This will be yet another of my play-throughs. The purpose of this one will be to demonstrate a starting strategy for a race that has no particular 'overpowered' 'exploits', i.e. a race with none of the overly effective synergies that lead the player into a particular strategy.
This will be, at least in the beginning, a very meticulous description of every turn, and I will try to include the reasoning that goes with every choice.
Thus, do not hesitate to ask questions. I will post a save game of turn 1, as well, but I am asking you not to inform me of anything that I have not discovered yet - because of the comments and screenshots, I will not be going very quickly.
And now for the quick links.
Old play-throughs: .913, .915, .952, .98, .981, .982, 1.00.
The settings: The faction, the sovereign and the home rules.
Turns 1-28: Initial exploration, founding of the first three cities, contact with Karavox of Kraxis
Turns 28-50: Hostilities with Kraxis, conquest of three Krax cities, lost contact with Kraxis
Turns 51-65: Contact with Tarth, expansion and merging of the dominion, assimilation of the occupied cities
Turns 66-81: Peace with Kraxis, pacification of the homelands, contact with Pariden
Turns 82-91: Contact with Altar and Gilden. The onset of an economic race with Altar
Turns 92-104: Contacts with everyone but Yithril. Dominion push against Tarth. Altar grows unfriendly.
Turns 105-120: Liberation of the Northern Wastes. Dominion push against Altar. Contact with Yithril
Turns 121-127: The events leading to the war with Yithril
Turns 127-133: The war against Yithril
Turn 134: Diplomatic victory (with a number of victory screens)
The rules:
No cheating, but otherwise, every trick in the book.
No restoring except for crashes.
Start position: no restarting.
House rules. Despite having Ironeer blood, I will not be using golems. I will also not use Death for "Blindness" or Life magic for "Shrink".
[added on turn 28] Despite finding a Darkling cloak, I will not be using it to cast Darkness.
The race:Formal name: Jacks of no trade
Short name: Jacks
Blood: Ironeer
Strengths: Lucky, Quick, Researchers
Weaknesses: None
The leader:Name: Jack
Profession: General
Magic paths: Earth & Water
Talents: Brilliant, Hardy, Wealthy
Weaknesses: Clumsy
Equipment: rusty short sword
Settings:
Note: The 8 AI opponents are the 8 standard sovereigns.
Turns 1-??
Turn 1: The starting location is average. It quite good for production, with a clay pit and a forest nearby. Unfortunately, there are no other resources nearby, and the visible monsters are not the best. The hero is a bit of disappointment. Bacco the beggar has Earth magic, which duplicates one of Jack's paths, and the Gambler's strike ability, which is not something on which you want to rely when you play Ironman.
Jack founds the settlement of 'Capital' on a 4/3/1 tile.
I reduce the taxes to 'None', because the taxable income is too low to justify any reduction in production and research.
I set the research to "Civics", because I want to start rushing buildings and pioneers as soon as possible.
To speed up research, I cast "Inspiration" on Capital.
I move Jack next to Bacco, and hire him for 48 Gildar.
I start developing the clay pit, and also start the construction of the tower of dominion North of the city tile. This is so that Jack can move and pick up the goodies without expending any more moves than necessary.
Bacco picks up a bottle of Quendar wine and gives it to Jack. Jack picks up scar stone. Bacco ends the turn next to a wildling archer. I cancel the tower of dominion, because I do not want it built yet.
Turn 2: Jack finds an ice spear, then backs toward Capital, because otherwise he would end the turn next to a timber warg, that he cannot handle.
Bacco kills a wildling archer, and loots a whetstone. I'm very underwhelmed by the quality of the items I have found so far.
Turn 3: Bacco spots a refugee camp. I hope it's the one with the Panca archers, and send him that way.
Turn 4: Jack kills a bear cub, and reaches level 2. I choose the "Potential I" trait. "General" and "Potential I" add to a 40% bonus experience bonus.
