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Escalation
Player's Guide
v 0.1.0 |
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CONTENTS |
|
WELCOME |
Welcome to Escalation Second Release, a mod for
Kohan: Ahriman's Gift. It was built from the ground up:
we dropped (almost) everything, and started thinking up the factions,
races, units, buildings. Numerous new ideas were added. Some things were
not broken (in our view), so we didn't try to fix those. :-> After
countless hours of work, the mod began to take shape. The results were
satisfactory, so we released it to the public.
About a half year has passed, full of testing and fun. This release
is much more balanced, and we created a handful of
crack SAIs as well in the meantime. If you didn't meet
the First Release, read this short story to get a feel of the setting.
We hope you'll enjoy this mod as much as we do!
If you played the First Release, here's the new stuff (besides
balance changes):
- All unit data, including mana regen rates, in an Excel file
(created with Modalizer)
- Tough new SAIs to clash with
- Boss heroes enabled: Amon Koth (Y), Dhavrum Belraag (R),
Garoj'mok (N), Karg (C), Lord Sar Lashkar (Y), Lord Shohn Maht (Y)
- Negative mana costs 7 gold instead of 5
|
BACKGROUND |
"Samman looked towards that other hill, where the Nationalists' troops
were preparing for battle. It was still early morning, the bodies of
positioning troops looked like insect swarms crawling in the faint
light. The slowly diminishing fog made the sight even more ominous,
eerie. He leaned forward in his saddle, trying to pierce the lingering
white mist still settling the valley before him. His well-trained
charger mare, Hammerer stood patiently atop the hill, awaiting his
command.
- General Ravid, sir, a messenger came from
Eben Baruch.
He heard only one man's footsteps approaching,
yet two people were standing beside his steed. One of them was his
adjutant, the other a grey-clad ranger, a barely visible apparition in
the morning fog.
- Tell me the news.
The ranger bowed his head, cleared his throat,
and started speaking.
- Sir, we found that the enemy will be using
Rhakshas as shock troops to confuse or perhaps break our lines. Also, it
looks that their longbowmen atop that hill will fire into the valley
while the Raks are still battling us... After our ranks have thinned
out, their heavier units, supported by Zealots and Fanatics, will rush
down the hill, in hopes of utterly crushing our resistance.
- Rhakshas? By the light of the Creator, how
could they tame those filthy, mindless beasts?
- Sir, they made a pact with the Wicked Fang
tribe. It's those Draugas who somehow subdued the Rhakshas... A prisoner
we captured told us that their Drummers found a way to summon vengeful
spirits called Slayer Spirits, and the Raks answered to those Spirits'
call. Our captain promises you that we'll investigate the matter as soon
as possible. Now, the good news. Our Haroun friends, who where helping
us out while scouting, upon seeing the Raks, pledged themselves
completely to our cause. Their Windriders will be here in one or two
hours - they were riding half the night to get here in time. Another
good news is that they have Spirits of their own. Besides their usual
Wind Weavers and Wizards, Nature Spirits, wielding the power of their
sacred forests, will be fighting on our side. The Haroun will respond to
our captain, who therefore asks for your strategy and specific battle
commands.
- That's a lot of news, indeed. Give my thanks
to Eben for these valuable pieces of knowledge. But I sent a request to
him to find a roundabout path for our cavalry, what about that?
- I beg your pardon, sir. I almost forgot about
that one. It seems that there is no way to move the Lancers into the
back of the enemy, I mean, not in a few hours. There's too much
undergrowth, and the slopes aren't quite gentle, even foot troops would
have trouble climbing up and down in these treacherous hills. We haven't
found a single usable path going from here to there - this is really an
untouched wilderness, sir.
- Well, it also means we don't have to fear
that the enemy will be making a backstabbing move. Now, I need some time
to ponder over the current situation. I'll be sending you back soon,
with the commands Eben requested.
He turned to his adjutant.
- Send word to Lady Yasin, Captain Eshkol and
Captain Farouk. We'll discuss tactics here, not in my tent as usual.
Samman looked back to that other hill again.
The new factors he just came to know were troubling him, making him look
like a worn-out old man. He clenched his teeth. 'It doesn't matter what
they do, or what they bring against us. We must beat them in the name of
the Creator to defend our sacred heritage from the influence of the
Nightbringer - as we always did in ages past. We've got inventions of
our own: freshly trained Battlemages, Conjurors. We'll find a way...'"
|
MAJOR GAMEPLAY CHANGES |
Individual changes are too long to list (you wouldn't bother reading
them anyway :-P), so here's a list of important features. Note that
there are a lot of small changes not mentioned here.
- Multiplayer recommendations
We found that - mainly because of reduced settler and engineer cost
- Escalation should be played with about 100 less starting gold
than your usual KAG games. We usually played with 600.
