The worlds have been generated, and the game has begun!
Every Wizard starts with one city. The very first thing to do is give it a name. As far as I know, the name will stick forever; I haven't found a way to edit it yet. Thus, it's a good idea to get it right the first time.
Now, let's take a look at the city screen. I admit that I made a bit of a gaffe here and didn't screenshot it before I moved to turn 2, but I'll include the full-view picture at the end of this post. The first thing I'm going to do is order this city to build a Granary, which, since High Elf population growth is so very slow, will help out a
lot with getting my power base growing.
Notice the "Cost" value at the top of the building description. This is similar to the
Civilization and
Alpha Centauri games in that buildings cost "production points" to make, rather than money; unless you choose to "buy" the remaining production points needed to finish the building, which can be very expensive in terms of gold. Production is made by a city's populace. Currently, my city has 4 townsfolk, divided into 3 "Farmers" and 1 "Worker". Each Farmer makes 1/2 production, and each Worker makes 2. But Farmers are also needed to make Food, which supports a city's townsfolk (1 food per figure), and also supports combat units; this is why, even though I make 6 food with 3 farmers and could theoretically change one of them to a worker, I still need to keep one extra farming to support my 2 initial units. This is another reason why a Granary is a good starting build, because it produces 2 extra food on its own, equal to a farmer, which will let me reassign one to a worker to increase production rates.
On the subject of units, we have 1 unit of Spearmen, and 1 unit of Swordsmen from the start. Spearmen are a weaker kind, yet only cost food, while Swordsmen are stronger, but also cost 1 gold in upkeep per turn. There isn't much I can hope to do with these guys yet, because no way are they going to win any battles on their own. However, I can at least use them for scouting. Two good spots just so happen to be right next to my starting city: A Sorcery Node; and an Ancient Ruin. The Node is interesting for two reasons. One, both Sorcery and Nature nodes can give a big boost to any city's population growth rate and maximum townsfolk, because they are supposed to be filled with either life-giving waters or a paradise of fruit-bearing trees and wild animals, respectively. Curiously, they can give these benefits even if there are still guardians present at the node. The Ancient Ruin is a different story. This is an Encounter Zone; a point on the map that contains hostile monsters to fight, and likely also treasure to find. Sometimes, these are even unguarded, letting me swoop right in and take the goodies. So, I send my Spearmen out to go investigate.
Too bad. This one's guarded. The way the game figures out what monsters are present is that it always tells you what the strongest monster in the encounter zone is. But there will typically be more than one of them. Here we have Guardian Spirits, which are a Life realm-aligned creature that can "meld" with nodes just like a Magic Spirit, but they are MUCH stronger in combat. I should be able to win a battle against them eventually, but I really want to build up my strength first. One thing I don't have to worry about is this Encounter Zone ever spawning any "rampaging monsters" -- bands of enemies hostile to everyone that raid towns for loot -- because zones that have Life-aligned creatures in them will never produce any. Only those with monsters from the other four realms. And even then, monsters only start showing up around turn 50, which gives me plenty of time to build up and get ready. Because it's that Sorcery node right next door that I have to worry about. I do NOT want to tangle with Phantom Beasts. You'll see what I mean later.
But hopefully not.Now, let's take a look at our spellbook. We don't have access to many things we can cast overland yet; many of my good spells are combat-only. Still, I have the ability to summon some simple undead creatures. But I'm not going to do that just yet. Instead, let's take a look at the other spell in this list.
Magic Spirit. It's not a Death realm spell, which means I don't get any discount from my Death books to cast it, but I do get a discount from having the Conjurer perk. This spell is one that all Wizards have access to; I believe I mentioned it in my original post, telling about how important these things were, how they were the key to harnessing the power of a magical Node.
The sad thing is, even though we do have a Node literally right next door (that pool of water one tile southwest of the city is a Sorcery Node), all Nodes have powerful guardians that must be defeated before they can be used. At my current power level, I can't hope to crack one open just yet. Still, a Magic Spirit is very useful as a scout! They may only have 1 movement point, but overland, they can 'fly' two tiles, which means they can go over water just as well as land, and no terrain types impede them at all (they're basically ghosts, they just phase through solid matter). So a good first move is always to summon a Magic Spirit, and let it explore the surrounding area, in particular checking out nearby ruins and monster lairs to see if any of them are undefended (which always have treasure for the taking).
But we've run into a problem. My current power base -- the pool I can draw from to produce mana to cast spells -- is only 11 at the start of the game; 9 from my Wizard's Fortress, and 2 from the 4 High Elf population in my starting city. Magic Spirit costs 23 with the discount from Conjurer. I'd rather not wait 3 turns to cast it.
1 But there's a little trick I can use to fix this problem.
This is the Magic Screen. Here, a lot of important data can be seen: diplomatic contacts with other wizards (the gray gems on the top); a list of all enchantments that apply worldwide; and a complete breakdown of my magical power base, and how it is divided between mana produced, power invested in spell research, and power that goes to increasing my spell skill. Here, you can see the rightmost 'staff', labeled Skill, glowing at the tip. I've set the bar to 0 and locked it in place, so it won't move while I fiddle with the other bars. I set the Research bar to the same number, so I can put all 11 of my power base into mana production. This leaves me with no spell research, but that's okay, since I don't need to research anything quite yet anyway.
