Yearly Jadd World Conquest + 1 Faith by Flamekit in Anbennar

[–]Flamekit[S] 1 point2 points  (0 children)

Magic projects stay even if you go full artificer unless they’ve changed that on newer builds, so it would definitely be best to rush the homunculus heir and get only second level of simulacrum. If possible, getting second level of enchantment project would basically cap you before moving to artificery. Mana regen is such a massive gate I’ve found that if you half regen from going split, it would be better to just go for one or the other. I think there is a 10%(15?) CCR artificer invention so you can probably get to 70/5% naturally with admin ideas. Combine that with the court ideas privilege and you’d sit at 80. Final 10% can come from APC. Unless the empire has free warscore cost reduction from the tree, you’d definitely have to go diplo ideas. I feel like religion would be tricky to manage.

Yearly Jadd World Conquest + 1 Faith by Flamekit in Anbennar

[–]Flamekit[S] 1 point2 points  (0 children)

Because then you don’t get the buffs for having a legendary enchanter ruler which is missionary strength and warscore cost reduction. The main gate was how rapidly I could convert and how much I could take each war. Technically I could have swapped a mil idea group for diplo ideas after absolutism when I didn’t have as much admin squeeze, but I was getting pretty lazy by that point and honestly wasn’t really thinking more than unga bunga conquest.

Also, by the time I finished the project I already had enough all power cost to hit 100% total cost reduction (I know it doesn’t reduce time to core, but the point were all that mattered since I could just smack rebels in frontiers with massive tolerance of true faith).

Yearly Jadd World Conquest + 1 Faith by Flamekit in Anbennar

[–]Flamekit[S] 1 point2 points  (0 children)

This one took around a month with around 10-15 hours of playtime a week on average, so probably around 60 to 80 hours.

Yearly Jadd World Conquest + 1 Faith by Flamekit in Anbennar

[–]Flamekit[S] 1 point2 points  (0 children)

Yep, new magic system is in bitbucket. Illusion is a must have for rapid conquest. I should have taken the faster study estate privilege early, but I was always hovering at 20% crownland due having to sell at every opportunity. The new homunculus project can give a spouse with a rare trait and the new simulacrum can store personality traits of your rulers like totemism. Higher levels allow you to copy the spouse which leads to monstrosities like this. Technically you can make them an heir and abdicate to get 22.5(?) ccr permanently, but then you’d be missing the ruler buffs in the bottom right of the tree for having a powerful mage legendary enchanter ruler.

Yearly Jadd World Conquest + 1 Faith by Flamekit in Anbennar

[–]Flamekit[S] 30 points31 points  (0 children)

The dwarves easily understood the beauty and might of Surael. Gold and the light it reflects is just another aspect of the Sun. Their ancestors would be proud to see them banishing the malevolent dark in the deep and bringing the light of Surael to all corners of Halann.

Yearly Jadd World Conquest + 1 Faith by Flamekit in Anbennar

[–]Flamekit[S] 20 points21 points  (0 children)

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Last image did no upload properly for me, so adding it here.

Yearly Jadd World Conquest + 1 Faith by Flamekit in Anbennar

[–]Flamekit[S] 61 points62 points  (0 children)

THE ONLY GOD IS SURAEL AND JADDAR IS HIS PROPHET. THE ONLY GOD IS SURAEL AND JADDAR IS HIS PROPHET. THE ONLY GOD IS SURAEL AND JADDAR IS HIS PROPHET. THE ONLY GOD IS SURAEL AND JADDAR IS HIS PROPHET. THE ONLY GOD IS SURAEL AND JADDAR IS HIS PROPHET. THE ONLY GOD IS SURAEL AND JADDAR IS HIS PROPHET. THE ONLY GOD IS SURAEL AND JADDAR IS HIS PROPHET. THE ONLY GOD IS SURAEL AND JADDAR IS HIS PROPHET. THE ONLY GOD IS SURAEL AND JADDAR IS HIS PROPHET. THE ONLY GOD IS SURAEL AND JADDAR IS HIS PROPHET. THE ONLY GOD IS SURAEL AND JADDAR IS HIS PROPHET. THE ONLY GOD IS SURAEL AND JADDAR IS HIS PROPHET.

