Age of Wonders III

Age of Wonders III

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Kueschion Jun 10, 2015 @ 6:12pm
Eternal Lords Campaign Help
I cannot, for the freaking LIFE of me, beat the second mission in the eternal lords campaign with Rowlar. no matter what I do. Can someone actually good at this game (unlike me) please give me some advice?

Things i know: Frostling shamans are good for tigrans because of damage bonus. There is a city to the northeast that you can reconstruct with starting settler. there is a merfolk city in the ocean right beneath your starting city. animals are easy to come by with shamans and leader.

Things i dont understand:
Sorc gets King merfolk by turn about 30, over 15 turns before i can usually start producing them, and they even appear nowhere near the city like he can just pull them out of the freaking air.

My ally is virtually useless, and stumbles around, attacking independants, and has only ever attacked the city near him once.

Both sorc and warlord start with sphinxes and can produce them and manticores en-masse before i can even finish a fire temple.

All of their cities are happy and the hint to make cities "rebel" seems completely useless.

Sorc has dragons and beholders??? Is there any way to counter this or do i just have to deal with it?

Sorc often has Horrors before i even research gargantuan spell, and the banish spell seems to never work. how do i deal with them?

Sorc can somehow cast resurrect, and has even stolen Arvik and used him against me in a match before he could resurrect himself. in what world does that make sense?

Sorc and warlord seem to have infinite casting points, disjuncting one of my spells, casting 3 combat spells, and casting Dread Siege (strategic spell) and reinforcing it to 200 IN ONE SINGLE ♥♥♥♥ING TURN HOW DOES THAT EVEN♥♥♥♥INGMAKESENSETHEREISNOWAYTOBEATTH-... Is there a way to stop strategic spell spam?

I dont know how to balance between structures and units. what should i focus on producing? what isnt important?.

Please help me out if you can.
Last edited by Kueschion; Jun 10, 2015 @ 7:57pm
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Showing 1-15 of 15 comments
My guess is that you need to move faster at the beginning and start to pick off the warlord's cities sooner. You should start to attack the warlord's cities across the water early, and then pick off his armies in the field if you can.

After defeating the warlord you can move south to avoid most of the Sorcerer's cities and go straight for his throne and then pick off his army in the field.

The scenario is definitely beatable within 30 turns on normal. What turn are you playing to?

Two questions:
Did you complete the 3 kings quest? It spreads arctic terrain over a large portion of the map including the warlord's coastal cities

Did you explore the mountains to the east of the frostling city? There are yetis that join you
Malaficus Shaikan Jun 10, 2015 @ 9:28pm 
Frostling town:
Build stone wall and observertors to get the heart of the artic under your domain.
Leave your frostling hero's and hunters to defend the frostling town and move the other frostling army to the east.
Move east until you find yeti's.
There is a nearby hidden libery.
If you can clear it out with minimal losses do so.
If not let it be.

West tigrian town:
Have it make money and nothing else.
Clear the serounding land when you can do so without losses if you cant dont bother.
From time to time add a extra unit for clearing nearly resourses.

Center town:
leave archdruid and defenders there.
Send settler and troops to the east.
There shoud be a very good site to settle a new town.

Send the yeti's to your archdruid and use your extra troops to start clearing resourses.
Once you have heart of the artic under your domain cast artic empire.
This will rip enemy tigrian moral too shreds.
Get the betray spell asap.

Use your archdruid yeti army to take over the fort on the otherside of the river.
Use betrayel spell on towns you want to conquer and then park your archdruid nearby and press end turn until you get the liberate quest.
It shoudnt take long with there morals in shamble's.

Use your boat to acuirse the south west south water dwelling.
Then leave them to defend it.
The dwelling is just an other money maker.

Move your enemy and do not be moved by him.
Sun tzu.

Aka keep the pressure on.
Force the ai to react to you.
Take his towns.
Take his forts and leave them as bait.
Your a archdruid.
Your troops shoud be able to outmanouver them.
Last edited by Malaficus Shaikan; Jun 10, 2015 @ 9:30pm
Kueschion Jun 10, 2015 @ 9:34pm 
Originally posted by Dr_K Rosencrantz:
My guess is that you need to move faster at the beginning and start to pick off the warlord's cities sooner. You should start to attack the warlord's cities across the water early, and then pick off his armies in the field if you can.

After defeating the warlord you can move south to avoid most of the Sorcerer's cities and go straight for his throne and then pick off his army in the field.

