Each Handmaiden provides 10 Growth base, and you can put 3 points in Stimulate Growth, for a total of 40 Growth per turn. You could have even the worst climate provinces to Tier 5 in less than 10 turns, if even that long. Combine this with Administrator Mages, read more about that below. Once you get Tirannoc province to T5 and build the Palace of Tirannoc and building every income-providing building you can, putting all your Entrepreneurs in that province would probably provide even more income.
Ignore the campaign skills for these mages, build up their Magic Skills to get Arcane Conduit and the best damage and healing spells, and you will also have a ready defense force to defend whatever province you put them all in. This is true for Green and Yellow Climate provinces.
For Red Climate provinces like Nagarythe , you need 6 Administrators to build in 1 turn for free. And get as many Conscientious Nobles as you can so that subsequent Lords and Nobles recruit at a high rank. See point 4 at the start. Understand that the Loremaster can be very strong once built up, but honestly, you could play an entire campaign without building a single one of these guys. Their magic is cool and can be very useful but after my campaign I feel that their Magic skill line should come after their Combat line, and it takes a long time to level them up.
I think that the best use for the Loremaster will probably be for Damage Walls. Here is how to use the Loremaster for Damage Walls:. This is an inefficient use of time and will slow your campaign down. For smaller settlements, this effectively destroys all of the wall that is not behind the gate or towers, giving the defenders nothing to stand on. Being able to just rush straight at the defenders through breached walls is of course useful for any army composition, but, this is particularly useful if your army is composed solely of ranged units, like LSG, Sisters of Avelorn, Shadow Walkers and Shadow Warriors.
You would think bow units with their arcing shots would be able to easily slaughter the defenders on the walls, but those battlements especially the one over the gate really do provide some serious cover for the defenders. By destroying the walls, if any defender does climb up to whatever remains, they will be easy targets, and the rest should be easy pickings as well.
Shadow Warriors could work well on Tyrion when they might not for other Lords because Tyrion can tank for them. With Tyrion, you can run him along the enemy lines to draw Aggro while the Shadow Warriors shoot away, and if any units break off to attack your Shadow Warriors, they will run away, and as long as Tyrion can bog down the cavalry and fast monsters, they should shred the enemy.
And Tyrion can slowly slaughter the heavily armored units that the Warriors struggle to pierce. Best Army Composition? Works against both Field AND Siege battles unlike other builds, and while a player could counter it, the AI will not know how to deal with it.
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I imagine that you should be able to afford of these armies easily, which should be plenty to crush all opposition. Quantity of Armies. Just put more emphasis on moving multiple armies together to reinforce each other. Even against heavily armored Chaos Chosen, 2 stacks of LSG especially with Punitive Princesses should be enough to win, especially if you move units around behind to shoot them in the back.
You may engage in diplomacy and trade with these factions before starting the rituals, and I believe also while doing the first 2, maybe 3 rituals. But definitely once you start the final ritual, any of these 3 that you are not at war with, even if you are military allies with trade agreement, WILL declare war on you, and you will no longer be able to have ANY diplomatic relations with them. Reliability: In Shogun 2, as long as you canceled all your treaties with a faction before declaring war on them, you avoided major penalties like losing Honor or massive negatives with other factions. They definitely fixed that ease for Warhammer and Warhammer 2.
You want your Reliability to always be Very High. I have gotten Very Low while doing an Empire campaign, and I absolutely could not get anyone to trade with me. And that Very Low rating just would not go away. If you care about trade, be very concerned about Reliability. This means not breaking treaties too soon after making them 10 turns , or attacking too soon after ending a treaty 10 turns. Breaking Trade Agreements or attacking right after ending them hurts just as much as doing the same with Non-Aggression Pacts.
Not sure about Military Access yet. Avoid Military and Defensive Alliances, if factions you have treaties with both of decide to fight, your Reliability is going to suffer either way, it is not worth it. Trade and Non-Aggression treaties and Military Access are fine, just make sure to end them only after they have been active for 10 turns and make sure to wait 10 turns after the end of the treaty before attacking that faction.
Effect of Attacking within 10 turns of a treaty: Between immediately and 5 turns, your Reliability will drop to Very Low this very bad. If it has been turns, it will drop to Low. If only 2 turns left before the 10 turns are up, it will drop to Medium. So if you really need to attack a faction, the trade-off could be worth it to attack just before the 10 turn timer expires, but you really want to avoid attacking immediately after ending a treaty and getting a Very Low Reliability rating.
Trade: I confirmed that if you do not have any trade agreements at all, you will not have any trade income. You must have at least 1 trade agreement in order to benefit from trade resources. If you are going to build a trade resource building, go ahead and max it out. I recommend trading with every High Elf faction you will either confederate or do not have to fight Alarielle if you own DLC, Alith Anar, Teclis, the Elf factions at the bottom of the map, etc. Same with the Pirate and Human factions scattered about. The Final Ritual takes 20 turns to complete, the rituals before it take Also, once you complete The Final Ritual, you will then have FIVE 5 turns for your faction leader in this case Tyrion to fight The Final Battle, otherwise… The Final Battle Quest fails, and in order to get to fight The Final Battle, you have to restart The Final Ritual… all 20 turns… and 2 separate spawns of like 6 enemy stacks again… Not fun, so make sure Tyrion is ready to fight the final battle as the Final Ritual finishes with a full army of Elite units I would just give him 19 Star Dragons, makes the Final Battle pitifully easy.
When you start a ritual, at least 1 Intervention Army is going to spawn to the left of Lothern it may or may not happen immediately. Most likely, eventually all 3 of the other competing factions will send an Intervention Army, so keep an army in Lothern until the third one spawns. Very Important, if a 2nd Intervention Army spawns, then the Tower of Lysean is in serious danger unless you have a stack in it. Glittering Tower should be safe, because as far as I have seen, the armies always spawn to the left of Lothern.
If you plan to win the game by doing the rituals, here is what I would do. Do not capture any provinces outside Ulthuan, this just increases the likelihood a capital not in Ulthuan will become a ritual site. Have lots of income buildings and Trade. By this point you should have a bunch of Entrepreneurs in Lothern or Tirannoc, so you should be raking in the gold.
Making sure you have plenty of gold reserves, because when the enemy armies besiege your cities, your income is probably going to go negative into the Red. Sure you could have armies with 19 Star Dragons, but then you will probably not be able to afford as many armies.
Stacks with half LSG and half Sisters of Avelorn should be great, but even stacks with 19 LSG should be sufficient, especially if you have multiple army stacks in the area where the Chaos stacks spawn. Click on the Ritual Button and see which 3 cities will be ritual sites. Something incredibly peculiar has just transpired in the world of super action heroes.
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