This is a report of my first CoM game, recently bought from Steam. Since my skills have grown quite rusty and I haven't played CoM before, I've picked the Normal level of difficulty. I've decided to play a largely peaceful, defensive game. Hence, I took Halflings with Guardian retort and Life books, with some Nature for flavor.
My capital soon basked in Holy Light - a nice early game power/defense spell.
Unfortunately, dungeons cut off a large part of my starting continent, which led to it being settled by High Elf followers of Tlaloc, a Peaceful Theurgist.
When I meticulously gathered Holy Armored Slingers to deal with the dungeons, their threats turned out to be largely overblown.
The Slinger force had to be used to liberate Tlaloc's elves from their evil Death master. Some of the defending elves being Wraithformed was only a minor inconvenience to the slingers.
Not even gold generously given to Tlaloc by some merchant could dissuade me.
Soon, a galley carried the slingers over to Tlaloc's continent, as War Bears protected the capital from Tlaloc's own wraithformed animals. The slingers took Tlaloc's two northern cities with few casualties.
However, an overly optimistic assault on Tlaloc's hero army resulted in some of our slingers slain, and others risen as undead in Tlaloc's army, so we had to sign peace - a thing which Tlaloc was also happy to do. The war left him with two cities remaining.
In CoM, early game passes much faster indeed, owning to early gold and per-city immediate bonus buildings like Magic Markets.
Soon, the cities taken from Tlaloc grew, forgetting their eccentric cult leader master.
Another eccentric wizard present on Arcanus was Freya, a Peaceful Militarist who was, as it later turned out, ruling a kingdom of High Men.
This stack...
announced the presence of this wizard, the chaotic militarist Sss'ra. Note that he was on Arcanus, not on Myrror, and was leading the Orcs. In this game, all four wizard opponents were on Arcanus - a thing possible on CoM Normal.
At least, some trading with him was possible.
The Altar of Peace is a very usefu spell for peaceful strategies, as Seravy's notes say. My research rate increased significanty, as my halflings sang "I want to make the world a home..."
The ruthless expansionist Sharee, who was ruling the Gnolls on the continent NW of mine, was the only truly aggressive AI in the game, as she was eager to prove.
External aggression is as good a pretext to increase taxes as any.
I like these new CoM events. The cheaper enchantments helped me to boost my Elven Lords for some more dungeoneering.
Since Sharee was at war with everyone else, too, the most notable effect of her aggression were the corrupted lands. But my halflings had Shamen to clean them.
It appears that even some of Sharee's gnoll subjects were discontent with her rule.
Nature's Cures was a useful spell to receive from Freya.
Sharee was clearly weakening. Sss'ra had been taking over her cities on the island west of her starting continent.
Sharee's only attempt to take my cities with some Orc mercenaries did not go well for her.
It was time to take the battle to her. Elven Lord in Holy Armor were a welcome sight for allies, but a fearsome sight for enemies.
Sharee also had taken a city Tlaloc had on my starting continent, which I then took from her, resulting in me finally owning my starting landmass. All these units of my putative allies were peaceful, although slightly worrying.
Sss'ra's Orc capital.
This army of Elven Lords attempted to break through a tower of Djinns and Air Elementals on my continent, but suffered deeat.
We needed exorcising Angels to break through.
This time, we were successful, entering the wizardless Myrror.
Many lairs were demolished with the help of Unicorns and Angels (sounds like a Christmas postcard)
At this point, I was the first in power production and spell power, even through Freya had a far stronger army.
With the abundant gold and early buildings providing direct per-city bonuses (unlike in the original MoM), it was easy to build up new cities on Myrror that would quickly produce a fair amount of research. In fact, I was too slow and careful in doing so (I should've done an Infinite City Sprawl strategy there).
Freya started to settle cities, too, taking over some of my nodes with Magic Spirits. Fortunately, I was able to take them back without diplomatic incidents.
She also casted Survival Instinct.
The Angels had some difficulty taking on Gorgons.
I gladly accepted the Sage hero, Zaldron, in my ranks.
Even two Archangels couldn't take on Efreets.
Four did the trick, though.
The boosted Archangels were reasonably effective.
They were even able to take on big Drakes in towers.
