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    1. Romero 11 yrs ago
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@Eklispe Your Air-Force only allows Fast, so Fast is all you can have at the movement. May change in the future though
Quick note to anyone who might be looking at the new Familiars trait and already has the Animate Dead/The Spirits hear my Call/Spectral Army/Imaginary Swords Cut Too; while it is possible to have multiple "conjuring" traits, each unit of War-Magi and Magi may only conjure 1 Unit (10 in case of Spectral Army) each.
Unfortunately not, you can assume that the Union burned all knowledge before you reached them.
You choose the Air Force type and instantly research all the necessary units, but you have to build them
Update is up! Any questions or queries feel free to ask. I will PM about defending to those involved tomorrow.
Spring of the Year 2718

The new life creeping through Alria does not stop the endless bloodshed upon the continent. War rages between nations in both the East and the West, even as the Darkness continues to push further into the land. However the war-like nations seems to be slowly fading under the force of new alliances, so perhaps soon the nations may turn their attention towards the real threat to their very survival.

New Engelica, marching shoulder to shoulder with their Dwarven allies from the Broken Empire for the first time, not only deliver the killing blow for Limgar, but also experience first-hand the great potential of Dirigibles. Already the nation is rife with stories of Magi flying high in the sky. Now that the last threat is wiped out, the proud magical nation has time to recover.

Resting from their recent string of battles against the Holy Empire, Tushienia are finally given time to rest, retreating back to their own provinces and licking their wounds as they no doubt already plan their next move, primarily how to stave off the Darkness threatening them from the East.

Winning yet more battles as the snows begin to melt, the Broken Empire find themselves gaining new lands thanks to allies; with New Engelica helping them secure land in the north, and Bripiak aiding them against the Lagosami Tribes in the West. Surrounded by allies, the Broken Empire has many options open to it.

Another nation to march to war alongside their allies, the Kingdom of Zakol aid the Republic of Andinon against Dagrenas, pushing back the aggressive Illusion nation. Meanwhile, in the south, Zakol bears the full strength of the Lagosami Tribes. While forced to retreat from one province, they show great resilience, as well as good choice in allies, as they deal the Tribes a heavy defeat, the first that bloodthirsty nation has experienced.

Marching for revenge against Dagrenas, with their Zakol allies at their sides, the Republic of Andinon gains both a new province and a deep respect for the devastating power of the Arquebus. Now, pushed by the Darkness to the north, the Republic must choose where best to use her strength.

Continuing their string of impressive battles, Pankra once again smashes any resistance put against them by the Union of Blaris. But there are hushed whispers that the heavily under garrisoned islands left behind are weak, even as the Darkness slowly drifts closer across the water from the West.

The Confederacy of Sawl, awakening from its slumber with a start. Dirigibles and ships both pushing across the seas, only for the intended target to be seized from in front of them by their island neighbors, Pankra.

New Traits

Pistols: (Requires Light Cavalry and This is my Boomstick) By sacrificing the power of the Arquebus, engineers have managed to create a smaller version, able to be fired from horseback, creating a swift, skirmishing unit. (Can replace Light Cavalry with "Pistoliers")

Against the Dark: Your men have seen and heard of the horrors that come from the shadows and have seen that it dies just like any other enemy. No more will your troops fear the Darkness, they will embrace it. (All your troops have an advantage against the Darkness)

Enchantment: (Requires four other Traits in Elemental/Divine/Necromancy)The Magi of the lands have learnt to call upon the spirits of magic itself, commanding them softly and pouring their power into the weapons and armor of their nation. This power grants greater strength and toughness, allowing the soldiers to fight harder and for longer. (Increases the combat ability of all troops when Magi/War-Magi are present)

Conjure Familiars: (Requires a Greater Magic) Creatures of the elements; these magical beasts obey their master, the magicians that summoned them, without question and will gladly throw themselves at the enemy to protect their casters (Allows each unit of War-Magi present to conjure 1 Unit of Familiars)



MAP KEY

I like to spin a narrative-esque battle so it's not just plain number crunching, although obviously there's maths involved behind the scenes
Well you left before I properly implemented it for battles, but through PM I set up various situations that require the player to make tactical decisions that affect the result of the battle. You'll see once you reach the island.
I might not be able to finish all the battles tonight, so expect the update tomorrow! This is turning out to be a big turn.
I've just got two more battles to resolve and then the update will be up! Expect plenty of interesting new traits this turn.
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