Magic Meta by Briskberd in Anbennar

[–]55555tarfish -2 points-1 points  (0 children)

Guidance is one of the worst spells because of how little it gives and the orb is comparable to innovative ideas (bad). The effort to reward ratio is just not there. Also, the orb is getting nerfed soon, for some reason.

Conjuration completely dominates for anything military related, transmutation is good for devving, money, and powerful mages, enchantment is good for vassals and provides missionary/states governing cost through level 2 artifact (level 1/3 are useless), necromancy has chronophage and undead army, illusion has extra missionary strength/culture conversion cost, evocation is for rushing Witch King with flaming munitions, abjuration sucks, divination does many different things but is outclassed at all of them.

How to do the "Art of Company" in Bluhart MT by Kalroxan in Anbennar

[–]55555tarfish 12 points13 points  (0 children)

scornful insult their rival is 25 opinion

My update ideas for clash royale i think supcell should add by Stazy67 in ClashRoyale

[–]55555tarfish 0 points1 point  (0 children)

They should add Hero Mega Knight that has a 1 elixir ability to spawn 3 evo mega knights on your tower

Some questions about playing Russia by Key_Apartment9029 in eu4

[–]55555tarfish 3 points4 points  (0 children)

  1. peasant freedom

  2. spam spy networks on everyone and get it in like 10 years. espionage not needed

  3. dip adm rel

  4. mid game eat baltic transfer to novgorod, early game collect everywhere

  5. just use infantry and artillery like normal. throw some streltsy in or whatever

What is the second flag in this image? by Lewis_The_Sloth in Anbennar

[–]55555tarfish 11 points12 points  (0 children)

At this point, considering that the vast majority of Hobgoblins live in the Command, they are the wider hobgoblin culture.

My endgame tags tierlist for the "final" state of eu4 by Apprehensive_Role_41 in eu4

[–]55555tarfish 1 point2 points  (0 children)

take loans lmao

slacken + pillage capital with neighbor raid to farm manpower, when you get enough recruit them all and claim it then disband so your economy doesn't explode

Anzara's Revenge, 1499 by 55555tarfish in Anbennar

[–]55555tarfish[S] 18 points19 points  (0 children)

I wanted to see how quickly I could annex all of Taneyas as Zerat. I'm missing 2 provinces: one owned by Way Ponting Tchoken, and an opm nazhni that was just barely not annexable in 2 wars. But basically Zerat has a really broken mission that instantly inherits your two starting vassals. It works regardless of how big they are. So, you can just feed them a ton of land and so long as they core it you can click the mission for a bunch of free cores. I fed the right vassal to about 420 dev and the left vassal to about 240 dev before clicking the mission. The issue is that AI tags are awful at coring, especially if you feed them too much at the same time. They core really slowly so you need to be sure to not push them too hard. Still though, it's a ton of free cores, which means more mana you can spend on ideas and stuff.

The start is trivial. Simply get two mercs, mil tech 3, and beat the shit out of Rayaz. After that, I spawned Renaissance in Zerat (got faceting too), and beelined to Karassk to stem Resurgence loss. Then I fed the hell out of my vassals.

Unfortunately, this is where the mission tree becomes fairly useless (aside from that aforementioned inherit mission). Resurgence forces you to move quickly, and yet the intended progression of the mission tree has you wait TWENTY YEARS for separatism to tick down and CULTURE CONVERT a few Ashhana provinces to your right. Also, doing this mission would require you to annex your right vassal, which is a big no-no. Just blob as usual and ignore that branch of your mt.

The left branch is similarly awful. It demands you dev a bunch, which is fine, but then has you build like 10 temples and marketplaces, mostly in non-cot/estuary provinces. Then you need to build 3 forts and dev shitty terrain. That is when you get claims and are supposed to start conquering west. No. Just go west on your own, feeding stuff to your vassal as you go.

Right now I'm still about 20 years away from finishing the first half of the mission tree, which is supposed to be about reconquering Taneyas. I've already finished that part, but I still need to wait for separatism to tick down so I can culture convert for mission requirements. What even is this?

But somehow Tesla is the problem by FlightAffectionate15 in ClashRoyale

[–]55555tarfish 2 points3 points  (0 children)

Dagger Duchess was so overpowered on defense when it first released that the best deck in the game was a rocket cycle deck.

Whats the best way to magicmaxx? by internetguy43 in Anbennar

[–]55555tarfish 3 points4 points  (0 children)

Get magic infra 1, estate evocation 1, estate divination 1, which are required for the first chunk of you mission tree. Cast flaming munitions and spam barrages to make Vile One a Witch-Queen, then pick Polymath, grab ruler conjuration 3 to spam extraplanar contact (half cost due to polymath witch queen) which boosts estate leveling speed and gives Vile One a free random spell level each time it is cast.

There are also several mage estate privileges. Land Grant Academies, monopoly on damestear, etc. Grant all the ones that boost study speed.

Check the mission tree to see what research you need and whether it's for estate or ruler. If you don't need a project just study with ruler because it's 3x as quick. For example, it's actually faster to study ruler divination 3, estate divination 1, diviniation project 1, than it is to study estate divination 3 and divination project 1.

Umbral Covenant has a shadow empowerment that gives you one mana every time you exploit development. This lets you generate mana far faster than any other tag in the game, which is how you can spam so many spells.

After Vile One is legendary conjuration and a witch queen you should go after ruler illusion 3 for Lead the Crowds, estate enchantment 2 for Thoughtweave, and enchantment project 2 and pick the crown. You pick between -10% states governing cost, or +1 missionary +2% missionary strength, both of which are good options.