Meanwhile, on Myrror, Freya finally overpowered Sss'ra.
Her military power was over 9000, if you trust the historian graph.
Her capital was quite a comfortable place to live.
My capital soon basked in Holy Light - a nice early game power/defense spell.
Unfortunately, dungeons cut off a large part of my starting continent, which led to it being settled by High Elf followers of Tlaloc, a Peaceful Theurgist.
When I meticulously gathered Holy Armored Slingers to deal with the dungeons, their threats turned out to be largely overblown.
The Slinger force had to be used to liberate Tlaloc's elves from their evil Death master. Some of the defending elves being Wraithformed was only a minor inconvenience to the slingers.
Not even gold generously given to Tlaloc by some merchant could dissuade me.
Soon, a galley carried the slingers over to Tlaloc's continent, as War Bears protected the capital from Tlaloc's own wraithformed animals. The slingers took Tlaloc's two northern cities with few casualties.
However, an overly optimistic assault on Tlaloc's hero army resulted in some of our slingers slain, and others risen as undead in Tlaloc's army, so we had to sign peace - a thing which Tlaloc was also happy to do. The war left him with two cities remaining.
In CoM, early game passes much faster indeed, owning to early gold and per-city immediate bonus buildings like Magic Markets.
Soon, the cities taken from Tlaloc grew, forgetting their eccentric cult leader master.
Another eccentric wizard present on Arcanus was Freya, a Peaceful Militarist who was, as it later turned out, ruling a kingdom of High Men.
This stack...
announced the presence of this wizard, the chaotic militarist Sss'ra. Note that he was on Arcanus, not on Myrror, and was leading the Orcs. In this game, all four wizard opponents were on Arcanus - a thing possible on CoM Normal.
At least, some trading with him was possible.
The Altar of Peace is a very usefu spell for peaceful strategies, as Seravy's notes say. My research rate increased significanty, as my halflings sang "I want to make the world a home..."
The ruthless expansionist Sharee, who was ruling the Gnolls on the continent NW of mine, was the only truly aggressive AI in the game, as she was eager to prove.
External aggression is as good a pretext to increase taxes as any.
I like these new CoM events. The cheaper enchantments helped me to boost my Elven Lords for some more dungeoneering.
Since Sharee was at war with everyone else, too, the most notable effect of her aggression were the corrupted lands. But my halflings had Shamen to clean them.
It appears that even some of Sharee's gnoll subjects were discontent with her rule.
Nature's Cures was a useful spell to receive from Freya.
Sharee was clearly weakening. Sss'ra had been taking over her cities on the island west of her starting continent.
Sharee's only attempt to take my cities with some Orc mercenaries did not go well for her.
It was time to take the battle to her. Elven Lord in Holy Armor were a welcome sight for allies, but a fearsome sight for enemies.
Sharee also had taken a city Tlaloc had on my starting continent, which I then took from her, resulting in me finally owning my starting landmass. All these units of my putative allies were peaceful, although slightly worrying.
Sss'ra's Orc capital.
This army of Elven Lords attempted to break through a tower of Djinns and Air Elementals on my continent, but suffered deeat.
We needed exorcising Angels to break through.
This time, we were successful, entering the wizardless Myrror.
Many lairs were demolished with the help of Unicorns and Angels (sounds like a Christmas postcard)
At this point, I was the first in power production and spell power, even through Freya had a far stronger army.
With the abundant gold and early buildings providing direct per-city bonuses (unlike in the original MoM), it was easy to build up new cities on Myrror that would quickly produce a fair amount of research. In fact, I was too slow and careful in doing so (I should've done an Infinite City Sprawl strategy there).
Freya started to settle cities, too, taking over some of my nodes with Magic Spirits. Fortunately, I was able to take them back without diplomatic incidents.
She also casted Survival Instinct.
The Angels had some difficulty taking on Gorgons.
I gladly accepted the Sage hero, Zaldron, in my ranks.
Even two Archangels couldn't take on Efreets.
Four did the trick, though.
The boosted Archangels were reasonably effective.
They were even able to take on big Drakes in towers.
Meanwhile, on Myrror, Freya finally overpowered Sss'ra.
Her military power was over 9000, if you trust the historian graph.
Her capital was quite a comfortable place to live.