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This is for a few reasons.
1. All seven of the AI start with developed cities, armies, and tier IV units. You start with an undeveloped city and a smaller army.
2. The Archons can rush you with seven full stacks containing multiple shrines of Smiting, heroes, Awakeners, and Inquisitors on turn 20. They won't actually siege your throne city, but they will park on your territory, raze everything, and refuse to go away, ever, unless you whittle them down with strategic map damage spells until you can finally try and take them on or they run.
3. Even if you beat the Archon, you are then told you need to defeat the entire coalition as well.
4. Every single one of your opponents will be rushing for Magical Victory and will usually kick it off by turn 70, so even if you defeat the Archons by then - which is unlikely due to their staggering initial advantage - you then have to defeat all the coalition members, usually while they are initiating or finishing their Magical Victory setup.
5. Your three 'allies' will not help you. They mostly just defend themselves. If the Coalition initiates a Magic Victory, the Shad'drai will not attempt to stop them. What they WILL do, however, is rush a magic victory on their own. You can win the entire game entirely by chance due to one of your allies rushing Magic victory.
tl;dr: You start on such a massive backfoot and your enemies are given such an immense starting advantage and you have to spend so long playing catch-up/maneuvering around doomstacks that by the time you can finally start a counter-offensive, the game is over because one or multiple of the AI factions have popped off a Magical Victory - or, also likely, you grew so fed up trying to beat the map legitimately that you make a Magical Victory rush build and do it yourself by turn 50.
EDIT: Nimue's effect is by far the most useful, since it gives you AND your allies small armies every 5 turns. These armies can contain tier 3 units of any culture. Their usefulness is limited by them all having Wightborn (deleted by Sacred damage), but free units is free units, and it helps your allies put up a better defensive.
https://steamuserimages-a.akamaihd.net/ugc/2024974632691112628/BC0C24F59078C595ED6E1D5E4302751D047ABA4B/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
PS: I took the effect that shoots at an enemy territory every 5 turns.
Before casting the magic victory spell, I made 1 teleporter in each city and created three armies with 3-4 tiers.
As soon as you cast the spell you just have to wait the 15 turns by eliminating the troops that pop on the seeds of magic victory.
Materium made the bad economy you start off with a bit more bearable as well, especially since your 'allies' tend to choke you out economically by setting up outposts and cities all around your capital city. It also gives you nice some enchantments and buffs, which you're definitely going to need, also since you'll be playing on the defense early on, it gives you more holding out and anti-sieging power as well. Once you're able to buff up your entire armies with blight buffs, that's when you try to start taking nearby free cities or enemy cities. Use your 'allies' as living shields, they want to set up outposts all around you? Lead the enemy AI straight to them.
Nature also has this destroy enemy province spell at tier 4, which while still far off, is very useful when the enemy AI tries to go for a magic victory, you'll be able to demolish that structure instantly (unless there is a spell jammer).
The Nimue buff is good, but can be hard to maintain early on, since you'll easily get more units than your miserable econ can pay for, so use it at your own peril. I used the volcano buff, which destroys an enemy province at random every 3 turns. Not amazing, but can delay them a bit. I would recommend against the astral buff (and going astral in general), since those units have a weakness to spirit damage, which you'll be fighting all the time.
Hi there! I'm Anybody!
For context I have 1200 hours in AOW3 and Planetfall experience to pull from and it took me 4 attempts to win a military victory here. I do not recommend doing this because the scenario and map are not designed for it. The map is a mazelike corridor that takes forever to traverse, making offensive action almost impossible.
Now that said, Turiel is a bully so here's how I won. I went Mystic culture with the spellcaster and summoner society traits. This is actually suboptimal as these two playstyles clash due to competing for mana. That said, my strategy was to summon as many storm elementals and build as many Arcanists (tier 1 mystic unit) as I could using rushed production. From turn 1 I began using my army to clear mana nodes along the way to Turiel, building outposts to support my summon blob as I went. I reached Turiel's capitol by turn 15, besieged the single stack there and took the capitol, then isolated and killed Turiel to remove him from the game. From there it was just a matter of a very long cleanup phase against the other players.
If you don't want to rush, you need to learn how to get the AI to split his deathstacks so that you can stand a chance and actually kill him. The Tome of the Beacon is really good for this map because the Light Bringer can mind control while the Mighty Meek enchantment makes your tier 1 units stand a chance against Turiel's blob of high tier units.
Just keep trying. It took me 4 attempts to make my own strategy work :)
What happened is that
- I was NOT underground and my allies formed defense perimeter around me from 3 sides of 4. So I left only with these angry angel cats to fight and 2 free cities.
