Grane
4th December 2008 - 03:30 PM
Welcome to the realms of Midgard. The basic premise places you in a world not entirely unlike our own, but of course, different in many aspects. Located in the middle of Yggdrasil. It is here mortal champions combat each other in a wild and harsh landscape, all for the goal of glory in combat, and to gain a rightful place in the fabled halls of Valhalla. Judged by the Gods and Goddesses, blessed by their powers, and armed with courage, armies of men clash against each other and others. Mythical beasts prowl the landscape as a constant threat, and every day is a fight for survival. Victory or death awaits you.
Grane
4th December 2008 - 03:47 PM
One of the first thing you need to establish is a basic understanding of the game, particularly in the case of units and resources. Tactics vary from person to person, and it will be in your discretion to use your troops and advantages to your benefit.
First off is an overview of resources. You have four primary ones. Coins, ore, lumber, and food. Each has a direct benefit, each requires its individual upgrades to establish greater produce. Coins are an exception, as they contain no upgrade to increase revenue, but rather rely on the others. Or plundering and looting from your opponents, if that is the case to be.
Coins: Money gets you everything. In fact, it’s involved in everything. To build any upgrades you need money, to build buildings you need money. To improve your Hold you need money. To buy weapons… guess what? You need money.
Ore: Ore is mostly specific to the purchase of weaponry, as your both hiring to skills and supplying them with the raw materials to actually equip yourself. However, Ore is not quite as narrow as it is often involved in certain improvements.
Lumber: Generally and most likely one of the most useful resources you can get your hands on. It’s involved in the purchase of some weapons (bows, spears, and the like), as well as buildings and improvements which help just about everything along. It’s the second most important resource to secure if you want to get anywhere.
Food: Armies travel on their stomachs. Food production is mandatory, as you aren’t going to get anywhere if you starve to death. Luckily the ways to get food is incredibly varied, from fishing to farming to hunting, it’s pretty hard to be unable to secure at least something for yourself.
Secondly is a basic overview of units, though this will be far more detailed within the weaponry section. Your basic soldier starts off as a raw recruit, and as you see more combat, will improve on their own. As such there’s no real way to get yourself cut above the rest of the ants without some bloodying. Also, be warned as units specialize. If you equip a man with a bow, he’ll improve with a bow. You throw him an axe, he’s going to go back down to recruit level if he hasn’t been using one already. Generally this shouldn’t be too much of an issue, as units are capable of carrying a primary and secondary weapon, along with a shield, if you so desire. (And armour.) A basic overview however can be given.
Rank 5: Green. Has not seen combat.
Rank 4: Bloodied. This happens pretty fast once your army has been through a few scrapes.
Rank 3: Regular. Skilled and capable. Not liable to break or show fear.
Rank 2: Veteran. Experienced. Chances are if you’ve got a couple veterans, they aren’t liable to die very easily.
Rank 1: Elite. This speaks for itself, besides the commander of your forces, you don’t get any better.
As a note: it isn’t uncommon for your army to be made up of any number of any rank. People die, new ones join up, so it’s pretty hard to break yourself up into neat segments of the ranks, not that I’d recommend it. It can often be good to have a Veteran leading some new ones, as they dramatically increase the chances those units will survive and grow themselves, because they’re under the command of someone capable.
As a second note: It's important to realize new soldiers cost you nothing. New ones will join up with your forces whenever you return to your home, all eager and bright eyed for glory. This is not however an excuse to just send them in for slaughter. Such actions might not go over well with the populous.
Grane
5th December 2008 - 02:58 PM
One of the first things to note in the game are the different types of regions, some containing bonuses’ some not. All in all, they’ve got something about them which will either make you go ‘yay’ or ‘boo’ uncontrollably. Or not.
Blank
Blanks are blanks. There is nothing in them, or, nothing of any real benefit. No resources to harvest, or really build upon. You can travel through them freely, and they ultimately make up the largest bulk of regions in the game. You can capture them, and build outposts and roads through them, which is often beneficial, as connecting a resource region to your home region improves production.
Relic
Relic regions are the least populous of all regions. They can not be captured in any traditional sense, as in a Relic regions is a structure or something of great power, and more oft than not these areas are brutal battlegrounds because of it. However, if one is able to crush the enemies and guardians they can capture the Relic for a timeframe, which will give them a specialized bonus until it reverts back to a massive battle again.
Resource
Resource regions are interspersed throughout the map, and are places to gather food, lumber, and ore for your efforts. More often than not a region will contain two different types of resources. On a rare occasion all three will be included.
Home
Chosen from a blank region, Home regions are, well, your home. In it they contain the Clanhold and your ever growing city. Home regions have off-the-bat all resources within them for harvesting and improvements. This is your stronghold, if it falls you are likely screwed.