The real trick here, though, is the button labeled 'Alchemy' at the bottom-right. This is a function that allows me to directly convert my Gold reserves into Mana, and vice versa, at a 2:1 ratio. It's costly, but in a pinch, it can really grease the wheels and give you an edge in the turn-by-turn economy. Here, I will convert 6 gold into 3 mana, so that next turn I will have 14 total, and the turn after that I will have 25, 23 of which will immediately get pumped into Magic Spirit. This shaves off a turn I would otherwise spend waiting for my mana to accumulate naturally. Now, if I had picked the Alchemy perk at the start of the game, this ratio would become 1:1, which basically makes my Gold and Mana values the same thing, since I could switch them anytime (except during battle). But the regular ratio is good enough for my purposes.
Now, since I am a micromanager by habit, I'm also going to use another trick to squeeze a little bit more resources out of this turn. Time to bring up the Tax Collector interface!
Here, I can set the amount of gold that is produced by tax from every townsfolk member in every city, empire-wide. I can't adjust this differently for individual cities, so I have to be careful and make sure my people are ready to handle the shock. By default, the tax level is set to 1, or 1 gold per townsfolk, so I'm pulling in 4 income from my first city (2 of which is being spent in maintenance on certain intermediate buildings already present). By setting this to 2, fully double the current tax, I can now pull in a total of 5 revenue instead of 2 per turn! Of course, there is a catch; raising the tax rate also raises the Unrest rate. High taxes cause some of your townsfolk to turn into Rebels, who produce no food, no production, and cannot be taxed (but you still have to feed the darn freeloaders!). I can mitigate this early game by simply keeping my two starting units, my Swordsmen and Spearmen, at home in the city, to essentially serve as enforcers; every 2 normal units (they can't be monsters or summoned units) in a city will neutralize 1 rebel townsfolk. So, even though a tax rate of 2 would give me 1 rebel right now, I have none because my troops are on police duty.
With nothing else to do this turn, I pass. It is now
Turn 2, or, in gameplay terms, February of the year 1400. 1400 A.D. or what, though, they don't say. Some obscure bit of lore, I guess? Anyway, now I can show you guys the full city screen!
Above is the full breakdown, from the town's race, number of townsfolk, growth per turn, name, the tiles in its roughly 5x5 catchment area (with the corners rounded off) that it can draw terrain bonuses from, its food, production, gold, and mana production, any enchantments on the town, units garrisoned, and anything in production. The town picture also shows everything that's been built in a rather neat little illustration, with full animations for whipping flags and sparks flying from the smithy and all. Too bad I can't show that in a simple picture, but oh, well.
I noticed that my Production is currently sitting at 5. Right-clicking the row of "hammers" under the Resources table, I see why; the amount of production from the farmers is rounded up from 1.5 to 2, and it's also drawing 1 production point from terrain bonuses nearby. Forest and Hill
2 tiles, of which I have four each, tend to give good percentage bonuses to production, which scale very well once I start building my base production level up. Building a "Sawmill" in this town will increase the benefit I gain from forest tiles even more.
Now, time to leave the town screen for a second. Right after Turn 2 rolled around, I got the option to research a new spell.
The game picks 8 spells randomly for you to research, split among any available from your chosen realm(s) of magic, plus Arcane (untyped) spells. Each of these has a research time that seems to stretch to infinity, but that's because I set my mana going into research to 0 so I could get my Magic Spirit out faster. That's just fine. But I still need to select a spell to start researching once I put points back into it. So, let's take a look.
Of all of these, there are only a few spells I will really use.
Black Prayer, Wall of Darkness, and
Black Channels. Wall of Darkness is a defense spell for if you get attacked, which stops any unit from engaging your guys at range unless they can see through illusions. Black Channels is a very nasty enchantment that either turns a living unit into an undead unit and gives them a sizable power boost, or it simply powers up any existing undead unit. Black Prayer is the one I'm aiming for now, though, because it is an
absolute battle-winner.The rather steep casting cost of 35 mana, thus requiring 35 spell skill, isn't that high a bar to reach since I started with 28 (and the game counts me as only having 18 with Archmage). I'll be able to throw this spell around very early. Slashing the attack and defense of ALL enemy units in battle like that is horrifyingly powerful. What's even better is the -2 to Resistance. Can you guess why that is? It's because the Death realm has a
LOT of curses it loves to use on units that have poor resistance to magic. And some of their units also possess abilities that make them murder machines if they get to engage with weaklings. And if I play it right, I get to turn the units I kill into more undead to fight for me. So yeah, Black Prayer is a very solid spell for pretty much any circumstance, even moreso because with Archmage, trying to dispel it mid-battle will be twice as difficult!
1 - Whenever you are in the spellbook, the number of symbols you see below the spell name (color-coded and textured by realm) is the number of turns it will take to cast it.
2 - Speaking of hills, you may have noticed the streaks of dull red below and to the right of my city. That's an Iron Ore deposit. Having rich iron lodes nearby shaves 5% off the production points needed to produce units. But only units; it doesn't affect buildings.