- I took this thing that gives you free units each 5 or so turns, which gave me a huge boost.
- I built 3 additional cities exactly around my capital
- From these units I quickly went to fight all enemies I can to lvlup heroes. I guess by turn like 30-40 I already got decent 2-3 stacks of t2, and this was MORE than enough to beat these 14lvl heroes with their army. Because AI still not very bright and can be easily beaten with battlemagic.
So then I just went north with my armies, captured few cities as vassals by like..turn 70-80? By that time already opened lvl5 book with teleports, so looked at big mapm gave it a thought, decided that 30h in a row is too much for me in this game and I want to finish it and wait for couple of dlc to popup, so I just teleported to capital city and finished with magic victory by just skipping turns (and auto fights, these invades are joke and they were destroyed by my t1-t2 armies with 1 hero lol)
True. The "Medium" setting appears to be an overall setting for each particular scenario. For example, "Medium" in the tutorial mission shows that AI as "Very Easy."
My first attempt at Realm 5 was using a Pure-Arcanist build myself, and I also spammed Arcanists. As you know, Arcanists are very good, synergize well with a lot of different strategies, their split damage is usually effective against /something/, and all for the price of a T1 unit.
I had a twofold issue with that strategy: Turiel's Awakeners, who had a range of eight due to an unfortunate early pick of enchantments by Turiel, would Nuke my armies from orbit on turn two - and Arcanists, for all their strengths, do not have the health to tank Awakener pulses for 22 sacred damage + zeal bonus + condemn bonus + Awakened bonus. I managed to make it work by having spamming copper/iron golems and support units in my stacks, but then sometime around turn 30 Turiel put spelljammers in all his cities, taking all the wind out of my capabilities to support my armies in his domains. Whenever I tried to raze the jammers, I'd get swarmed with doomstacks filled with Shrines of Smiting, and then Meandor initiated a Magical Victory on the clear opposite side of the map.
After that I became discouraged and tried experimenting with different builds - giving Turiel time to set up spelljammers seems to be particularly odious to deal with, which your managing to rush him down beforehand seems to have solved.
I fail to see how getting a magic victory isn't a "legitimate" win. It's one of 3 possible victories you can aim for to win a scenario outside of quests. Even more so when the final story realms main quest ends when you beat the Covenant and Turiel. Getting a magic victory just so happens to be one of the ways to do that.
Would not recommend selecting either of the buffs that spawn units, as they'll drain your mana very quickly. I selected the buff (as some above have mentioned) that destroys a random enemy province every few turns, which was very helpful. It even knocked out a few magic victory improvements of the enemy empires (most of whom, especially the enemy dwarf empire, will try to rush magic victory too).
This was on easy though. May be harder to win with this strategy on normal difficulties. FWIW, and this is likely an AI thing, but no one ever came to attack my cities underground. Even the enemy dwarf (who also starts underground) didn't do it, even though he had a clear (albeit long) path to get to me via underground rivers. I think the AI for empires starting underground doesn't excavate/explore underground, and always expands aboveground instead, which is likely why he never attacked me.
Near same. Very EZ strategy:
Pure magic build. Mystic/Rune/Evoker. Start on Arcanist's spamming strategy and rush forward. Dont let enemy to get solid army - vassal all city's (the AI dont take Vassal city in most times - he interest only on player city's).
In research your target is Phantom Beast's or same good summoned unit. And you can EZ replace Arcanist's with Watchers. On the way take all good things about range/damage.
After defeat Angelic enemy - look on other, maybe some of your allies need some help.
P.S. i got the One for All, All for One , so this scenario can be win'd)
I started with mystic culture and ancient wise ones + scion of evil, the tome of roots, and the 4th ritual so I get random astral creatures. Swiftly settling 2 cities while clearing aggressivly. Taking losses in combat is fine as new units will spawn to replace those losses. Use the combat spell to spawn vines to cheese the AI in tactical combat if needed. Keep a close eye on your mana, it is ok to have negative income for short periods of time as long as you are using your units right now.
Tech is incredibly fast with Anicent Wise Ones and the 1st Shadow unlock giving 50 research for each level of hero killed. Turiel and his city states will send a near endless stream of mid-leveled heroes your way that allow you to rush through the tomes.
Eventually I got tome of teleportation for phase beast and tome of vigor for summon greater animal (getting phoenix, I think they have a pretty high likelyhood of spawning on desolate terrain). I had the tech and money to hurry production of the Astral Heart on turn 45, but I was sieging Turiel's capital at that point so I waited until he was vanquished and teleported my armies home to protect the seed, root, and heart.