also, in MP temples outside of fortresses have a giant X on them for players to raid.

Then it’s mop-up time.

What am I missing? This seems like a fool-proof strategy against everything that’s been thrown against me: vast legions of undead, Man/Pythium armor attacks, and so on. Why would I bother with xbows – or any other unit that Marignon offers?

I hope I started to expand your thinking. But consider this a skill building exercise: Place yourself in the shoes of an opposing nation, be Ermor or Man or Pythium, and ask yourself how you would deal with a KotC dual bless. In practice, most players can handle the Knights easier once some research is done then they can handle Crossbows+Flaming Arrows.

As for just playing the AI, its pretty stupid (meaning easy) and everyone knows it.

Hmm. I got the game about a month ago and haven’t tried multiplayer yet. Sad to hear that the AI isn’t that great (not that I’m surprised, now that I’ve read your post). Thanks for the response.

So say I’m going to go with a xbow army & KotC as heavy assists once in a while: what would the frontline troops be? Man at arms?