Turn 5: Jack loots a precognition belt. Bacco reaches the refugee camp, and indeed, it's the archers' quest. Of course, Bacco cannot handle it by himself.
Turn 6: Capital finished the clay quarry, and starts building a logging camp.
Bacco is tasked to kill some rats. He also spots a fertile patch near a clay pit.
West of Capital, Jack spots a crystal mine and a wildland that looks like the the Master Quest dungeon.
Turn 7: Bacco kills the rats. No spiders show up.
Turn 8: Jack finds a pair of rusty greaves, and confirms that indeed, the wildlands in the Northwest of the continent are the Master Quest dungeon.
Bacco turns in the dead rat, and chooses 100 Gildar as the reward. He reaches level 2 and receives "Potential I".
Turn 9: Capital finishes building the logging camp, and starts building a study. Note that I am building every building to the East of the completed ones. This way, I am extendingCapital towards the location where I plan to found my next settlement. This will this allow my future pioneers to get there faster. It will also facilitate connecting the zone of control of my future settlement to my dominion.
Jack attacks and defeats two armies of bandits. He uses a couple of "Slow" spells, and is down to 6 hit points by the end, but he's not in danger at any point. He reaches level 3, and receives "Potential II". His experience bonus is 60%, now.
Turn 10: "Civics" completes, and I target "Restoration", so that I can increase my production with the workshop. I immediately rush a unit of pioneers in Capital, and send them East.
Bacco spots a lost library Southeast of his position, but there is an army of rock spiderlings moving around it. He has to avoid them, and is forced into the forest.
Jack finds yet another ice spear in the bandits' lair, then has to back off as not to end the turn next to the warg. I think that, so far, half of Jack's turns have been wasted avoiding that warg.
Turn 11: Capital grows into a town. I chose town because in the beginning, it is very important to be able to increase food to allow cities to grow, and towns are best at this. I was briefly tempted by fortress, by one essence is not good enough for a fortress. I do not have the research to make conclaves worth it, not yet.
Turn 12: Bacco reaches the lost library and completes the research of "Restoration". I target "Training", because I intend to produce a trained troop to help me with the bandit camp and the spiderlings that are wandering too close to the spot where I want to build my second city. By finding the library, I feel less worried about switching away from the "Civilization" tree.
Turn 13: The pioneers found the settlement of Farmstead I on a 2/4/- tile. There are better tiles further south, but by founding Farmstead I there, more settlements can be founded to the south. I would rather have two good towns rather than a great one. Not so for fortresses and conclaves, where a great one is worth more than two good ones.
I rush the development of a clay quarry in Farmstead I, and start constructing a workshop. Why not a logging camp? There is a reason, but it's quite hard to explain. I will do it later, when it will be easier to see.
It's worth noting that there are two heroes, levels 5 and 9 nearby. I hope I can keep other kingdoms away from them, so that I can recruit them when I have the research. They are both worth it.
Turn 14: Jack finds a dark candle. I'm really having very bad luck with the items so far.
Bacco makes contact with Karavox. Annoying. He is blocking my expansion to the East, and I wanted to delay settling in the South until I could destroy that great wolf army. It look like an early war will be necessary.
I rush an unit of pioneers in Farmstead I. I am not quite sure what I'll do with them, but I will use them to prevent Kraxis from cutting me off to the South.
Turn 15: "Training" completes, and with war looming, I target "Leatherworking". I am neglecting my infrastructure development, but I will not allow to be cornered between an Expert Kraxis and a wildland.
Bacco loots a scroll of recall and some adept robes from lairs cleared by Karavox. This leaves him next to a black widow, but I hope it's worth it.
Jack clears a mite lair and finds a pair of rusty vambraces.
I rush the study in Capital for 34 Gildar, because there are only two turns left, and the second turn would only use 7 out of 27 production. I start building a workshop.