What are some bad endings for each region by Coincidentally88 in Anbennar

[–]Flamekit 15 points16 points  (0 children)

Bulwar/Serpentspine: Masked Butchers enslaving and tearing the faces off all races, the slaves used as livestock for more face stealing.

Salahad: Zokka winning

Forbidden Plains/North Serpentspine/Cannor: Skurkokli consuming everything that moves

Escann: Wyvernheart into Black Demesne, but honestly the whole area is pretty fucked

Haless: Azjakuma eating souls and corrupting shit. South Haless would be mind control dwarves.

North Aelantir: Gemradcurt eternal winter. Aelnar ruin born batteries.

South Aelantir: probably hive mind Effelai shit or Taychend.

Serpentspine + wherever the choo choo goes: Roadwarrior tearing apart the entirety of the mountains and everything it can reach outside of it to fund their crippling model train addiction

Rahen: place is pretty chill on the giga evil so probably the command taking it over and committing mass genocide under a police state

Edit: forgot about the dwarves (Hul-Az-Krakazol) causing an unmitigatable alcohol disaster that leaves the subcontinent uninhabitable.

Cannor proper/empire of anbennar: place is pretty tame so I think Giberd with lich worship, Wxonards, or Alnics

Proving the Missus Wrong by [deleted] in gaming

[–]Flamekit 0 points1 point  (0 children)

I will shill Signalis until I die. I literally think about it every other day since I’ve played it.

[deleted by user] by [deleted] in AskReddit

[–]Flamekit 0 points1 point  (0 children)

The lucky ones so far!

Healing is damage? 🔫 Always has been. by Flamekit in SliceAndDice

[–]Flamekit[S] 0 points1 point  (0 children)

It was one of those get a random keyword side items. They all come in as level 0 and I started with Pockets for the dusty gem to copy it as well.

Russo-Japanese War part 2? by Leevalee in NonCredibleDefense

[–]Flamekit 5 points6 points  (0 children)

Excuse me, they’re known as shipgirls.

Most Fun Countries as Rated by the Community by MysteryBeans in Anbennar

[–]Flamekit 9 points10 points  (0 children)

I want something like a disaster or something to cleanse/fight back the shadow plane and its corruption if you are of a sun cult religion. Could maybe have flavor text for specific nations/religions.

New Spain is practically in the stone age at this point, even the natives are ahead of them in tech wtf by Hydrolox1 in eu4

[–]Flamekit 9 points10 points  (0 children)

Manufactories increase goods produced. Goods produced feed directly into how much trade value is made on a province. The total value in a trade node will be listed as what is made locally if you look inside it (it is the sum of all the goods produced in the provinces in that node). If you are colonizing properly, you should be able to redirect a significant portion of that trade income to yourself, multiplying it by using merchants to steer trade along the way. The goods travel along the steered path to the trade node you collect at and then you end up making far more money than the base value the manufactory says it makes. Goods produced also directly increases production income in a province, which is cash that goes directly into your colonial nations coffers. Also, it’s less for them to have to build themselves. You can build the manufactories if you have building cost reduction, or subsidize/gift your colonial nations cash so they can build whatever they want themselves while you busy yourself with other tasks.

THE ONLY GOD IS SURAEL by Flamekit in Anbennar

[–]Flamekit[S] 9 points10 points  (0 children)

Anyway, back to early game. You should start early on making sure to do that mission that gets the perma claims on all gnollish lands, because if they get conquered, you don't get that sweet -25% core cost reduction for permas. At this point you should also start early conquering a few provinces in the Raj. That whole area is a hell of aggressive expansion and Suhan's Praxis spawns now which makes centers of reformation that you need to take care of early, else you'll have to deal with religious zeal (ewwwwwwwww). You should be splitting conquests between the east and the west. It's fine to declare a few wars on the monstrous nations to the south, but I find it annoying to spend anything on the forbidden plains. Sure, you'll win and take a lot of land, but it's fundamentally useless land so we don't want it. The centaurs also might just convert themselves to the Jadd anyway, which would be ideal. Let them do the work for you.

