Age of Wonders 4: Eldritch Realms | The Hollow King #3

Поділитися
Вставка
  • Опубліковано 20 чер 2024
  • Get Age of Wonders 4 at GamesPlanet:
    uk.gamesplanet.com/game/age-o...
    Making purchases using this link helps to support this channel. Thank you!
    The Hollow King arrives to bring the end times to the realm of Gelerion.
    Playlist: • Age of Wonders 4: The ...
    Consider supporting the channel on Patreon: / indrid
    Or becoming a channel member: / @indridcasts
    Leader: Eldritch Sovereign with Relic of Havoc
    AI: Brutal
    Form: Insectoid
    Traits: Keen Senses, Arcane Focus, Overwhelm Tactics
    Culture: Mystic + Potential
    Society: Umbral Disciples, Powerful Evokers
    Tome: Pyromancy
    Players: 6
    Distance: Large
    Presence: Druidic Alliance
    Victory Conditions: Score Disabled, Dormant Seals enabled
    Hero Resurgence: Never
    #AgeOfWonders4 #AgeOfWonders #4X #Fantasy #Edritch
  • Ігри

КОМЕНТАРІ • 5

  • @darkholyPL
    @darkholyPL Місяць тому +7

    The Shielding Shield? xD
    If you find a Swordy Sword, you need to equip both for +99 bonus to 'great' names for items lol

  • @barrym2112
    @barrym2112 Місяць тому +5

    Selling contact info is great for free money. I’ve not played this version of AoW but in Planetfall I always sell ALL my contact info as soon as I meet a new leader. They never have much energy but I get good amounts of cosmite for doing it. They’ll eventually meet them through other means so I sell the info asap.

  • @nightowl835
    @nightowl835 Місяць тому +1

    Really appreciate your casts, they're always interesting and easy to follow, thank you!

  • @LittleBigPeach
    @LittleBigPeach 4 дні тому +1

    1:07:56
    Especially if I put the... ahwuntmattodowillet

  • @rialvita7141
    @rialvita7141 Місяць тому

    (Long read. Grab a coffee. Have a nice day. Thanks for reading, anyway.)
    While I see the appeal of a Zerg based, DnD Lich looking, Lovecraftian minded Eldritch Sovereign, I strive to create conceptually opposing characters, like one who has mastered Order in it's own eldritch way, or a Materium obsessed wizard seeking to absorb all the astral energies of a realm and leave it to the Umbral Abyss, to be forever broken there.
    One such idea is my Pantheon of the Unseen Clockworks, primarly Astral Shadow focused, sometimes grabbing Order. This group of Eldritch Sovereigns didn't go insane by the Torment of Shadows, yet they did lose their hearts and a piece of themselves in the process of returning to the material realm. What once was their hearts is now a void only temporally filled when absorbing great amounts of magics, hoping that being away from the Torment might repair their broken bodies and souls, while at the same time furthering their magical potential to at least not get worse. Having been in the Astral Sea for who knows how long, they are not evil, simply incapable of empathy and caring, and will often act based on the feeling of "what they once were" more than actually a caring soul, for theirs is damaged, and the worse cases even beyond repair.
    Once a Magic Victory is achieved, every Wonder in that realm is repurposed to grab as much mana as posible from the Astral Sea for the benefit of the Unseen Clockworks, while leaving a minimum for the world to sustain itself... to some Soveriegns that may or may not include all life present there. The more deranged ones leave a few worlds as "batteries", simply keeping them on substracting mana from the other plane. What they don't acount for, is that when these Sovereigns are defeated, no one controls the flow anymore, and the world collapses into an Astral Singularity, a point in the Astral Sea where all flow of magic is hopelessly sucked into never to return, into realms unknown. For this reason, the rest cut off all flow around these objects, solving the issue but endangering the realms near it. It is for these Astral actions and more some Pantheons believe they do the work of both Shadow and Order.
    In politics, spionage, subversion, manipualtion and influence is key. The less enemies, the better. Preferably avoiding leakage of information and prioritizing all about potential threats and allies, all to hasten the claiming of the realm. For them, time is mana. They are not stranger to trade dealings, specially artifacts or mana related items, for these are one of the few things they treasure besides mana itself; magics.
    In economy, research and mana is a must, followed by imperium, for reasons mentioned above. They care, in their own twisted way, to develop as much if not more than the average Godir, for abundance and prosperity in the realm means more rich in mana and magics. Necromancy is frowned upon, since souls and mana spent on dead flesh is considered a waste, and more useful used on them.
    In battle, a mix of unit types with a favor for the magic ones is mostly desired, with combat spells running rampant. The faster a battle is won the better, meaning less mana was consumed, except on siegeing, where some seem to prefer a more destructive approach, hoping to end the war with one big bang rather than a prolonged battle.