Turn 16: I rush the workshop in Farmstead I for 35 Gildar, because there are only two turns left, and the second turn would only use 12 out of 23 production. I start building a study.
Jack moves to the East, but as I finish moving I stop a lost library to the West. He'll go back for it. It's decided now, the first trained unit will be quite well equipped.
Bacco scouts the Kraxis capital. It's a 5/3/2 level 2 town, and it's building a pioneer. According to the "Foreign relations" tab, this is Karavox's only city.
Turns 17, 18: Jack is headed back West to search the library, Bacco is scouting East across Karavox's dominion, and the pioneers are running South, barely ahead of the spiderlings.
Turn 19: Capital completes the workshop and starts building a garden.
Jack searches the lost library and completes "Leatherworking". I target "Trading".
Turn 20: I design a trained unit, and call it Jack's Guard. They wear full leather armor and use crude clubs and shields. I give them the "Strength", "Muscle" and "Ironskin" perks. They're heavily armored, and if they survive that long, they will receive lightning hammers, and light plate armor, which they will be able to wear because of the two perks that allow them to carry more gear.
I do not start training them, though. The cities can work on their infrastructure. When I'm ready to use the soldiers, I will rush them. This way, I will not be paying them wages while Jack's coming back to Capital.
Turn 21: A bear cub elects to attack Bacco instead of a defenseless unit of Kraxis pioneers. Amazingly, Bacco loses. He misses his gambler strike, the cub lands multiple mauls in a row. Bacco gets a broken nose, and retreats to Farmstead I.
Turn 22: I rush the study in Farmstead I for 33 Gildar, because there are only two turns left, and the second turn would only use 5 out of 28 production. I start building a bell tower.
In Capital, I temporarily place a bell tower close to Jack, so that he can travel all the way to the East end of Capital in one turn. I also rush a the troop I designed earlier for 282 Gildar and have them join Jack.
The pioneers are cornered by an air shrill, and I have them found the settlement of Conclave I on a 3/2/2 tile. It will not be easy to produce much there, but two essence can be useful. I cast "Enchanted Hammers" and "Inspiration", and start constructing a workshop.
Turn 23: Bacco sits in Farstead I, and reflects on the perils of gambling.
Turn 24: "Trading" completes, and I target "Mining". Jack uses the new road to quickly arrive at the bandit camp and defeat the leader. Jack reaches level 4 and becomes an assassin.
I rush the garden in Capital for 40 Gildar, because there are only two turns left, and the second turn would only use 9 out of 31 production. I start building a tower of dominion, and I also queue the Merchantcross bazaar, so that no one else can work on it.
I queue a logging camp in Farmstead I, but I will endeavor to never not to let construction begin on it for a while.
Turn 25: Jack returns to the refugee camp, reports his success, and is joined by an unit of Panca archers.
Turn 26: Bacco is no longer immobilized. He buys a shield, then trades with Jack. Jack equips the adept's robe and shield, while Bacco gets all the wines, candles, pelts and ice spears. Bacco sells the loot.
Turn 27: Farmstead I finishes the bell tower, and begins a monument.
Jack kills a sand golem. Bacco loots a bottle of Trog blood.
I rush a second unit of Jack's guard, have them join Jack's army, and together they destroy the rock spider's army near the walls of Farmstead I. Jack reaches level 5, and receives "Quick".
Turn 28: I rush the tower of dominion in Capital for 37 Gildar, because there are only two turns left, and the second turn would only use 6 out of 31 production. I start building a merchant.
Bacco loots the rock spider's lair, and finds a darkling cloak. He also spots Karavox at the walls of Farmstead I, close enough to recruit the level 5 hero next turn.
At this point, attacking Kraxis is the obvious choice. Because of the two libraries, the cash from the wealthy trait, and the refugee quest, we have two heavy infantries and an archer unit. Karavox starts with twice as much money, but he probably does not have an army like Jack's. He certainly does not have it with him.
