Hello everyone, welcome back to Age of Wonders 4! After relieving Ashan of the world's greatest evil, Shalassa the Wise diverts her efforst to reinforcing the Voice of Fortress' People after some secret agent shenanigans at 51:40 allows her greatest Champion Nikorev to backdoor the foul Undead. With the Siege of Grimheim at 54:49 and the Siege of Nar Ankar at 56:54, two enemies face simultaneous extinction, but Nikorev and the Stranger must first repel Arantir's ENTIRE military force starting at 1:01:31. Following the Rite of Enduring Duty, Necropolis falls to the Lotus Empire at 1:48:16 and Arkath is usurped by Higge at 2:01:00 who swear fealty to Shalassa at 2:08:53. Next time, Ultimate Victory -- thanks for watching! Patch 1.3: store.steampowered.com/news/app/1669000/view/532084177919543588?l=english
37:35 The vassal rank is governed by city stability when released, so higher stability means higher vassalage, you can get even supreme vassals if you have enough stability when releasing the city.
Was watching TH-camr play Warhammer 40K Battlesector as Astra Militarum. So "The Planet Broke before the Guard did!" Cadians who were thrown into another dimension, when Planet was shattered and swallowed into the Warp. Lost, but unbroken, Cadians travel amongst worlds, determined to either get back to Imperium, while brining the Light of the Emperor to this distant lands.
1:30:00 Just remembered there is at least 1 spell that could be helpful against Spell Jammer, Astral Shattering from Tier 4 Tome. Place unit on Jammer to turn it off, then cast Astral Shattering on that province, Jammer gets destroyed and your unit is free on the same turn, just have to prepare spell in advance.
Hi, Fableheim! Thanks for the video. Very interesting approach to creating your own worlds and stories in the world of Age of Wonders 4, especially the story of Blint :) I would like to suggest a version of the story for implementation. Legend: You play as the leader of the Roanoke settlement, which mysteriously disappeared between 1587-1590 in the territory of the current state of North Carolina (all information can be found on Wikipedia). No one on Earth knows where the colonists went, but their story began in a new world full of mysterious wonders, terrible creatures and inexplicable magic. Something transferred them to this unknown world and our heroes will have to defend their right to exist in it. More details about the settings and rules that I suggest using in this playthrough: 1. Race: humans 2. Culture: I suggest either feudal lords or a Reaver (with guns) 3. Social traits at your discretion, but without magical abilities 4. Materium book 5. War Hero, the main thing is without magical skills 6. Any world, but it must have an Eldritch realm, leaders-dragons, Eldritch leaders, angels, demons, necromancers, and the rest at your discretion (i.e. what cannot be on Earth) Now about the rules, in my opinion the most interesting: Because according to legend, people were transferred from our world to a new one, where there is magic, they do not understand how to use it, so you can use the magic of strengthening, construction, etc., only those that can be explained by the logic of our Earth and physics (for example, burning arrows can be, but there are no burning swords). Next, you choose who you will become a vassal to learn magic :) If you choose an evil leader, then you can use magic after you capture at least one city fighting on the side of the ruler. You kind of steal books on magic in the captured city and begin to study them, so only the magic that was dominant in the captured city is revealed to you. For example, you captured the city of Zehir from the current playthrough, see that it has the most astral points, accordingly, you can use the magic of this culture from this moment. Then you can get out of vassalage, but this is at your discretion (there is even an achievement on Steam about liberation). If you choose a good leader, he will teach you his magic after 30-40 turns (at your discretion) under vassalage. The magic will be the same as his most developed and no other. Then you are free to do whatever you want. Or you can not become a vassal at all and not use magic and defeat everyone with iron and fire and without transforming the people! I hope I was able to clearly explain my thoughts and you will be interested in such a scenario, because I would be interested to see it in your performance. Thank you and good luck!
1:12:30 Bone Dragon got frozen, as well as your Radiant Guardian, I think reason for corpse explosion is death while frozen, this could be used against reviving and necromancy, if there really are no corpses.
Hah, it probably would've been a good idea to use it. I never use the Immunity rings for some reason, but the consideration that very briefly went through my mind was that none of my enemies deal primarily Lightning damage.
Did poor Jaina dirty :(. Took her off privateer, then next turn cleared a water infestation, the Major goal. The minors are just water battles. If I was a gambler (gotta know when to hold 'em, know when to fold 'em), I'd bet you switched it with law bringer (infestations are minor goals, gold infestation is major)
Hahahaha, I didn't even realize that. XD I think I gave her Duelist because I pictured her joining me to fight Arkath, which also didn't happen. Poor Jaina. :c
Hello everyone, welcome back to Age of Wonders 4! After relieving Ashan of the world's greatest evil, Shalassa the Wise diverts her efforst to reinforcing the Voice of Fortress' People after some secret agent shenanigans at 51:40 allows her greatest Champion Nikorev to backdoor the foul Undead. With the Siege of Grimheim at 54:49 and the Siege of Nar Ankar at 56:54, two enemies face simultaneous extinction, but Nikorev and the Stranger must first repel Arantir's ENTIRE military force starting at 1:01:31. Following the Rite of Enduring Duty, Necropolis falls to the Lotus Empire at 1:48:16 and Arkath is usurped by Higge at 2:01:00 who swear fealty to Shalassa at 2:08:53. Next time, Ultimate Victory -- thanks for watching!
