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A because if you want to see the beauty of Anbennar you gotta go all in with some crazy artificer/wizard poo poo, and this is the most a/ws of the options we have.
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# ? Dec 24, 2022 05:19 |
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# ? May 8, 2024 04:06 |
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JosefStalinator posted:B I don't think non-Abennar folks realize that Rogieria is the nation of mandatory orc-GF's and state sponsored miscegenation, the truly most glorious state, and can either go for becoming Emperor of Anbennar or unite all of Escann as Castanor. Unless Rogieria also does it, that's Grombar.
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# ? Dec 24, 2022 06:19 |
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Imho all the nations I put in the poll would be fun. I've played them all at least a little bit before, with Esthil and Elikhand being the ones I have the most experience with. Actually, I've never done Blademarch before. I did play in a MP game where we were all different Dwarves and my friend decided to do Dwarven Blademarch instead of Hammerhome. It was a blast. Edit: There was a plan to do a different path for Esthil, more Saruman-like, but I think it got abandonned. Sad, we could have had a vote on it!
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# ? Dec 24, 2022 06:54 |
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JosefStalinator posted:B I don't think non-Abennar folks realize that Rogieria is the nation of mandatory orc-GF's and state sponsored miscegenation, the truly most glorious state, and can either go for becoming Emperor of Anbennar or unite all of Escann as Castanor. This is also, to be fair, Grombar as well.
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# ? Dec 24, 2022 07:16 |
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G. Barumand is cool as hell, although I think Rogeria has a great narrative and would be a great option
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# ? Dec 24, 2022 07:35 |
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The late game cool stuff with A is super fiddly/gamey and probably not great for a LP so lets go with F Also submitting write-in vote for Corvuria (because Vampires, and their ability to stack -AE is really silly)
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# ? Dec 24, 2022 08:20 |
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MonsieurChoc posted:Imho all the nations I put in the poll would be fun. I've played them all at least a little bit before, with Esthil and Elikhand being the ones I have the most experience with. Actually, I've never done Blademarch before. I did play in a MP game where we were all different Dwarves and my friend decided to do Dwarven Blademarch instead of Hammerhome. It was a blast. My most recent game was Hammerhome and while it was cool the writing and MT design was a little bit dull.
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# ? Dec 24, 2022 08:48 |
Hellioning posted:Unless Rogieria also does it, that's Grombar. Ah you're right, Grombar does it more explicitly. That'd be fun too then I think Rogieria just kind of encourages half-orc settlement and is headed by a half-orc, so it's still a similar vibe. JosefStalinator fucked around with this message at 10:00 on Dec 24, 2022 |
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# ? Dec 24, 2022 08:59 |
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G is for Orc
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# ? Dec 24, 2022 09:22 |
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A
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# ? Dec 24, 2022 09:29 |
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F, because I gotta have those Khets
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# ? Dec 24, 2022 11:52 |
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A
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# ? Dec 24, 2022 12:10 |
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B!
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# ? Dec 24, 2022 13:41 |
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A
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# ? Dec 24, 2022 14:38 |
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A
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# ? Dec 24, 2022 15:48 |
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A
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# ? Dec 24, 2022 16:10 |
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Gotta see those farming Orcs
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# ? Dec 24, 2022 17:52 |
JosefStalinator posted:mandatory orc-GF's Hell yeah hell yeah hell yeah
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# ? Dec 24, 2022 19:57 |
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A
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# ? Dec 24, 2022 22:30 |
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B!
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# ? Dec 24, 2022 23:16 |
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A
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# ? Dec 24, 2022 23:31 |
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Thera re two ways to get MANDATORY ORC WAIFUS, and one way to get "The job of the Orcs is to protect the humans from the Elves and Harpies and Gnolls." The first ways are Rogiera and Grombar. The other way is the hidden Black Orc formable, Karashar. And to talk about Karashar, we have to talk about the Old and New Sun Cult, or "The Elves Ruin Everything"
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# ? Dec 25, 2022 00:58 |
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A, Esthil. I love me some necromancy.
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# ? Dec 25, 2022 01:25 |
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Fivemarks posted:Thera re two ways to get MANDATORY ORC WAIFUS, and one way to get "The job of the Orcs is to protect the humans from the Elves and Harpies and Gnolls." There are no gods but Surael and Jaddar is his prophet.