Before I begin the hostilities, I sell Karavox all of my technology. 39 Gildar is 39 Gildar, and the less money he has, the better.
War!
Very nice.
I just found the Darkling cloak, which is a game changer, like the collar, the champion's lance, or skulla's mace. I think I'll add a new house rule: no casting darkness from the Darkling cloak.
I had not planned on rushing the AI in this game, but I do not believe in playing suboptimally. Lets look at the situation:
Karavox is rich, just got his second city, and Jack's army is quite good for turn 28.
Furthermore, Karavox can recruit Kingdom heroes, which means that he could snatch the two heroes near my cities.
Finally, he is by himself, right at my doorstep.
I think it is time to reduce the competition a bit.
---
By the way, I still see some crap that I rather didn't.
There are tiles which look like plains, but which act like rivers.
Kraxis seems to be letting his capital idle when he has buildings to construct and even money to rush whatever he wishes.
The monsters are still behaving in a jarring, immersion breaking manner. That a bear would choose to attack a hero that had a good chance of beating it rather than a group of defenseless pioneers... is weird.
Moaarr.. NaaaO!! I need my FE fill while I am at work!
I've seen these kind of tiles in my last game too. They seem plains, but is shows "riverside - end of movement" (wich is true). And there is no river -near or far-!!
I built a city in an adyacent forest, and then the ZoC turned some of them into plains, but not all - so strange and annoying tiles.
Wait, FE doesnt have "hammer overflow" to discourage stupid amounts of micromanagment? (And ty for sharing your play:)
Hello Tuidjy,
Breaking lurker mode in order to express my appreciation for your tips, suggestions, and playthroughs. As a novice player to FE, I've found your posts to be extremely informative and very helpful.
EDIT: Have you considered doing commentaries? I know that involves a lot more effort + you might not be comfortable with it.
I love the way you label your screenshots. Well done! Please keep the written word and images format and don't take the lazy route with a video...
There are a few reasons that I do not post videos.
The first is that I do my play-throughts on three different computers: my desktop, a relatively modern laptop and a old hardened XP laptop I take on location. While I could set up audio gear and video recording on my desktop, there's no way I can do so on the laptops.
The second is that I use these threads to argue points. It's much easier to do so by linking to a post than asking someone to look at 12:34 in a video.
The third is that I interrupt my play-throughs all the time, because of other demands on my time.
And then... English is only my fourth language, and while I can speak with a couple different accents, neither of them is a particularly pleasant one (Euro-thug and wimpo-French) Sure, I can be very understandable, but it's a conscious effort.
And last, speaking from experience, it is easier to pick up tricks and think over implications when you're reading, especially if you are not a native speaker. I would feel the need to provide subtitles, and then it REALLY becomes too much effort.
Sounds like a couple of potential custom factions!
^ this! Thank you.
Turns 28-??
Karavox packs a mean punch and heavy armor, but has little chance against combined arms.
Turn 28: Jack's army attacks Karavox, easily forces him to withdraw, then continues toward the Kraxis capital.
Bacco gives the darkling cloak to Jack, and follows the road South.
Turn 29: Bacco finds and odd hut near begins the three sons quest. He is, of course, unable to complete it by himself.
Turn 30: Farmstead I finishes the monument and begins a garden.
Conclave I finishes the workshop and begins developing a prestigious location.
Bacco finds another whetstone.
The city defenders are completely outclassed by even early trained troops
Turn 31: "Mining" completes, and I target "Agriculture".
Capital finishes the merchant, and starts a bell tower.
Bacco kills a rock spiderling, and notices some unidentified wildlands Southeast of Conclave I.
Jack's army attacks Goyarh Hediga. Karavox and an unit of militia join the city defenders, but are quite outclassed by Jack's army. Jack reaches level 6, receives "Trainer I", and continues Southeast, towards the next, and last, Kraxis settlement.
