Hi, and welcome to my AAR: "Age of Miracles"
This AAR will log my adventures in a game where I will play the nation of Sar Elad, a new nation by Nerfix, that resembles byblical Israel.
The mod isn't 100% complete, there is still an unexplainable bug with PD and only few pretenders available, but it will be fixed. Hopefuly by the time the AAR is done
Nerfix has worked hard on this mod, so I hope everyone will love it. He also tried to keep it balanced, so maybe it will eventually be admitted into the MP scene :O
And maybe my AAR will help make it so
I'll try to update the AAR with atleast two turns per day, sometime during the day. This means I'll probably game ahead of the last reported turn to keep a buffer of turns in case I don't get to play for a while.
This AAR won't be Role Play oriented, but rather a narrative of events and decisions, I'll try to clarify the reasons for why I'm doing what I'm doing, but also add in some flavor so it doesn't get too boring.
Feel free at any point to make remarks of any kind, if you think I should change style or form, or want to suggest strategies or ask why I'm doing what the hell it is I'm doing, or even just to tell me how much I rock (very little, I assure you)
With the introduction out of the way, let us begin!
Pretender Design
I've only played one game with Sar Elad (because the mod is new), so I'm not that familiar with the units and what they can do.
This is why I'll go for the simple strategy - a bless strategy. Its also a good idea because so far Sar Elad doesn't haven't that many pretenders available, so there isn't too much flexibility in pretender design.
Bless strategy in mind, I pick a tried and tested W9 Blue Dragon. I want a high dominion for my blesses, and I won't get much use out of my pretender, so I'll just Imprison him for the extra points.
I take dominion 7, high enough to recruit many blessables, but not too much, so I can afford good scales (which I'll need to properly support a bless strat).
With a heat preference of Heat-1, that leaves me 5 ticks of the scales.
I take Order-3 (quite obvious why), Magic-1 (since last game I struggled with research until late in the game), Productivity-1 (blessables can get resource intensive) and Heat-1 (guess why
)
I name my god "Ka'hol" and recieve the title of "Lord of the Waves, God of Courage, King of Rain", sounds pretty awesome.
God in hand, I start a new game.
Map Choices and stuff
I don't want this to drag on for too long, especially since my last game in Silent Seas ended up taking over 70 turns to complete, so I'll just take Silent Seas again (I like how it is designed).
I name the game "Age of Miracles" - to remind me that this is the AAR game after I won't play it for several months
I pick Sar Elad and add in two more AIs, for a total of 3 AI players. I leave them on Normal, again, so the game won't take too long, but also because I'm not that good, especially with Sar Elad with which I only played one game.
I put the first AI on Yomi, my blessables have blades that deal x3 damage to demons, so this will be a pushover nation for me, so atleast I'll get one nation before I'm gone
The second AI is Caelum, because battlefield magic is the biggest weakness of my blessables, and Caelum excels in that. Admittedly, I my blessables get 25% Shock Resistance, but experience tells me it is useless against most spells.
I'd put the third one on Tien Chi, but that would mean I'd be setting up an exact copy of my last game, so I go with Arcoscephale, which will rival my Astral skills, and far outweigh my puny research skills.
And I leave the behaviours on random for some variance.
In my last game I left everything on default settings, so this time I'll make sites a bit more common (55), and independants a bit stronger (6).
Now I'm done and the AAR can (finally) begin!