10-03-2020, 04:16 PM
Well, cosmic wizard is a holdover from the paper and pencil days, as was I. The first thing I did was read the Maelstrom rules, every single order, every single rule, several times. Then I thought about how the new orders created new synergies and possible tactics. I took Ricks advice and first choose play kingdoms that were somewhat versatile, then I picked kingdoms specific to the tactics I wanted to try out, found out what worked and what doesn't.
Some things that work for me:
1. Multiple (all 4, or 5, just because) small teleporting invisible armies (or even divisions, I've even tried brigades of trolls), omg, that's just good fun right there.
2. Orcs. Orcs work. Any kingdom where you can recruit orcs, you should recruit orcs. When you're done recruiting orcs, recruit more orcs.
3. Water towns for your capitol, if you get lucky your hidden city is on the water. People will seldom put in the time and effort to attack you there. And even if they do try, they are very defensible.
4. It helps to have a way to capture a legendary castle if the game starts lasting too long. Fear troops, high level wizards, something.
5. Make sure you are always increasing your income, either by capturing your neighbors, or building your own PCs. A turn spent not somehow increasing your income is a turn wasted. But don't spend a whole lot of effort increasing the value of a PC that is easily captured. Bounty is nice, but it breeds envy in your neighbors, I use it sparingly.
Some little stuff: plan out your gold an extra turn in advance, so no surprises. Keep in mind the order numbers, for instance, one thing I sometimes do when in a region with a hidden city is put 480 on standing order on turn 1, because there is no need to enamor on turn 1. But when turn 2 comes around and you have to enamor, thats order 470, so your standing order 480 will just be put on hold that turn, but will kick in again on turn 3. Saves an order on turn 3. If you start with 10 influence, its a big deal.
I have come to really appreciate taxing and then attacking your own city very early in the game. This can give you elite brigades in 2 turns. Especially important for recruiting hill giants and mammoths. Not to mention makes your troops a LOT tougher.
Some things that work for me:
1. Multiple (all 4, or 5, just because) small teleporting invisible armies (or even divisions, I've even tried brigades of trolls), omg, that's just good fun right there.
2. Orcs. Orcs work. Any kingdom where you can recruit orcs, you should recruit orcs. When you're done recruiting orcs, recruit more orcs.
3. Water towns for your capitol, if you get lucky your hidden city is on the water. People will seldom put in the time and effort to attack you there. And even if they do try, they are very defensible.
4. It helps to have a way to capture a legendary castle if the game starts lasting too long. Fear troops, high level wizards, something.
5. Make sure you are always increasing your income, either by capturing your neighbors, or building your own PCs. A turn spent not somehow increasing your income is a turn wasted. But don't spend a whole lot of effort increasing the value of a PC that is easily captured. Bounty is nice, but it breeds envy in your neighbors, I use it sparingly.
Some little stuff: plan out your gold an extra turn in advance, so no surprises. Keep in mind the order numbers, for instance, one thing I sometimes do when in a region with a hidden city is put 480 on standing order on turn 1, because there is no need to enamor on turn 1. But when turn 2 comes around and you have to enamor, thats order 470, so your standing order 480 will just be put on hold that turn, but will kick in again on turn 3. Saves an order on turn 3. If you start with 10 influence, its a big deal.
I have come to really appreciate taxing and then attacking your own city very early in the game. This can give you elite brigades in 2 turns. Especially important for recruiting hill giants and mammoths. Not to mention makes your troops a LOT tougher.