Edit: current build:
4 life, warlord, alchemy, spellweaver, astrologer, tactician, specialist
Also note I find myself using cavalry against lairs/nodes more, and I don't worry about killing AI quite as fast. Getting amazing army strength virtually guarantees you control war declarations, so you can build until you have a stack capable of killing the next AI.
Original post: My current game is impossible.
4 opponents, huge land size, max power, fair minerals, fair climate. I'd probably do better with poor minerals.
4 life (endurance + very rares, but I'd consider switching to 2 life + channeler. However just cause and heroism are very strong off the bat so I'm not sure, and 7% gold is great later on. The main thing channeler would let me do is.. More skill and research, but less books means I wouldn't need as much of either.)
4 death (wraithform!!! Skeletons for unrest because food is a huge issue. And very rares because I love me some demon lords. And production production production. So good. I wish I could get 2 more death books.)
Warlord (because war college + warlord = +1 HP on all units.)
Alchemy (magic weapons for your first stack, super super super important, and alchemy later in the game is practically mandatory. I spent years with less than 200 mana and gold combined, so I would constantly switch to whichever I needed.)
Omniscient: production for that first stack is crucial. Helps later on, and extra gold from life is always good.
Barbarian.
Game plan: foresters guild for food, then stables, then 9 cavalry. Then marketplace -> granary -> farmers market -> ship wright -> ship yard -> maritime guild -> warship (endurance and wraithform) -> barracks -> war college -> fighters guild -> bezerkers forever more (with occasional extra warships).
The plan is to defeat the first AI you meet, before you even start building bezerkers. You should pick up some nodes and lairs on the way. You probably need to replace cavalry a few times, but as long as you defeat the first AI, cavalry did their job. You'll get extra cities too, but *shrug* they take forever to get online.
The second AI is far more helpful. Still can't stop 8 elite magic weapon bezerkers, but he has some nicely developed cities.
Third AI is causing problems by now (1404-1406) so you mess around with them until you get your second stack of bezerkers, which they can't beat. Probably can't defeat them for a long while though, they simply expand too fast. I defeated the third AI in 1408 or early 1409.
The fourth AI... Will depend on how the game went. Do whatever you need. You should have most of arcanus under your control, although, you may have let the fourth AI get a foothold. Try to get cities on myrror, if you can, just one on his main continent. That way he's got something to focus on while you clean up arcanus. I used a planar travel hero super early to take some neutral cities, and get started on building adamantium beastman buffed halberdiers. That let me have a few nodes on myrror as the war broke out against the myrran AI. Myrran nodes are amazing.
I banished the fourth AI, for the first time, in 1410. At the time, he probably had a little over a thousand power production, efreets, other rares - fire storm was used against me at least once per turn starting in the middle of the war with the third AI (around 1407). By the time he was banished I already had life force cast, and during the first banish, I finished crusade. I'm researching demon lord and eternal night. With life force, and including city research, I'm up to about 2200 power production. I found crusade in treasure, and I think I found inspirations.
4 life, warlord, alchemy, spellweaver, astrologer, tactician, specialist
Also note I find myself using cavalry against lairs/nodes more, and I don't worry about killing AI quite as fast. Getting amazing army strength virtually guarantees you control war declarations, so you can build until you have a stack capable of killing the next AI.
Original post: My current game is impossible.
4 opponents, huge land size, max power, fair minerals, fair climate. I'd probably do better with poor minerals.
4 life (endurance + very rares, but I'd consider switching to 2 life + channeler. However just cause and heroism are very strong off the bat so I'm not sure, and 7% gold is great later on. The main thing channeler would let me do is.. More skill and research, but less books means I wouldn't need as much of either.)
4 death (wraithform!!! Skeletons for unrest because food is a huge issue. And very rares because I love me some demon lords. And production production production. So good. I wish I could get 2 more death books.)
Warlord (because war college + warlord = +1 HP on all units.)
Alchemy (magic weapons for your first stack, super super super important, and alchemy later in the game is practically mandatory. I spent years with less than 200 mana and gold combined, so I would constantly switch to whichever I needed.)
Omniscient: production for that first stack is crucial. Helps later on, and extra gold from life is always good.
Barbarian.
Game plan: foresters guild for food, then stables, then 9 cavalry. Then marketplace -> granary -> farmers market -> ship wright -> ship yard -> maritime guild -> warship (endurance and wraithform) -> barracks -> war college -> fighters guild -> bezerkers forever more (with occasional extra warships).
The plan is to defeat the first AI you meet, before you even start building bezerkers. You should pick up some nodes and lairs on the way. You probably need to replace cavalry a few times, but as long as you defeat the first AI, cavalry did their job. You'll get extra cities too, but *shrug* they take forever to get online.
The second AI is far more helpful. Still can't stop 8 elite magic weapon bezerkers, but he has some nicely developed cities.
Third AI is causing problems by now (1404-1406) so you mess around with them until you get your second stack of bezerkers, which they can't beat. Probably can't defeat them for a long while though, they simply expand too fast. I defeated the third AI in 1408 or early 1409.
The fourth AI... Will depend on how the game went. Do whatever you need. You should have most of arcanus under your control, although, you may have let the fourth AI get a foothold. Try to get cities on myrror, if you can, just one on his main continent. That way he's got something to focus on while you clean up arcanus. I used a planar travel hero super early to take some neutral cities, and get started on building adamantium beastman buffed halberdiers. That let me have a few nodes on myrror as the war broke out against the myrran AI. Myrran nodes are amazing.
I banished the fourth AI, for the first time, in 1410. At the time, he probably had a little over a thousand power production, efreets, other rares - fire storm was used against me at least once per turn starting in the middle of the war with the third AI (around 1407). By the time he was banished I already had life force cast, and during the first banish, I finished crusade. I'm researching demon lord and eternal night. With life force, and including city research, I'm up to about 2200 power production. I found crusade in treasure, and I think I found inspirations.