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# ? Dec 25, 2022 01:45 |
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MonsieurChoc posted:There are no gods but Surael and Jaddar is his prophet. Actually it's Surakel you filthy elf-licker.
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# ? Dec 25, 2022 02:00 |
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Voting B OR G for orc-waifus.
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# ? Dec 25, 2022 02:34 |
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C if we can chose to embrace the blood rather than oppose it. A otherwise. The fine art of necromancy. "Get things just a tiny bit wrong and the spirits of the vengeful dead may enter your head via your ears and blow your brains out down your nose."
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# ? Dec 25, 2022 11:39 |
I say G for Orcs You can never go wrong with Orcs
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# ? Dec 25, 2022 14:14 |
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Just a reminder to orc lovers we could do Orc Blademarches too.
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# ? Dec 25, 2022 16:46 |
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maybe we could have an orc runoff
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# ? Dec 26, 2022 01:44 |
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the greentide lives on itt
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# ? Dec 26, 2022 01:50 |
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This mod seems very interesting. More so than the base game. I wanted to vote for Dwarves so we could keep DIGGING DEEPER. Since there are no Dwarven nations to choose form, I'm casting a hopeless vote for a Dwarven led Blademarches (E) so we can found our new Hold with our shiny sword (an axe would have been better).
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# ? Dec 26, 2022 14:37 |
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MonsieurChoc posted:There are no gods but Surael and Jaddar is his prophet. This! E of course!
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# ? Dec 26, 2022 15:05 |
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Alright here's the results: A. 17 B. 8 C. 2 D. 4 E. 2 F. 5 G. 19 So it looks like we're going with Barumand! Esthil put up a good fight though. Gonna start working on that first megapost full of mechanics and the original country status.
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# ? Dec 26, 2022 15:24 |
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Chapter 1: Heartgrinder The Greentide might be over for the humans, but not for the surviving Orcs. Heartgrinder is the country we’re going to start as. Here’s what the wiki has to say about the history of Heartgrinder: quote:The Heartgrinder Clan is a clan of Green Orcs in South Castanor led by their Chieftain Ghûrad Heartgrinder, who was an advocate of a more peaceful way of conquest. Unlike other orc tribes, Ghûrad is one of the leaders to have survived Rottenstep, after which he gathered the remainder of his clan and let them south-east. So, let’s look at the state of the Heartgrinder Clan in 1444! First, our government. We’re a Clan, with the Greentide Horde reform. This gives us a bunch of powerful military bonuses, but also some hefty penalties including Reform progress. We’re considered a Monstrous Nation, which gives us big diplomatic penalties but makes it easier to declare wars of conquest. Our orcish administration gives us penalty to developing our provinces and to tech costs, which hurts a lot considering we’re starting behind on tech compared to the nearby adventurers. It gives us some nice money and military bonuses though, as well as liberty desire from our vassals. Maybe we should vassalize some of our neighbors? Our orcish military gives so pretty great early game bonuses! Now the penalties with artillery, fortifications and sieges will hit hard in the midgame when everyone has canons and strong forts, but right now fortifications aren’t that strong and no one has artillery. We’re going to hit pretty hard. Our ruler, Chieftain Ghûrad Heartgrinder, has decent stats (stats go from 0 to 6, a total of 6 being the average, but Anbennar has more ways than vanilla to get completely busted 6/6/6 rulers) and 2 positive and 1 negative trait. Scholar is especially good to have, as it negates the Orc Administration tech penalty. Diplomatically, we don’t have a lot of options at the start. Adventurers will despise us due to our Monstrous Nation status, and the nearby orcs and goblins see us as rivals. So we rival them back. It’s not really a problem as it completes a Mission and we want to conquer them anyway. We do manage to get an alliance going with the slightly farther away clan of Bladebreaker, who is one of the biggest orc clans in Escann AND is not in the southern Escann region we want to conquer. Hopefully we can maintain that alliance for a while. Every Nation has a group of National Ideas. In Anbennar this also doubles as giving some interesting background info on the country through the flavor text. All escanni orc nations have the same ideas, and I’m not sure how far