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A2 Testing/AAR Thread

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  • A2 Testing/AAR Thread

    Pictures to follow (software troubles), but below is my report on the latest build.

    Summary: No game crashing bugs were discovered, however there was one strange thing afoot, that will become clear as the game summary progresses.

    1 - All available forces to EastGate. Shrine begun in WestKeep
    2 - Shrine begun in EastGate. Currently, both provinces are in the "danger zone" (in danger of open rebellion) - under the current rules set, there is a 12 turn window of safety, during which time, no rebellions are possible, so let's see if I can ratched up the loyalty enough to get out of that zone.

    Turns 3 - 8 see spending every dime I've got on Festivals to keep people happy, and by the end of turn 8, we've raised loyalty to 56 in EastGate and 64 in WestKeep. Still not quite there, but close. Fortunately, the Shrines completed on T7, which gives me 20 Influence with the Church each turn (or, a Binding Chant every 3 turns), so now I have another tool in the toolbox to help with Loyalty.

    9 Binding Chant in EastGate, and Festival in WestKeep (loyalty is 76 and 75 respectively). Out of the danger zone with time to spare.

    10 - 600 Infantry begin their training (300 in each province...unfortunately, this puts us marginally back into the danger zone.

    By turn 12, with more festivals held, loyalty is back to 78 in EastGate and 75 in WestKeep...safe!

    13 - Spring arrives (eventually, I think we should have some sort of penalty for battling and conducting sieges during the winter months...just sorta thinking out loud here) - not severe enough to make it impossible, but pricier than conducting campaigns during the rest of the year.

    14 - New trainees are ready for action. This, plus press ganging troops in both provinces last turn, gives me 1400 Infantry in EastGate who are ready for action.

    15 - An oddity. A new army appears in WestKeep. The mouseover indicates that it belongs to me, and has 0 men in it. Interesting.

    We invade Northshores, lose 300 men, kill 400, and begin our siege with 1100 infantry. Begin constructing taverns in both my provinces. Binding Chants in both provinces to help with the loyalty hit.

    16 - The 0-man army moves (of its own accord) to EastGate.

    18 - Taverns completed in both provinces. Siege of NorthShores shows signs of progress (down to 1).

    19 - NorthShores is captured. Pledge made to do no harm to the citizenry, festival held, but loyalty is still only 8%. We'll leave the army garrisoned here for a few weeks longer, until we can get the province more firmly under control and settled.

    20 - Festivals everywhere.

    24 - Sigil begun in Northshores (this sigil will actually never complete...no error message, so I'm not sure what happened. It just...fizzled)

    25 - 600 New Infantry recruits begin training in our core provinces

    28 - With NorthShores now well in hand, our army returns to EastGate, where 300 new Infantry recruits are waiting to receive them.

    29 - WestKeep's new recruits are ready and all forces converge on EastGate, giving us a healthy 1600 men there.

    31 - As the snows set in, our army invades the province of Langborne, losing 400 souls to the task of securing the lands around the keep.

    34 - The siege is brief, and Langborne is captured handily. With heavy spending on all fronts, we manage to get provincial loyalty up to 51%.

    36 - WatchTower completes in NorthShores. Sigil begun again (maybe I just hit the wrong button..I dunno).

    37 - Tower in EG completes

    38 - Tower in WK completes - Begin training 300 Archers in NorthShores, 300 Skirmishers in EastGate

    39 - Begin 3 siege engines in WestKeep *(this currently shows as 300 siege engines, but actually should only be 3)...my fault for not specifying that in the rules

    Research set to 20% for both military and econ

    41 - 300 infantry in Langborne begin training

    42 - begin sigil in langborne

    43 Skirmishers complete their training and join our army in Langborne

    44 - Brigglund invaded - we suffer no losses during the invasion.

    47 - Brigglund is captured. Again, with heavy spending on all fronts, we manage to get their loyalty up to 63% on the turn of capture.

    50 - Invade argenia with our main attack force.

    51 - Mil 1 is ours!

    Sabotage Argenia to speed the siege there

    52 - Argenia captured (good move, btw, making sabotage only usable 1x per turn...totally overpowered otherwise...it is possible to just blow down the defenses and charge right in...this makes it helpful, but not overbearing)

    53 - Econ 1 is researched!

    56 - Vestford is invaded We have 600 Infantry, 300 Archers, and 300 Skirmishers in this force. Meanwhile, we have gathered an impressive 1800 Infantry in EastGate thanks to our constant attention to recruitment.

    58 - Micklenach is invaded with our new army.

    59 - Vestford sabotaged, however, our efforts there will fail, and the siege won't be concluded quite as quickly as we had hoped.

    62 - Continuing to sabotage Vestford's stubborn defenses, and the place finally falls to us. We become an "Honorable Lord" of the Realm with another pledge to the people here.

    63 - Military 2 is ours! Micklenach is captured (another pledge made)

    64 - IronPort (A Council Territory) is invaded. There are no enemy troops here at present, but they have built a watchtower. We sabotage it to reduce the number of siege counters to that of a "normal" province. 800/300/300 in our army by this point.

    65 - The IronPort siege crew is attacked by 100 infantry from Gloim (also a Council Territory). We lose 300 infantry to the attack, but interestingly, upon closing the battle results window, I find that both the attacking force AND my entire army have vanished! (again, no error, the army just was no longer there).

    That's okay, because I've been steadily recruiting troops, so I've got more!

    ShroudWater is invaded.

    66 - Econ 2 is researched

    67 - We invade Ironport and I get "bounced" to Gloim...very odd, but we go with it. Gloim is besieged (and sabotaged).

    71 - Gloim is captured!

    75 - 2 more mysterious 0-man armies appear in our territory, and thus far, ironport has resisted all attempts by our armies to cross the border and invade. We simply bounce to some other province, or into the loch (we can move out of the loch on the following turn). Very interesting.

    I ended the test here, having run afoul of something I could not explain.

    -=Vel=-
    The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.
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