The unrest in Goyarh Hediga is extremely high, and will gets even worse next turn when the 'disconnected from the Empire dominion' penalty gets applied. Karavox has been exclusively building pioneers and troops, there is not a single building in the capital. As a first step in assimilation, I rename it "Krax city", enchant it with "Enchanted hammers" and "Meditation" and start constructing a cleric. It will be a long time before this city is of any use, but I will keep it for its population.
Turn 32: Bacco finds a monk's staff.
Turn 33: Jack kills the bear cub that defeated Bacco.
Turn 34: Jack loots a set of leather greaves from the bear lair.
All my cities grow toward each other, in order to merge their zones of control
Turn 35: "Agriculture" finishes, and I target "Construction".
Capital finishes the bell tower, and starts a well. It has extended enough East that its ZoC links with the ZoC of Farmstead I.
Conclave I finishes developing the prestigious location, and starts a cleric.
Jack's army kills an unit of Kraxis scouts.
Turn 36: Bacco the beggar gets cornered by three armies of darklings in a forest, and ends up in Conclave I with a broken leg.
Turn 37: Farmstead I finishes the garden and begins work on a merchant.
Jack approaches the Kraxis settlement Claredsden, a level 2 conclave on a 5/4/2 tile. It's unfortunate that the occupation penalty will make the settlement rather useless for a long time. No buildings have been constructed there, either. Karavox is cranking out troops for defense, and I cannot blame him, but I wish he was constructing unrest buildings, instead.
Turn 38: Capital finishes the well. I start upgrading it to an inn, but also queue in a grocer East of it. I do this now, because I intend to finally link Farmstead I to the clay pit. This way, the two settlements will be only two tiles apart from each other, allowing very quick movement across the Kingdom. Once the clay pit is linked, I would not be able to place buildings in the tile where I placed the grocer. In any case, I move the logging camp on top of the queue in Farmstead I.
I'll have to grow this conclave very carefully. Or just raze it.
Turn 39: Farmstead I finishes the logging camp and goes back to working on the merchant.
Jack's army arrives under the walls of Claredsden, and spots a fell dragon only one tile out of the settlement's radius.
The archers carry the fight, but if the infantry line had not held...
Turn 40: For some reason, the spear maidens leave Calredsden. I would have kept them defending, and would have even rushed the second unit that's currently under construction. In any case, Jack's army attacks.
The battle is actually a bit tougher than I expected, because Jack manages to poison one of his own guards, and because the city archers keep firing at the poisoned unit. But with Jack slowing the enemies, and the Panca archers doing most of the damage, the settlement falls. I think that if the spear maiden has stayed, I would have probably lost an unit. At least.
Jack's archers shoots the spear maiden outside of the city walls, before they can close in.
I rename the settlement "Conclave II" and enchant it with "Meditation". I have no mana for anything else. I start constructing a cleric, but it will take a long time to finish it. To my annoyance, Kraxis has managed to found another settlement, and still has two. He is settling them faster than I am taking them. This is not good, but at least, it vindicates me attacking him. He would have left me in the dust otherwise.
Turn 41: Farmstead I finishes the merchant, and begins developing a fire shard.
Bacco is recovered, and I sent him to the East, to help with locating the remaining Kraxis cities.
Jack heads South, because a number of Kraxis units and pioneers are coming from there. He spots two lost libraries, but he is barely moving through the forest.
I am running out of cash, and I want to build some reserves, so I raise the taxes. At this point, the occupied cities have unrest in the 80%. Things are not going well.
Turn 42: "Construction" finishes, and I target "Administration".
Conclave I finishes the cleric, and starts working on a bell tower.
I rush the cleric in Krax city, because I just need to get that unrest down, by erecting unrest buildings and by extending its zone of controll West. As I am doing so, I notice Karavox rushing towards the city. I do not think that he can take it by himself, but I hope I am not proven wrong.
I detach Jack from his army, and have the army kill a black widow. Jack keeps his move, and uses it to look a pair of rusty boots from the lair.