Patch 1.3: store.steampowered.com/news/app/1669000/view/532084177919543588?l=english
10:29 Every time this happens, I hear Hades from Disney's Hercules; "There's one teeny-tiny problem. I OWN YOU!"
And that's all I'll be thinking of too from now on, thanks! XD
37:35 The vassal rank is governed by city stability when released, so higher stability means higher vassalage, you can get even supreme vassals if you have enough stability when releasing the city.
1:07:47 the stun was because of the thired strike, you have an enchantment from the Discepline Tome for that.
Was watching TH-camr play Warhammer 40K Battlesector as Astra Militarum.
So "The Planet Broke before the Guard did!" Cadians who were thrown into another dimension, when Planet was shattered and swallowed into the Warp. Lost, but unbroken, Cadians travel amongst worlds, determined to either get back to Imperium, while brining the Light of the Emperor to this distant lands.
10:02 No, the enchantment will be removed, it was possible in earlier game version though, even cast it directly on vassals and allied cities.
Rip
1:30:00 Just remembered there is at least 1 spell that could be helpful against Spell Jammer, Astral Shattering from Tier 4 Tome.
Place unit on Jammer to turn it off, then cast Astral Shattering on that province, Jammer gets destroyed and your unit is free on the same turn, just have to prepare spell in advance.
This works for pretty much any of the Province destroying spells, right?
@@Fableheim If you can target specific province, Consecrating Flame from Tome of Cleansing Flame seams to do that trick as well.
I think it's safe to say Arantir took your declaration personally.
Hi, Fableheim!
Thanks for the video. Very interesting approach to creating your own worlds and stories in the world of Age of Wonders 4, especially the story of Blint :)
I would like to suggest a version of the story for implementation.
Legend: You play as the leader of the Roanoke settlement, which mysteriously disappeared between 1587-1590 in the territory of the current state of North Carolina (all information can be found on Wikipedia). No one on Earth knows where the colonists went, but their story began in a new world full of mysterious wonders, terrible creatures and inexplicable magic. Something transferred them to this unknown world and our heroes will have to defend their right to exist in it.
More details about the settings and rules that I suggest using in this playthrough:
1. Race: humans
2. Culture: I suggest either feudal lords or a Reaver (with guns)
3. Social traits at your discretion, but without magical abilities
4. Materium book
5. War Hero, the main thing is without magical skills
6. Any world, but it must have an Eldritch realm,
leaders-dragons, Eldritch leaders, angels, demons, necromancers, and the rest at your discretion (i.e. what cannot be on Earth)
Now about the rules, in my opinion the most interesting: Because according to legend, people were transferred from our world to a new one, where there is magic, they do not understand how to use it, so you can use the magic of strengthening, construction, etc., only those that can be explained by the logic of our Earth and physics (for example, burning arrows can be, but there are no burning swords). Next, you choose who you will become a vassal to learn magic :) If you choose an evil leader, then you can use magic after you capture at least one city fighting on the side of the ruler. You kind of steal books on magic in the captured city and begin to study them, so only the magic that was dominant in the captured city is revealed to you. For example, you captured the city of Zehir from the current playthrough, see that it has the most astral points, accordingly, you can use the magic of this culture from this moment. Then you can get out of vassalage, but this is at your discretion (there is even an achievement on Steam about liberation). If you choose a good leader, he will teach you his magic after 30-40 turns (at your discretion) under vassalage. The magic will be the same as his most developed and no other. Then you are free to do whatever you want.
Or you can not become a vassal at all and not use magic and defeat everyone with iron and fire and without transforming the people!
I hope I was able to clearly explain my thoughts and you will be interested in such a scenario, because I would be interested to see it in your performance.
Thank you and good luck!
1:12:30 Bone Dragon got frozen, as well as your Radiant Guardian, I think reason for corpse explosion is death while frozen, this could be used against reviving and necromancy, if there really are no corpses.
Astral Major Transformation with Living Shadow reminds me of Shadows from Spellforce
It pained me when you disenchanted the lightning immunity ring. Your dragon ruler hasn't had a ring all game and has a lightning weakness.
Hah, it probably would've been a good idea to use it. I never use the Immunity rings for some reason, but the consideration that very briefly went through my mind was that none of my enemies deal primarily Lightning damage.
Did poor Jaina dirty :(. Took her off privateer, then next turn cleared a water infestation, the Major goal. The minors are just water battles. If I was a gambler (gotta know when to hold 'em, know when to fold 'em), I'd bet you switched it with law bringer (infestations are minor goals, gold infestation is major)
Hahahaha, I didn't even realize that. XD
I think I gave her Duelist because I pictured her joining me to fight Arkath, which also didn't happen. Poor Jaina. :c
Arantir has so much stuff because necromancy is kind of overpowered. You could easily get an army this big just from killing ai.
Arantir had waaayy too many soldiers!!
Necromancers are all about quantity over quality. :D
I wonder if there is good energy with the fey mists, living shadows and astral attunement. You could make a faction that is very hard to hit.
Sounds like it would work to me!