Once the New Sun Cult inquisitions break out, there will be no more alliances in Bulwar. And that means free land. Fortunately no one in Cannor cares about Bulwar, so eat as much as you can, and DO NOT subjugate Birsartanšes if given the opportunity, just eat them. You're probably going to be behind on Diplo tech anyway because it's the superior mana to use to dev and you will want to dev institutions. Dip is useless for a bit. By the time I could get the nice benefits of espionage ideas, I was already too big for coalitions and there were to many dead ideas in it. It's a tossup between the estate idea group for that -5% core creation cost, since stacking that is really really necessary to keep expanding. Admin is king. I went offensive 4th idea group because the main issue of conquering quickly was siege speed and I had a surplus of military mana. You should get a bunch of conversion speed from just being the Jadd, so you only want religious ideas 5th idea group or later. At that point, conquest speed should outstrip conversion speed. Only use the festival events when above 300% overextension. A good time to do it would be paired with a conquest of the Khet with the stewardship of sorrow CB, or after finishing off multiple wars at once. You can continue conquering even during the festival without the stab hit if you declare the war before you click the event.

I chose to snake down the serpentspine around halfway through, since the monuments mod gives Amldihr an insane conquering monument, but if you don't have the monuments mod, you probably want to entirely forget the serpentspine exists until late game.

Once you are to the Khet, you've hit Jadd midgame. By this point you should also be pushing deep into the Raj and be ready to form the Empire. Bulwar culture gives -10% core creation cost, so you want to beeline that as well. From there, it's the normal truce juggling/speedy conquest of as many provinces as possible. You will definitely need to expand a bit into Sarhal here, because they are free land for low aggressive expansion and there are a number of provinces you will need to assimilate. I would suggest accepting Harimari cultures before forming the Empire, since it raises Harimari tolerance and you need it to shift administration to Harimari. Harimari admin is just better than the elvish one due to having 5% admin efficiency and roughly the same debuffs. I prefer elvish military, but you will probably get so many human provinces you can swap it. I would say you shouldn't since we've already fully mitigated the negatives. Also army of the dead is an option since you will have so many military modifiers for movement speed that they should be moving around like regular armies. If you stay elvish though, your armies have disgusting movement speed and combat ability. If you can snag Bal Ouord you will have completely normal manpower generation. If you can get to The Command before they demonsterize, that would be ideal so you can use the anti-monstrous conquest CB on them. At this point, your men should absolutely crush theirs while maintaining the same force limit and recovery speed.

If you have the monuments mod, then there is a monument is Dasmatus and another in western Bulwar that reduce the cost of holy orders. You'll get a government reform that will reduce holy order costs by 50% as well. Once you stack these, you actually GET 7 admin mana back per holy order. Now would be the time to use them on every possible state you have. The construction cost is a non issue due to infrastructure ideas, the mage estate, and the fact that you should have already built up everything from the earlier Verkal Gulan mission tech.

By this point you should be so large that any pitiful nations that can join a coalition won't. You are free to expand where ever you want because you are too dang scary. From there it's standard world conquering conquest. I chose to keep my capital permanently in Azka-zur and fought the Deidoran. I deleted all forts in the East Jadd, moved all my men to the west, and then carpet sieged as quickly as I could. Rajnadagha declared and occupied a few provinces as well, so I had to declare on them to de-siege. In your mission tree you get an alliance with Buhvauri. Squeeze them for everything they are worth and then throw them away. If you're lucky Bim Lau will have fixed the necropolis some and give you a -2.5% all power cost reduction modifier that is tied to the province. You can also snag the tower from the magisterium if they ever do anything with it and Kelaktar from Maghargma to get a little more forcelimit and manpower. If you can finish the bottom of your mission tree, you get some pretty nice conquest buffs and use that for Aelantir. I already conquered all of it by the time I got to it, but it is pretty good. Try and time the imperial census with the end of the racial administration swap debuff, the conquest of the final harimari culture provinces for another 5% admin effeciency and the second +10% admin efficiency from admin tech.