we’ll go before switching to Barumand. Next, our Missions. Mission Trees are one of the biggest things in Anbennar, with huge amounts of writing and content locked being those. So let’s look at the missions currently available to us. Once again, these missions are shared by all Escanni Orc nations at the start of the game. That’s a lot! But we can summarize as a couple points: - Build an economy - Build an army - Establish some legitimacy to your state - Crush your enemies We’ll be doing all of that anyway as we aim to conquer most of the south of Escann in order to form Barumand. The various rewards for completing these missions will help a lot in this goal. I’ll show the rewards when I claim them. Speaking of, here’s the decision to form Barumand: As a comparison, here’s what’s needed if we wanted to form orc Blademarches instead: Before I leave the Decisions submenu (so many submenus, this game is menus: the game), let’s take a look at an anbennar mechanic: racial tolerance. You can see how inclusive your country is thanks to this nifty tooltip. Every race has a rating from Oppressed to integrated. And right now, we’re oppressing everyone who isn’t an orc. If we want more details, you can go into the menu to read up on all the different races, and from there you toggle Purge (genocide!), Expel (ethnic cleansing!) or Focus (makes event about the race trigger more frequently, which can help to purge/expel or help integrate depending on what you want). All those options have a cost though, they’re not free. Next, Religion! We are followers of the Great Dookan faith, a faith with some pretty strong martial bonuses. While we’ll have to eventually abandon this religion for Barumand (we can switch faith to form Barumand earlier, and iirc we have to switch later in the MT anyway), we’re going to use these bonuses to conquer as much of the south as we can before forming Barumand. The way it works is that we have some basic bonuses, and we can spend Religious Power to gain temporary bonuses. Religious Power is a resource that is always ticking up, currently we gain 1.9 per month and the bonuses cost 50, 100 and 200 depending on how strong they are. We have limited access to EU4 Vanilla native mechanics. We can’t form Federations (but Adventurers can!). We have tribal lands, but can only settler one province before we run out of tribal development and we currently don’t naturally generate any. We need to either build special buildings or attain government reforms to get tribal development generation. I chose Heartgrinder because it’s in a good location: we can easily attack our goblin and orc neighbors to steal their tribal lands to eventually settle, we start with wo provinces while the other southern orc clan (Deadfang) starts one, and we’re near Marrhold and Count’s League who don’t join Federations making them easier targets than most adventurers. This is still not gonna be super easy, the human countries start at tech 3 while we only have 2, and have the Feudalism Institution while we start without it. Gonna finish with a map of the surrounding region so you can see what we need ton conquer: Next time, I finally unpause the game and start trying to do way too many things at once! Will I survive or rage restart already?
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# ? Dec 27, 2022 21:15 |
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Really excited for this, Escann is a blast!
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# ? Dec 27, 2022 22:02 |
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I love our big weird orc liberal chieftain. He just wants us all to get along, by force if necessary!
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# ? Dec 27, 2022 22:05 |
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You know, in hindsight, I'm curious why this ended up as an EU4 mod rather than a CK3 mod. It feels like it's crying out for the more character-focused mechanics of CK3.
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# ? Dec 27, 2022 22:43 |
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PurpleXVI posted:You know, in hindsight, I'm curious why this ended up as an EU4 mod rather than a CK3 mod. It feels like it's crying out for the more character-focused mechanics of CK3. A) Anbennar came out long before CK3, B) this timeframe for Anbennar is based around the equivalent of EU4's time frame, and C) there is, in fact, a CK3 version of Anbennar.
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# ? Dec 27, 2022 22:51 |
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# ? May 8, 2024 04:06 |
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PurpleXVI posted:You know, in hindsight, I'm curious why this ended up as an EU4 mod rather than a CK3 mod. It feels like it's crying out for the more character-focused mechanics of CK3. There is a CK3 Anbennar in the works as far as I know, but the mod is set in roughly the same time period as EU4. Crucially, artificer-enhanced modern weapons are about to obsolete battlemages. This is very clearly the fantasy Renaissance, complete with a fantasy Reformation. Plus (re-)discovering
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# ? Dec 27, 2022 22:53 |