The scenario is definitely beatable within 30 turns on normal. What turn are you playing to?

Two questions:
Did you complete the 3 kings quest? It spreads arctic terrain over a large portion of the map including the warlord's coastal cities

Did you explore the mountains to the east of the frostling city? There are yetis that join you

His cities are usually defended by 2-3 full armies, and most of my units take 2-3 turns to produce. i can make one army in like 10 turns. you can finish it in thirty???? i cant complete the 3 kings quest, as soon as i take that town the sorceror attacks with 3-4 armies of King-mermen and a dragon with tons of soldiers. and yeah i got the yetis but you get what, 3? they die in 2 fights usually. i usually get to turn 60 or so before i lose.

EDIT: example of how slow-paced i am. one of my best games was frostling necro vs rogue tigers. the game ended around turn 600 with me finally winning. most of his armies were composed entirely of Shadow Lurkers and Succubi
Last edited by Kueschion; Jun 10, 2015 @ 9:37pm
Kueschion Jun 10, 2015 @ 9:40pm 
Originally posted by Malaficus Shaikan:
Frostling town:
Build stone wall and observertors to get the heart of the artic under your domain.
Leave your frostling hero's and hunters to defend the frostling town and move the other frostling army to the east.
Move east until you find yeti's.
There is a nearby hidden libery.
If you can clear it out with minimal losses do so.
If not let it be.

West tigrian town:
Have it make money and nothing else.
Clear the serounding land when you can do so without losses if you cant dont bother.
From time to time add a extra unit for clearing nearly resourses.

Center town:
leave archdruid and defenders there.
Send settler and troops to the east.
There shoud be a very good site to settle a new town.

Send the yeti's to your archdruid and use your extra troops to start clearing resourses.
Once you have heart of the artic under your domain cast artic empire.
This will rip enemy tigrian moral too shreds.
Get the betray spell asap.

Use your archdruid yeti army to take over the fort on the otherside of the river.
Use betrayel spell on towns you want to conquer and then park your archdruid nearby and press end turn until you get the liberate quest.
It shoudnt take long with there morals in shamble's.

Use your boat to acuirse the south west south water dwelling.
Then leave them to defend it.
The dwelling is just an other money maker.

Move your enemy and do not be moved by him.
Sun tzu.

Aka keep the pressure on.
Force the ai to react to you.
Take his towns.
Take his forts and leave them as bait.
Your a archdruid.
Your troops shoud be able to outmanouver them.

How do you make dwellings produce more money? Mana is obvious, it says so on the Temple description, but theres no explanation on how to get more money from places. i just end up building everything except the arch druid structures. also, out maneuver how? we're both tigrans, and the AI only attacks with 3 armies at a time. cant really bait that.

Update: four turns in, using your plan. went negative for a turn. two armies rebelled. down to both heroes armies and thats it. GG

Second Update: warlord attacked mer dwelling with three armies. everyone died.
Last edited by Kueschion; Jun 10, 2015 @ 9:53pm
Malaficus Shaikan Jun 10, 2015 @ 9:44pm 
Originally posted by Ulquiorra:
Originally posted by Malaficus Shaikan:
Frostling town:
Build stone wall and observertors to get the heart of the artic under your domain.
Leave your frostling hero's and hunters to defend the frostling town and move the other frostling army to the east.
Move east until you find yeti's.
There is a nearby hidden libery.
If you can clear it out with minimal losses do so.
If not let it be.

West tigrian town:
Have it make money and nothing else.
Clear the serounding land when you can do so without losses if you cant dont bother.
From time to time add a extra unit for clearing nearly resourses.

Center town:
leave archdruid and defenders there.
Send settler and troops to the east.
There shoud be a very good site to settle a new town.

Send the yeti's to your archdruid and use your extra troops to start clearing resourses.
Once you have heart of the artic under your domain cast artic empire.
This will rip enemy tigrian moral too shreds.
Get the betray spell asap.

Use your archdruid yeti army to take over the fort on the otherside of the river.
Use betrayel spell on towns you want to conquer and then park your archdruid nearby and press end turn until you get the liberate quest.
It shoudnt take long with there morals in shamble's.

Use your boat to acuirse the south west south water dwelling.
Then leave them to defend it.
The dwelling is just an other money maker.

Move your enemy and do not be moved by him.
Sun tzu.