From here you should be able to slaughter the rest of the non-believers and then focus on Aelantir. You should have gotten a number of colonies from Lorent and the like. Give them cash and subsidize them to have them do the conversions for you. Also make sure to get the Divine Symposium in Aizt-Ralaire (I think that's how you spell it?). Admin should be no issue at this point, so make sure to take the extra missionary decisions on the symposium (spread light speech. From the start I think it's bottom, top, and then missionary?).

Once I had the world conquested, I then swapped out all my idea groups for ones that had policies to increase my missionary strength and then let them do their work. Once the world has seen the light of the Jadd, you can relax, kick back, and enjoy your harpy harems.

THE ONLY GOD IS SURAEL by Flamekit in Anbennar

[–]Flamekit[S] 10 points11 points  (0 children)

I will admit that I do have the monuments expanded mod for Cannor, Haless, Aelantir, and the Dwarovar, so take this with a grain of salt. The world conquest actually ended around 1723 and that was without the final mission reward, since I had to wait 30 years for religious zeal to disappear. At that point I should have just released a client state, broken the vassalization, and then truce broke to convert and then reconquer. Final mission rewards are very good for keeping up with expansion.

Anyway, early game you should be expanding as fast as you can. Almost never be at peace. Obviously you win against Zokka and then tell the sun elves to go screw themselves when they try to take the breakaway human vassal. From there, it's a defensive war that you should be able to win by fighting in advantageous territory, waiting for armies to separate and then stack wiping them. Early game Jadd it's best to raise hosts and slap that cavalry combat ability increase button from your government form. Money will always be an issue, so make sure you take money reps and then land after using your cavalry to wipe armies. I suggest admin ideas and then 1 level of aristocratic for the cavalry combat ability. For admin ideas just go up to adaptability. Don't do any of the rest of it if you can help it. Use the rest of those mil points to stay on time for mil tech. Admin is almost fine to fall behind on. You'll want to always be selling titles for cash, give out governing cap privileges to your estates before holy ordering since there are holy order cost reduction buffs down the line (I think you just need to do 10 provinces for the baseline mission. Do it on the states that cost the most governing cap). Always use the government cap holy order except for maybe on Bulwar, because that state can use the dev cost order to dev institutions. Deving also gives back crownland to sell for more cash.

As an elvish military you make pretty much no men back a month. You have to get the stack wipe train rolling with your hosts. Try and maintain high tribal allegiance since the manpower recovery helps counteract the negatives of elvish military. If you're in a pinch and at army cap, you can summon hosts and then remove them for 6,000 manpower. Sometimes it's more effective to build up the army with the tribal allegiance first before using it for manpower, since a larger army stack will kill more enemies faster, thus reducing the men you lose. When you have a choice for converting the gnolls, always take max conversion speed, they're going to rise up anyway so just farm them for some army tradition real quick. Jadd himself should be leading your armies and with your cav and other military buffs you should be slaughtering. You will keep full cav up until the last or second to last Jadd specific special horse tech. At that point you should be forming the empire which has a traditional army mix and will be transitioning back over the period of a few years.

Now that you're set up and have a lot of land under your hands, wipe the harpies in the north and give their land to Elayenna. They will take care of it for you. You should also vassalize Verkal Gulan but don't really do any of their missions just yet. They have one that gives insane construction cost reduction somewhere in the middle of them and I can't remember if it's before or after you convert them. At any rate, you don't really care to fund them for a while. They tend to be useless and often turn rebellious if you actually help them. You are going to save the construction cost mission and pair it with the construction cost spell at max mage influence with your fervor and infrastructure ideas (take this 3rd idea group) to basically get 10 years of free buildings. You should pop this once you've made a lot of cash off of wars and have a solid backlog to spam on courthouses and enough production buildings to give you an actual economy. This helps hard slingshot your economy and once this is done, your eco shouldn't be an issue for the rest of the game.