Turn 43: Karavox attacks Krax City and is defeated, but nowhere as easily as I'd like. Once his defense bonus kicks in, only the archers are actually able to do much damage.
Jack searches a lost library.
Bacco identifies the wildlands near Conclave I as the Northern Waste. He is forced to retreat before some water shrills and a Krax scout.
Turn 44: Farmstead I finishes the fire altar, and begins work on a granary.
IBacco flees from some Spikes of Krax.
Jack rejoins his army, and heads toward the second library. He spots something which is probably Kraxis next city.
Turn 45: "Administration" is researched. I target "Charms", with "Enchantments" in mind.
Lady Irane from Tarth contacts us. Her military is judged more powerful than ours. It should not be a problem, Tarth is a Kingdom.
I make Farmstead I switch to building a town hall in order to connect Krax City to the capital's dominion.
Bacco hides in Conclave I.
Jack kills a troll.
Turn 46: The Spikes of Krax are at the walls of Conclave I. Bacco's inside, so we should be able to hold them off.
Turn 47: "Charms" are researched. I target "Enchantment", because I want to upgrade to lightning hammers. How I am going to achieve that without cash or crystals is another story.
Jack separates from the army, and finds a studded collar in the troll's lair. The army intercepts and kills a spear maiden escorting an unit of pioneers.
CRASH. My last save is from Turn 40. Ah, well, this will teach me to play from my laptop and switch between Fallen Enchantress, Firefox and Paint.
I'll try to get everything exactly the same, but it will probably not happen.
A number of small changes: Bacco had to flee from water shirls, not from the Spikes of Krax. Jack found a air elemental scroll, not a pair of rusty boots. karavox attacked Conclave II, not Krax City. The water shrills killed the spikes, Bacco killed the water shrills, reached level 3, and became an Earth Disciple. Tarth did not show up. Jack forgot to separate from the army, and had no chance to search the troll lair.
Ok, back to the play-through.
This army is getting real good at taking level 2 cities.
Turn 48: Farmstead I grows into a town.
I rush the bell tower in Conclave I and start upgrading to a mason.
Bacco spots a dragon lair guarded by a storm dragon.
Jack attacks the Kraxis settlement of Kerstey, and the battle goes pretty well, although a feeling militiaman actually manages to land a blow on the archers. Jack reaches level 7, and learns "Dodge I".
Kerstey is a level 2 town founded on a 5/3/2 tile. The only thing that Karavox bothered to build is a crystal quarry. I enchant it with "Enchanted hammers" and "Meditation", and start building a cleric.
I rename Krax City to Farmstead II and Kerstey to Farmstead III. Just because.
Turn 49: Jack searches a lost library, then backs off from an Earth elemental's army. I may be able to tackle it once I upgrade the guards' hammers, but not earlier.
Bacco loots an emerald skullcap from the troll's lair.
Will Conclave II and Farmstead III ever start contributing?
Turn 50: Capital builds a mason, and begins work on a granary.
Farmstead II builds a town hall, and continues working on a fire altar. I briefly considered improving its food production, but there's little point. With only two units of grain, it will not be growing to level 3 anytime soon.
Bacco and Jack sell their loot, and trade equipment. Jack gets the emerald cap, Bacco the pair of leather greaves.
With the money from the sold loot, I rush the bell tower in Farmstead II and start a town hall. At this rate, Farmstead II, formerly Krax City, formerly Goyarh Hediga, may actually start to contribute to the Kingdom. My policy of confusing the population until they forget who they are seems to be working.
You can record videos of most important battles. No need for speech. It can help developers to impove AI/balance.
I've been playing for a while, but I love when you put the reasons of the 'why'. Awesome learning tool and learning lots.
Bacco is one of my least favorite starting heroes, unless my starting sovereign doesn't have earth for enchanted hammers.
