coldcrow
Prophet
- Joined
- Mar 6, 2009
- Messages
- 1,717
I wanted to do a LP and also spread the knowledge about this TBS game around.
I won't go over every little detail, if you have questions, ask or read the manual. True to the title I will be using a few mods to spice up the game without changing the basic formula.
I'll be using Executors Legendary mod, specifically 4 components: Cataclysm, Warlords, Sites and Sellswords. The last 3 will add some stuff and make the independent forces much stronger, while the first spawns a "Oh-fuck" event chain every 12 turns.
Also I will use no indep recruits, which turns off native recruiting from provinces. It is more of an AI helper mod, since it forces to AI to use national troops instead of mostly garbage indeps.
I haven't played with the cataclysm mod alot, so this is half-blind as it goes, which means I could be very much dead once shit hits the fan.
So since we will be playing mostly vs the map and events let's choose a strong nation.
Fomoria: Mishmash of Avalon refugees and cursed Greek Giants.
The map will be Peliwyr and settings are mostly standard with conquering all win condition.
I could be using an awake expander, but that is always cheese vs the AI, as it has no idea how to counter such things. So the god of our glorious nation is:
I'll explain what most of this means later.
The rules for the game are:
This is the map. It is a toroid: S/N and E/W wrap.
At turn 1 I recruited some basic troops and one researcher. The cataclysm mod gives each nation a starting +400 gold and +100 resources. Resources will continue to be added at 100-25*turn# until 4th turn when the stache depletes (ingame term).
This is the situation at T2:
That's it for the start. Please tell me if you want more in-depth epxplanations, I might even listen.
I won't go over every little detail, if you have questions, ask or read the manual. True to the title I will be using a few mods to spice up the game without changing the basic formula.
I'll be using Executors Legendary mod, specifically 4 components: Cataclysm, Warlords, Sites and Sellswords. The last 3 will add some stuff and make the independent forces much stronger, while the first spawns a "Oh-fuck" event chain every 12 turns.
Also I will use no indep recruits, which turns off native recruiting from provinces. It is more of an AI helper mod, since it forces to AI to use national troops instead of mostly garbage indeps.
I haven't played with the cataclysm mod alot, so this is half-blind as it goes, which means I could be very much dead once shit hits the fan.
So since we will be playing mostly vs the map and events let's choose a strong nation.
Fomoria: Mishmash of Avalon refugees and cursed Greek Giants.
The map will be Peliwyr and settings are mostly standard with conquering all win condition.
I could be using an awake expander, but that is always cheese vs the AI, as it has no idea how to counter such things. So the god of our glorious nation is:
I'll explain what most of this means later.
The rules for the game are:
This is the map. It is a toroid: S/N and E/W wrap.
At turn 1 I recruited some basic troops and one researcher. The cataclysm mod gives each nation a starting +400 gold and +100 resources. Resources will continue to be added at 100-25*turn# until 4th turn when the stache depletes (ingame term).
This is the situation at T2:
That's it for the start. Please tell me if you want more in-depth epxplanations, I might even listen.