AlLanMandragoran

AlLanMandragoran

Joined Member # 4231613
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Turn 160 - FP 72. Magnar is leading the pack with 208. Magnar sent one stack towards New Hallas, Irane and her archers engaged, beautiful victory. New Hallas has managed to make it level 2 and is now a fortress, building a hedge wall to add another defender and improve defender initiative. Hope will be growing again soon, have storehouses which will allow Hope to reach level 3. Also have groups, 75 gildar to upgrade a 3 man group to 4. May consider doing that for the handful of veteran units

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Turn 150 - FP 69. Magnar highest at 184. Have 3 separate ore mines, metal is not a problem. Have now obtained the monument from magnar thus starting to gain influence. Have only 1 life shard for mana, 0 crystal, horses, and wargs... Continuing to shore up defenses in New Hallas over the next 10 turns via a hideout (+4 archer groups). Researching cooperation to get groups and storehouses to aid with city growth... storehouses will get capital to level 3. Will then turn to New Hallas upgrades v

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Turn 140 - FP 67. Magnar highest at 168. New Hallas has not yet been attacked but there are roaming hordes of air shrills and bandits all over the place. New Hallas has 5 separate stacks on the border, 2 of which are the lair guardians. About to complete a monument which will hopefully push the Tarth zoc out one, and allow grabbing the influential prestigous location. Desperately need New Hallas to turn into a Fortress... no longer have bandits and shrills protecting the northern boundary fro

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Turn 132 - Got it! 2nd settlement founded... max defenders, building town archery range, town watch, and nightwatch asap. In addition was able to hire Arando as 3rd champ. Irane is praying neither of those lair guardian stacks (bandit lair with captain and air shrill lair with air elemental) decide to attack. The entire game may now rest on whether Irane can get this city to a Fortress... praying to the gods. Also building a workshop to the right tile to block off any Magnar advancement. It&#

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Turn 130 - FP 58. Yithril is highest at 153. Irane experienced the first random event, which increased the accessory slots from 3 to 4 worldwide. Magnar is sending stacks south and it was definitely confirmed - those bandit hordes picked off at least 1 Magnar stack. However, Magnar had 1 run the guantlet and make it through - Irane is about to do battle. The designed units are rather scary, as Sean obviously hooked the AI up with what to build... continuing to fortify the area, can't get

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[quote who="Valentine82" reply="20" id="3273738"]Quoting AlLanMandragoran, reply 17 I respect your opinion you don't like the game. I get it. But to label anyone who likes the game a fanboy with clouded judgment? You mean calling anyone writing glowing reviews of the game a fanboy. Like I said, judging this game in context you can like it but you can't say it's an 8 out of 10 honestly, giving it a 7 is generous when it falls short of decades old titles in nearly ev

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Turn 110 - FP 51. Yithril on top with 169. Major setback these 10 turns. One of the bandit armies rampaged all over my lonely outpost and wiped the wardens. Did complete the hideout so have 7 archer and 4 spearmen units defending the city along with 9 regular units. If Irane needs to make a last stand it will be glorious. Magnar declared war but they have not yet sent any armies. Have a feeling the rampaging air shrills and bandits might be picking off any units they are sending south towards

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Turn 100 - FP 43. Yithril highest with 151 and Irane is still last by a large margin. Built a nightwatch, grocer, and now finishing a hideout for 4 extra defending bowmen. Once that is built, will build a pioneer along with 9 best units and settle that 2nd city. The next 10 turns will be extremely interesting. Save . Kingdom Report: <img src="https://dl.dropbox.com/u

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Tunr 90 - FP 40. Yithril highest at 116, Tarth by far is lowest. Irane is trying one slow methodical approach up north... push the boundaries of Tarth on top of the Air Shrill lair and the out of control bandit lair. Upgrade to warden and hope the beasties leave and wander into Magnar's area. The primary lair guardians may not move but that's ok... I think. If Irane can push the mobs out and then settle that tile, Tarth can immediately move in 9 defenders plus obtain the city defender

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I heard somewhere SD is rewriting the entire game to not offend anyone. If even one person is offended, the entire project will be considered a failure and the entire SD crew will join the French Foreign Legion. Oh, internet trolling counts as well. I give SD a 50/50 chance of success.

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Turn 80 - FP 41. Altar is now in the lead with 85, Tarth is bringing up the rear. Being outpaced by the faction AI, hemmed in by impenetrable mobs. Irane has 2 choices: blast a wall through the mountains to the west via lower land (not practical, have only 2 mana per turn income) or move north, settle that spot, and stick the best 9 man army in there and immediately upgrade the defenses. Nothing left to lose... need to expand or toast. Risk of that move north is dialogue with Magnar

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Turn 79 - Game over, lol. There is a wall of death to the southwest. Lair upgraded to Great Wolf, and right behind that is Sean's pet spider named Giant Ravenous Harridan and all of his multi-legged friends. There is a settleable spot but might as well call in a nuclear strike. Jimminy Crickets, I think the fat lady has sung. Both directions from the capital are closed off - out of options. Anyone have vodka? It's time to get drunk and party in Hope. Maybe play the fiddle while T

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Turn 70 - FP 39. Magnar in the lead with 76, Tarth bringing up the rear. Now have wardens watching the northern border. Rebuilding the final tank and bow units for primary army. Irane plans on leading a campaign down south to clear out some rabid wolves and the den they are spawning from. There is hope a settleable spot exists to the southwest otherwise Irane may rename the capital Hope to Despair. Up north exists the air shrill den, the roaming bandit horde, and Magnar... <a href="https://dl

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Turn 60 - FP 30. Highest is Magnar with 63 and Tarth, unfortunately, is lowest. At this point Lady Irane is completely happy to lay low and not meet any of the AI fearing a massive dogpile. Furthermore, a game-ending stack of bandits is toying with Tarth's northern border. Do not yet have wardens to keep them at bay - must survive until then and explore south west for a possible 2nd settlement. Researching heroes to get wardens and nightwatches. Must also finish upgrading the outposts...

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Turn 50 - FP 32. Yithril highest with 51, Tarth is now the lowest. Turn 50 was absolutely devastating. Irane's entire army was wiped and obliterated by the rat quest - a corpse spider. A corpse spider on crack, weed, meth, steroids, an energy drink, and a pack of Marlboros (& 700+ hp). After clearing the mite lair with little trouble, and spending the last 10 turns training a tank and a few bow units, some little crackhead asked Lady Irane to clear some rats from a cellar. Joke's

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Turn 40 - FP 24. Yithril highest at 44, Gilden lowest at 22. Borders are quiet with the occasional intrusion from air shrill stack or the roaming mites. Training first official tank unit to be followed by 2 bow units. Will wage war on the mite lair sometime before turn 50 and make the first official clear of a lair. No factions met yet, city is well defended with 4 city spearmen and 3 bowmen defenders plus army stack. Southern outpost is upgraded with an armory and fort which will help i

62 Replies 34,790 Views