One of the things that has resulted with the influx of new items is that it has actually gotten tougher to equip a starting hero, imo. Of course, switching to warfare tech will fix this in a way, but ...
As some of you have probably figured it out by now, things are not going well. It may have been a mistake to attack Kraxis. I may have been better off expanding to the South and Southwest, and allowing Kraxis to expand East.
What's the problem? The short victorious war is anything but short.
Kraxis managed to somehow settle a number of cities and keeps settling more. The occupied cities are worthless, and will remain so for about 50 turns, because Karavox never bothered to build anything, and the unrest makes them unable to produce anything.
Instead of expanding, and leveling my sovereign I'm seeking out and capturing worthless cities. I just met Tarth, and they are way a ahead.
Ah, well... Not everything is lost, but playing expert with a 'no strengths' race is not easy.
Very instructive play-through Tuidjy, I've learned a lot. Your graphics are interesting. I was surprised to see multiple cities and multiple units displayed on the screen simultaneously. Good job!
Nothing more than cut and paste, with the odd straight line drawing and text thrown in.
Very interesting walk-through, thanks for posting it! I am curious about a couple build-order points, however.
Why cleric first in occupied cities? I generally ignore the cleric line in favor of the bell tower line because of ZOC extension, and thus eventually reduced unrest through ZOC connection.
Why workshop first? You mentioned this:
but haven't presented an argument in favor of this approach here (just want to make sure you haven't forgotten ) - the logging camp is cheaper to construct, so it strikes me as the better of the two in a new city.
In general, that's true, but these are occupied cities, and I will eventually need all three buildings. The unrest is so high, initially, that the town hall takes forever to build. So I build from cheaper to most expensive. Cleric->Bell tower->Town hall. It is true that the ZoC helps, but for Farmstead II, I guessed that I would connect it by snaking Farmstead I before I could build the town hall (and I was right)
As for Conclave II, I plan on connecting it by building an outpost, and again, I'm guessing that it will happen before I could build the town hall, even if I had skipped the cleric.
I think I actually did. The clay quarry is better bang for the buck than the logging camp. If I build both, I extend the city too far NW, and then Capital cannot grow as far. If I snake Capital SE first, and THEN connect the clay quarry to Farmstead I, the two cities get to be only two tiles apart. If the fire shard had actually been closer to Capital than to Farmstead I, it would have actually been only one tile apart. Given that the rule is 'Four tiles between cities', I think this is pretty good
It's not a big deal, usually, but I REALLY like to be able to travel quickly across the Kingdom, so that it thought that it was worth it.
Not cheesy but its not a bad combination at all. Specialty with +1 Hp/level. More turns, more dodge, put some swords on them little trained units and they'll be making the most of being attacked. Makes your champions even better, and boost city militia to boot I believe. Last time I did something like this was Lucky, Quick and Civics, it worked reasonably.
I also like all the labeling you add to your screen shots, really makes the most of the space.
Could Farmstead 2 have been a fortress? Or was the location lacking in material yield/logging camp?
Farmstead II, Conclave II, and Farmstead III would all have made AWESOME fortresses. Unfortunately, Karavox had other plans... all three are occupied cities, and I did not get them until level 2.
Actually, Conclave I is going to be a fortress, because I do not feel so comfortable without one.
That bonus defense from forge upgrades really carries into the late game. Which is only one of the many bonuses a fort provides.
I tend to notice this in games I DON'T build a Fortress.
Re: cities ledger
I refuse to understand reasons for not listing available food and growth on that window
Why can't I see at a glance, which city will need a food building soon? I know I can see which city has already run out of food, but it's about ten turn too late by then ...
I believe growth is that Cup that looks like the Prestige icon. While it would be a useful tool on the city ledger (a ring around the City/Town/Fort/Conc icon perhaps), The glowing Icons on the left hand side of the main screen does it for me. And I usually plan ahead for the next level of food whenever it levels up.
/highjackingthread
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