Aka keep the pressure on.
Force the ai to react to you.
Take his towns.
Take his forts and leave them as bait.
Your a archdruid.
Your troops shoud be able to outmanouver them.

How do you make dwellings produce more money? Mana is obvious, it says so on the Temple description, but theres no explanation on how to get more money from places. i just end up building everything except the arch druid structures. also, out maneuver how? we're both tigrans, and the AI only attacks with 3 armies at a time. cant really bait that.
Merchinetile.
The option they shoud pick by defualt when you arent building something.
Also that is your problem.
Dont build unless you are going to use it.
A newbie mistake is trying to max out every town.
Dont!!
Just build what you need and ignore the rest.
Last edited by Malaficus Shaikan; Jun 10, 2015 @ 9:50pm
Kueschion Jun 10, 2015 @ 10:04pm 
Originally posted by Malaficus Shaikan:
Originally posted by Ulquiorra:

How do you make dwellings produce more money? Mana is obvious, it says so on the Temple description, but theres no explanation on how to get more money from places. i just end up building everything except the arch druid structures. also, out maneuver how? we're both tigrans, and the AI only attacks with 3 armies at a time. cant really bait that.
Merchinetile.
The option they shoud pick by defualt when you arent building something.
Also that is your problem.
Dont build unless you are going to use it.
A newbie mistake is trying to max out every town.
Dont!!
Just build what you need and ignore the rest.

It didnt work.. at all. Update: four turns in, using your plan. went negative for a turn. two armies rebelled. down to both heroes armies and thats it. Reset it and fixed it.

Second Update: warlord attacked mer dwelling with three armies. everyone died, couldnt make anything to defend it.

Took three kings tombs and nothing happened. akhenhaten attacked the east city with two armies and wiped it out. i only have two armies, and no one can clear the treasure sites, they all just die. so not really working.
Malaficus Shaikan Jun 10, 2015 @ 10:18pm 
Originally posted by Ulquiorra:
Originally posted by Malaficus Shaikan:
Merchinetile.
The option they shoud pick by defualt when you arent building something.
Also that is your problem.
Dont build unless you are going to use it.
A newbie mistake is trying to max out every town.
Dont!!
Just build what you need and ignore the rest.

It didnt work.. at all. Update: four turns in, using your plan. went negative for a turn. two armies rebelled. down to both heroes armies and thats it. Reset it and fixed it.

Second Update: warlord attacked mer dwelling with three armies. everyone died, couldnt make anything to defend it.

Took three kings tombs and nothing happened. akhenhaten attacked the east city with two armies and wiped it out. i only have two armies, and no one can clear the treasure sites, they all just die. so not really working.
Odd it is how i did it and they died before turn 50.
If you want you can friend request me and watch me play the campaign via broadcast.
Perhaps it will help.
Last edited by Malaficus Shaikan; Jun 10, 2015 @ 10:24pm
Gloweye Jun 10, 2015 @ 11:27pm 
Research Priorities: (RP Resource)

1) Animistic Knowledge
2) CP
3) Unit buffs(Long Strider, Beast Mastery, etc.)

General Research notes: Forget about the unit tree. Units are expensive. Use tactical combat to prevent losses and use Arvik to Ghoul Curse independents/hostiles. There's some treasure sites near the west side of your island that have a good change of Ghoulable T4's.

First of all, forget about that ally. AI allies are useless.

You primary use for CP is winning the disjunction war. You cast Arctic Empire ASAP, and reinforce it to 200. When that's done, you spend every CP you have on disjuncting the enemy Tropical Empire. The only reason to spend CP on anything else is when Arctic Empire is at 200 integrity and Tropical Empire is down.

Regarding Dread Siege: In my case he only casts it on the Merfolk Dwelling. He shouldn't have vision to put it anywhere else anyway. Regardless, it's completely safe to leave it empty. So don't even try to disjunct it

City Upgrade Priorities:

1) Frostling Town -> Heart of the Arctic. Observatory + some turns of growth are enough, though building a Stone Wall isn't a bad plan either.

2) Lord of the Deep. Follow this building chain ASAP. If this costs you all your gold income, doesn't matter. Those guys are insanely strong in every battle, and you want at least 1 in each major stack whenever you get the opportunity.

3) Some useful forces. Mostly Hunters for defence. Should you somehow get to later in the game (which basically means that you're taking to long), Tigran Shamans can be useful. Expensive though. Ships are good here, and a stack of 6 Frigates can defend the seas to the east. Don't forget you can kite most embarked units around the combat map and kill them without taking any damage at all. It's some hex counting, but extremely useful.