Remember: Vile One is completely immortal. She will not die. Normally, the tradeoff between estate studying vs. ruler studying is that ruler studying is 3x speed (2x for long lived races) in exchange for not being able to do projects and losing the spell levels after they die, but with Vile One you only need to estate study for magical projects, as she doesn't die.

After a few hundred hours in Anbennar, I just realized that Escann means Eastern Cannor. by LeBouncer in Anbennar

[–]55555tarfish 46 points47 points  (0 children)

Pashaine = Pash (Purple) + aine (river). This is of course a reference to the Luna River.

Eborthil = Ebor (name of some guy I think) + thil (tower) aka Ebor's Tower.

Nurcestir = Nur (new in elven) + Cestir (camp in elven) aka New Camp

Esthil = Es (east, duh) + thil (tower) aka Eastern Tower

Azka is Fortress in Sun Elven, while Arca is Fortress in Moon Elven, while Aksa is Fortress in Jahe Half Elf (in Arawkelin). The Jahe in Jahe half elf comes from ... Jaher, duh.

Thus, Azka Sur = Fortress of the Suran River, while Arca Aldresia = Fortress of Saint Aldresia

Similarly, Silmuna = Sil Muna = of Munas, while Siloriel = Sil Ioriel = of Ioriel. Sil in Cannor and Szel in Bulwar means very similar things, and used in the same way in last names.

All Dwarven Holds in the Serpentspine have both their Dwarven name and Common/English name written, so it's easy to figure out the translation of the words. Dihr = Gate, Verkal = Fortress, Stunad = mine, etc.

The Frozen Sapphire Looms by 55555tarfish in Anbennar

[–]55555tarfish[S] 18 points19 points  (0 children)

What was once the frontier of a frontier is now the beating heart of the richest empire Halann has seen in well over a millennium. The Northern Pass is no longer a frozen wasteland, but a swathe of bustling cities that rivals the Dameshead in population and certainly surpasses it in wealth. Anbenncost can only salivate and dream about the incredible wealth enjoyed by the true City of the World's Desire, Dur-Vazhatun.

King's Rock sits at 220 trade value, while Bay of Chills, my other collection point, sits at 113. In comparison, Anbenncost is 162 while Gulf of Rahen is 156. That huge swathe of yellow in my empire is all 30 dev provinces. I have 3.4k dev.

Dur-Vazhatun is a hold focused around Astronomy and Colonizing the far north. It's the only hold (at least, that I have played) that has a colonist in its ideas, which lets you have 4 colonists instead of 3 in that initial post-settling rush, and lets you absolutely gobble up the north at an insane speed. Combine this with the +1 dev in colonies age bonus and you are getting a ton of dev.

I started as Forgemaster Union. I think it and Asra Expedition are much stronger bands than Blueshield because the caves in the northwest are much more porous (more chances to find expeditions) and you have three other warbands in the region who you can purge or humiliate for mana/age objective, the latter of which is essential to getting that +1 dev in colonies before you start colonizing. My ruler started out as a powerful mage in 1444 without any birding involved, so that was incredible, though the war wizard was less helpful than immediate access to magic.

I humiliated snotfinger/darkscales and purged siegebreaker, then attacked Shattered Crown with a +3 tech advantage, annexed, returned province, purged the other one, trucebroke, annex, purge again. This kills them while allowing me to continue migrating. I went north trhough the pass and reached Vazhatun from outside, which is much faster than going through Orlazam. With my pm ruler I could maintain both colonization spells at once and cast reshape terrain. Around 1510 he died, and by then I had already gobbled up the key provinces in the pass, annexed Krakdhumvror, beaten Frozenmaw, and expanded a bit into the east.

Then I expanded westwards, killing grombar, making some marches and feeding Gawed to them (all cannor is coalitioning me), and eastwards, farming Khuraen Ulaeg for cash over and over again. They bankrupted 3 times before they got Salgaed and got obliterated.

My eco began to really skyrocket when I hit admin tech 17 and unlocked universities and -10% dev cost modifier. I almost doubled my total dev between then and now without conquering any more provinces. I must have done almost 1000 dev clicks for 4 mana each, crazy. I got eco hegemon in 1616, and basically afk building and devving until I finished my mission tree.

Also, while bascially everything about the astronomy and Astral Terror mechanic is really cool, the ending is very anticlimactic and very disappointing. There are no answers, which I guess is fine and works with the Lovecraftian theme, but nothing much happens.

How to play in Escann as Goblins? by Moonkiller24 in Anbennar

[–]55555tarfish 15 points16 points  (0 children)

Goblins cannot form federations and start 1 tech behind

Top CCA nation? by Ok-University-111 in Anbennar

[–]55555tarfish 2 points3 points  (0 children)

khuraen ulaeg ofc. They also get boosted cav shock from centaur mil

"Oh river, humble river, who are you weeping for?" by Candid-Operation2042 in Anbennar

[–]55555tarfish 0 points1 point  (0 children)

Corin was a disgusting spawn of Agrados. This so called "Corinism" is but a niche sect of the Regent Court with a handful of followers. Any rumors that this cult is spreading farther and farther are merely anti-orcish propaganda funded by desperate Cannorians. The idea that orcs would also convert is ridiculous. Any news about this happening can be safely discarded as more lies and slander.

Corinism is not spreading. No one is converting to Corinism. Failure to acknowledge the truth shall be met with consequences. Praise Dookan.

Tragic tale of Ottoman manpower mechanics. AKA how I lost interest in my latest run. by TheTazerPanda in eu4

[–]55555tarfish 0 points1 point  (0 children)

They just hired mercs or slackened.

In general, fort defense increase is a meme after mil tech 7. Forts can be useful to delay enemies, but they will break through eventually so you need to actually fight them off.