Here is a quick little primer I wrote for another game:
Things to remember -
---DO NOT do your turn at the last minute, especially in a team game! Coordination and planning are key.
---Do not forget to set ESO!!! Used to be required on turn 1, but look like they changed it to turn 3. So set it with your turn 3 orders submission or earlier.
---In this format - Set ESO to MAJOR - no reason not to in this format.
--With the advent of the turn entry program and order checker, the most frequent mistake I see is not remembering emmy orders or not entering the correct one:
310 - maintain status quo - keep stuff like it is
320 - rebel - flip a controlled pop center to neutral - at game start, only npc cities are controlled, npc towns and villages are neutral
330 - usurp - grab this thing for me! - do not use on a city without a 320 order first ( you can use them both in same turn with two diff emmys though)
350 - move emmy - 10 square range
--Currently spells like ward, curse, and sleep have NO range limitations! so you can ward across the map. Check with mentor if unsure.
--Each region usually has a city and about 7ish towns, 8ish villages - I count cities as 4 points and towns as 2, villages as 1, so I rate each region at 26ish points when estimating control. Remember that your capitol usually has more pop than an average town so you can SOMETIMES take home region with 13-14 points, but I'd play safe if possible. Regions like Amberland /Arcania with two cities are the exception - so I rate them differently..
This is just a rough rule of thumb and the actual game calculation goes by percent of total population in region but, that said, it rarely fails.
Basically, grab as much stuff as you can, as fast as you can.
--Some of the most important choices you make in this game will be how you scout on t1-2 and when/where you move emmys on t1/2/3. There is no exact method except try to plan ahead - make a map and plot your movements on it, guess how much of your region you can scout in two turns. Remember that level 4+ agents can search 4 squares for PCs and that your inactive group can be activated by a transfer from another group, but starts exactly where that other group is when the transfer happens ( I usually split a low level mage out into inactive).
--The game has a flow, also - turns 5,10, etc are reenforcement turns - so at the end of turn 4 you need to have a group at your capitol if you want them ( You DO want them ). Any mages or leaders or brigades you obtain as part of your ESO will show up in group #1 - so will need to plan room for the goodies at the end of turn 9.
-Don't forget that a governor in the same region you take over that turn will level to Baron - pretty useful and a nice bonus.
-DO NOT FORGET to buy and use a HP (high priestess) on turn 4 to map out towns in your second region!
Specific quickie strategy tips in next post.
Things to remember -
---DO NOT do your turn at the last minute, especially in a team game! Coordination and planning are key.
---Do not forget to set ESO!!! Used to be required on turn 1, but look like they changed it to turn 3. So set it with your turn 3 orders submission or earlier.
---In this format - Set ESO to MAJOR - no reason not to in this format.
--With the advent of the turn entry program and order checker, the most frequent mistake I see is not remembering emmy orders or not entering the correct one:
310 - maintain status quo - keep stuff like it is
320 - rebel - flip a controlled pop center to neutral - at game start, only npc cities are controlled, npc towns and villages are neutral
330 - usurp - grab this thing for me! - do not use on a city without a 320 order first ( you can use them both in same turn with two diff emmys though)
350 - move emmy - 10 square range
--Currently spells like ward, curse, and sleep have NO range limitations! so you can ward across the map. Check with mentor if unsure.
--Each region usually has a city and about 7ish towns, 8ish villages - I count cities as 4 points and towns as 2, villages as 1, so I rate each region at 26ish points when estimating control. Remember that your capitol usually has more pop than an average town so you can SOMETIMES take home region with 13-14 points, but I'd play safe if possible. Regions like Amberland /Arcania with two cities are the exception - so I rate them differently..
This is just a rough rule of thumb and the actual game calculation goes by percent of total population in region but, that said, it rarely fails.
Basically, grab as much stuff as you can, as fast as you can.
--Some of the most important choices you make in this game will be how you scout on t1-2 and when/where you move emmys on t1/2/3. There is no exact method except try to plan ahead - make a map and plot your movements on it, guess how much of your region you can scout in two turns. Remember that level 4+ agents can search 4 squares for PCs and that your inactive group can be activated by a transfer from another group, but starts exactly where that other group is when the transfer happens ( I usually split a low level mage out into inactive).
--The game has a flow, also - turns 5,10, etc are reenforcement turns - so at the end of turn 4 you need to have a group at your capitol if you want them ( You DO want them ). Any mages or leaders or brigades you obtain as part of your ESO will show up in group #1 - so will need to plan room for the goodies at the end of turn 9.
-Don't forget that a governor in the same region you take over that turn will level to Baron - pretty useful and a nice bonus.
-DO NOT FORGET to buy and use a HP (high priestess) on turn 4 to map out towns in your second region!
Specific quickie strategy tips in next post.
"Have you ever considered piracy? You'd make a wonderful Dread Pirate Roberts."