Basic Strat:

1) Consolidate your starting Island. You've got 3 heroes - send arvik to the southwest, clear all sites and try to ghoul whatever you can. Rowlar can go north(use the settler for that razed town). Explore everything. Right now, Einar can hold the center, and make an offensive move if you get the opportunity.

Focus as much Experience on your heroes as possible. Einar can come close to an Lord of the Deep at level 13, Rowlar gets both Call Lightning and Regrowth on level 11, and Arvik gains Undying and Greater Reanimate Dead(for your T4 Ghouls and any hostile Undead you may see. Like Deathbringers in Tombs, for example).

With your base island in control(turn 10 or so), cross the river. Go south, capture the Warlords town. There are some 2-3 stacks, but mostly Cheetah's. Absorb the city.

Around this time, Arctic should be starting to spread pretty soon. Notice that hostile Tigrans will receive -300 Morale when fighting on Arctic, and his cities will become unhappy because of it. Betrayals may occur. The Arctic Empire war is the only reason you're researching CP.

After that, take the eastern city of the warlord, and go south from there to take his capitol. Edward may give you a stack of machines to help, which is great.

Around this time, you should A) get Tigran Racial Governance 2, which helps you out on Money. Economic Route is the best choice here. You also should be completing the 3 kings quest, which will reward you with a nice stack.

Should the opportunity present itself, be sure to grab the Sorc's Merfolk dwelling. More Lord of the Deep is good, and if you're strapped for money you can switch one of them to Lost Mariners. Sirens can also be useful if you still need to achieve sea control.

Now, build a good garrison in the Warlord Throne City, and march the clockwise route to the Sorc's capitol. There's some town and a fort or 2 for you to grab there. Make sure the Sorc leader isn't in the Merfolk Dwelling, then go south to his throne.

After taking all his cities, I've heard people he can be hard to track down with his Master Illusionist, but I personally found him quick. Kill him and be done with it.



Also, don't be scared to tone down the difficulty level. It's fine to play on easy. The above works on Hard though.
Originally posted by Ulquiorra:
Took three kings tombs and nothing happened. akhenhaten attacked the east city with two armies and wiped it out. i only have two armies, and no one can clear the treasure sites, they all just die. so not really working.

You need to find all 3 of the kings and clear their tombs to finish the quest. One you find early, and the other two are along the coast somewhere.

Also, another idea that worked well for me, but it depends on what the Warlord decides to do. Fight him on the water. You have access to numerous units that aren't impeded by water, but he does. His embarked units are slow and can essentially be kited around the tactical map, especially if you built a frigate or two. It becomes an easy way to thin his ranks.
Kolibri Jun 11, 2015 @ 8:38am 
The third Ancestral Spriit is NE of the goblin town. I tracked him down quick with a ghouled bird.

I am thinking about trying the map again and leaving the Warlard's Throne till last. Won too fast to get the Angel summons Achievement. And I personally find the Sorc more of a pain than the Warlord.
Last edited by Kolibri; Jun 11, 2015 @ 1:13pm
Kueschion Jun 11, 2015 @ 6:47pm 
Thanks so much for everyone's help! finally put that bastard to rest with Nature Giants and a metric ♥♥♥♥♥♥♥ of sun guard, using arctic empire and betrayals really helped me get going til late game. the AI actually stole the mer dwelling from me, but i still managed to win around turn 80
My main problem is, I can cripple the morale of tigrans. But they send fire dragons and those tier IV fish people at me and they just floor me before I can even establish myself
Gloweye Aug 1, 2015 @ 11:10pm 
Originally posted by Party in the USSR:
My main problem is, I can cripple the morale of tigrans. But they send fire dragons and those tier IV fish people at me and they just floor me before I can even establish myself

You can have your Lords of the Deep as soon as he has his. Also, he's got some Fire Dragons(just 1 I believe) at the start, and will never get it back if you kill it.

Don't be afraid to scramble your stacks together pretty soon - you're gonna need your numbers, if not to win then to prevent losses.
I did it in the end just by straight up zerg rushing the first few cities then going slow and steady from there. It didn't occur to me they get considerably stronger the longer you take
Gloweye Aug 5, 2015 @ 6:38am 
yeah, that's the spirit. It's a much faster level at the start compared to the first level.
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Date Posted: Jun 10, 2015 @ 6:12pm
Posts: 15