

Sonic Screwdriver wrote:It doesn't sound like Faq has much in the way of ground defenses nor a very large presence in the tunnels. Off the top of my head, I'd want to take advantage of her obvious specialization towards air defense and have the primary offense be a force of archers and tunnelers/weinhammers (siege units that fit in tunnels).
HandofShadows wrote:If Parson does evet have to attack Faq I'm sure he will do something similar. Or he might just go one step farther and make a large above ground entry /roadway so a conventional army could just walk in.



Sonic Screwdriver wrote:If Jillian was able to create a garrison with no dungeon and no physical connection between the courtyard and the tower, that screams potential weakpoint to me, if only we knew the rules more.
It could mean enemy siege units can topple the tower for all we know, but there's got to be a flaw somewhere, no matter how improbable it is for someone to be able to exploit it.

DevilDan wrote:"It is likely that Faq has no dungeon zone?" Surely it's safer to assume it has one, however minimal?

DevilDan wrote:"It is likely that Faq has no dungeon zone?" Surely it's safer to assume it has one, however minimal?


DevilDan wrote:I tend to think of a "dungeon" as merely the areas or rooms, whatever their function, located underground and below the tower.
Seeing as capturing units and interrogating them is possible in Erf, why wouldn't everyone want a literal dungeon just in case, though?


Assuming that higher level cities produce more resources, now that he has the schmuckers for it Stanley could upgrade all the conquered cities to, say, level 4, and make them easier to defend in case of a RCC Mk 2 counter-strike.
Lightbender wrote:I'm new around here (been reading for a while) but to me this seems like a waste of schmuckers and whatever other resources it would take. You upgrade your main city for efficiency reasons and to protect your leader (Stanley dies, you're booped) but other than that, the primary reason to gain cities is for the resources right? Since we're clearly not dealing with an arbitrarily large amount of turns for Gobwin Knob (The other sides will move against them sometime), it would seem better to spend the resources gained from those cities on your military forces instead of upgrading the cities (by the time you saw a return from upgrading it might be too late).

DevilDan wrote:Lightbender wrote:I'm new around here (been reading for a while) but to me this seems like a waste of schmuckers and whatever other resources it would take. You upgrade your main city for efficiency reasons and to protect your leader (Stanley dies, you're booped) but other than that, the primary reason to gain cities is for the resources right? Since we're clearly not dealing with an arbitrarily large amount of turns for Gobwin Knob (The other sides will move against them sometime), it would seem better to spend the resources gained from those cities on your military forces instead of upgrading the cities (by the time you saw a return from upgrading it might be too late).
I quite agree. A city's walls are apparently only as good as the number of troops defending it, and I doubt that Stanley is interested in making each city impregnable to the detriment of his offensive capabilities.
dholm wrote:That's pretty moot, taking the Arkenpliers into consideration -- decrypted units do not cost upkeep.

name lips wrote:DevilDan wrote:I quite agree. A city's walls are apparently only as good as the number of troops defending it, and I doubt that Stanley is interested in making each city impregnable to the detriment of his offensive capabilities.
I'm not sure I agree... In every civ-type game I've played, it's suicidal to simply upgrade a single city. Every city can be as good as the capital with a bit of investment. If your capital can support an army of 20 units, then 5 fully upgraded cities can support an army of 100 units. Upgraded, they can produce enough money and units to more than cover their own defense.
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