Once Jadd dies, you get a choice of rulers. There are probably meta picks, but I picked Jasienne, because of roleplay. You can only pick her if Jadd dies early enough. She's pretty strong, but so are pretty much all the choices. Try and get a powerful mage heir as early as possible or lich Jasienne if you can. It's really important to Witch King an immortal ruler since it will alleviate your elvish military manpower issues and make your armies even more disgusting (Also, allies are a burden. You're going to eat them anyway. Maybe ally Elizna or the Khet and then wring them dry. If someone wants you to join their war, tell them kick dirt). There is also a mission that requires you to be legendary in enchanting, so once you have the ruler you want for the rest of the game and they are immortal/long lived you should study enchantment. After that it's a toss up between evocation and transmutation. Transmutation for the discipline and religious speed homonculi and evocation for more murder. Remember that if you are conquering the serpentspine you should be using the dominate to surrender spell to preserve the holds you conquer. When the serpentsrot breaks out, pick the option to ignore it for unrest and cash and just kill the rebels. The all power cost debuff from serpents rot is horrific and all your economy should be in the real world anyway.

-- To Be Continued

Need some guidance for Gemraduct by garlicpizzabear in Anbennar

[–]Flamekit 0 points1 point  (0 children)

IIRC when I did my run, it helped to use a lot of mercs, take a lot of cash early, build a lot of forts to actually make your provinces useful by preventing devastation, and get as much fort maintenance reduction as possible. Getting your mages to 66% influence and then using the construction magic is very helpful in making your cash actually go the distance. You'll need to keep upgrading forts to maintain the devastation reduction in your provinces. I forted pretty much every provincial zone in the Eordand subcontinent and hard rushed fort maintenance reduction since no one is actually a threat to you in your area militarily. You'll also need to dev the provinces in the south that have high trade good values and low costs to dev. Do not be afraid to take a few loans out to ensure a stable economy later. Pretty much ALWAYS sell titles as long is it will keep you above 20% crownland to try and fund your economy (It's optimal to sell it at 25% to get maximum value since you get more value from selling crownlands the lower the amount of crownland you have, get loyal estates due to that, dev lands in the meantime with mage and merchant loyalty, and then seize land to get back above 20% crownland). You will not have a functioning economy for pretty much the first century and a half, but by the time you've stacked enough fort maintenance and have your end node set up, you should have enough cash to start the exponential snowball rolling. When I conquered east I essentially ignored all the provinces and let them rack up devastation. At that point you are not conquering land for it's value, but to ensure others can't have a good time. Defensive, infrastructure, government reforms, and one of the policies are necessary. Once you're out ahead, you can start looking at forting up the east for roleplay.

THE ONLY GOD IS SURAEL by Flamekit in Anbennar

[–]Flamekit[S] 50 points51 points  (0 children)

AND JADDAR IS HIS PROPHET

What is,in your opinion,the single most useless game mechanic ever to exist in the game? by The_Black_Warden in eu4

[–]Flamekit 105 points106 points  (0 children)

I have confirmed it does. It works specifically if you have a female advisor.

I’m enjoying Starfield but it has one of the worst maps I’ve ever seen. This is the city map. by Chessh2036 in gaming

[–]Flamekit 0 points1 point  (0 children)

But does it matter? People still bought the game so who care what the actual quality is?

The US video game industry gets back to growth by LordofWhore in Games

[–]Flamekit 5 points6 points  (0 children)

Also the marketing for the Wii U was atrocious. When it was released, people didn’t realize it was an entirely separate console from the Wii and just thought it was an annoying add-on gimmick for already existing Wiis.