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Starting in Mythgar
#1
What Kingdom would be your choice to start in Mythgar?  What actions would be a good start? Where would you choose to expand, all things being equal?

Starting Advantages:
[11] Mythgar
1) All popcenters in Mythgar gain 1,500 defense
2) Enigma encounter for a Pwr-2 Wizard
3) Kingdom-named brigade in 1st group as Regular
4) Companion brigade of highest defense rating in 1st group as Veteran
5) kingdom's capital defense increased +5,000
6) Group with available slot receives pwr-2 wizard
7) Popcenters recruit: Mythians, Zamorans
8) Gains 0 fleets

Popcenter Recruits
Each are listed, then their abbreviation, followed by their ability ratings: in this order

The ranking, from best to worst,  is Superior +[SS], Superior[S], Excellent[E], Very Good[VG], Good[G], Above Average[AA], Average[A], Below Average[BA], Poor[P], Very Poor[VP], Not a Factor[N]

Long Range Missile, Short Range Missile, Charge, 1st Round Melee, 2nd Round melee, Combined, Storm[PC], Defense [standard food/gold payment per turn]

Zamorans [ZA] [4000/6000] AA-G-A-AA-AA-A-A-A [1600/1600]
Mythians [MY] [6000/8000,  1 VETERAN Brigade]G-VG-A-A-A-AA-AA-G [1700/2100]
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#2
With the added P2 a warlike wizard kingdom works good here, nice to have invisible capital kingdom if those taken around you are pure military kingdoms.

Lots of mountains and plains so if you select a kingdom look at companion recruiting so you can recruit troops. A kingdom that can’t recruit in mountains might not be a great fit. Imo.

I don’t usually talk expansion. It is all dependent on others and what they are doing too, so it’s always subject to change.Smile
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