If you enable lairs, disable tech rewards. Since tech units
are already deployed somewhere, getting a unit tech may break the
game - or do nothing at all. Sorry for that, but there was no other
choice (see the last section for explanation).
Faction units were implemented using the faction's elite unit tech.
You just cannot play this mod to its fullest with Elites
disabled. :-) However, you might want to play a "trash" game
with lots of basic troops and supports. Your choice.
Try playing on the map provided with the mod: in No Mareten
Please, there are 4 slots for each of the independent races
(built for 2vs2 team play). And not a single Mareten village or
settler around...
- Economy
Just a single change, but that's important enough: negative mana
deducts 7 from your income instead of 5.
- Building health
Doubled to make buildings more fortress-like, also to decrease
usefulness of flanking. Settler and engineer build rates were also
doubled, so building a village or repairing a town takes as long as
before. Outposts have the same health as before, fortresses have
slightly less.
- Building militia
Overall strength increase, archers added where missing. Towns and
cities are significantly harder to take. Citadels are up to their
name: they have magic-user support militia, very strong cavalry
front ranks, militia regeneration rate is more than twice as before,
base numbers are four 5-long companies. Haroun militia has been
vastly strengthened against melee attackers, they're more like
Windriders now.
- Independent races
Villages and cites were added. Drauga, Slaanri and Haroun
settlements have 1/3/5 slots just like normal Mareten. Gauri have
2/4/6.
- Building upgrades
Some number shuffling here. All citadels are cheaper. Village to
town upgrade time reduced, city to citadel increased.
- Basic unit concepts
Much more faction- and race-specific units than before, you can
build only the most basic units in foreign Mareten settlements.
All tech units became normal units in Escalation, deployed
somewhere. Elites can be only built in your faction's
settlements. Powerful units cost much more (in terms of gold) than
before. Plunderers (upkeepless low-morale mercenaries) can be built
everywhere.
- Captains
Lots of captains were added. Every type of captain comes in three
"power levels" (not necessarily all of them exist in the game, since
they may not be needed). Supreme Captains tend to cost a lot.
- Elite units
Were strengthened even more, given some resistances, and cost 3 mana
(and some i/w, of course) per piece.
- Archers
The bowman was re-made as longbowman, and is available only in
Nationalist settlements. This way, each faction has a different
archer unit available. Melee vulnerability idea from Balance mod
grafted into Escalation. Goats were strengthened a little, but they
cost 2w1i. Check out the vorpal-damage Heartseekers, another weird
unit from the Nationalists.
- Cavalry
All cavalry got anti-archer bonus. Lancers moved to Council.
- Builder units
Settlers cost less. Engineers are cheaper, but combat values have
been reduced as well. Nationalists have a super-settler available,
which builds much faster. Combat Engineer available to Royalists.
Settlers can be recruited in independent settlements.
- Basic support unit concepts
Support units are divided into three power levels: normal, enhanced,
elite. Normal units costs 15 gold (1 or 2 mana), enhanced 25
(typically 2 mana and some other), elite 40 (typically 3 mana and
some other). All of them have 24 movement (there are some
exceptions, Gauri are slower, Haroun faster, etc.).
Basic faction priests now available with a simple Temple, the
upgrade is only necessary for elite priests. Lots of new ideas
implemented, so that independent races can have their own support
units.
Movement was increased to boost supported cavalry companies, since
using supports with them took away their speed edge. Using supports
wisely is even more important than before.
- Common support units
These can be built anywhere. Pilgrims were called Clerics before.
Wandermages were Magicians. There is a new type of common support
available: the Lightbearer is like the Battle Priest of old times,
look for it everywhere except in Ceyah settlements.
- The Spirits have awakened
Every independent race has a Spirit unit available. There is nothing
really exceptional about them, they're just cool. :-) Not to mention
they're useful.
- Heroes
All heroes have 50% magic resistance. Non-melee heroes have 50%
ranged resistance. Melee heroes have 75% ranged resistance, 50%
melee resistance. Melee heroes now typically give big company
bonuses, weak melee heroes were strengthened. Set them to engage and
watch!
Magic-user heroes' spells were tweaked to boost the weaker ones. Not
perfect, but hopefully better than normal KAG. ;-)
|
QUICK STRATEGY TIPS |
- Abbreviations:
P - Pilgrim, W - Wandermage, IE - Iron Export, CG - Carpentry Guild
- General
Take your time. Since towns are stronger, usually it's not
worth to use some rusher build. A posted town can defend against
anything a rusher build can yield. Even your villages are somewhat
stronger. Start econing until you're ready to build what you want or
sense some real threat. When playing team games, more powerful
rusher builds are possible with teammates helping each other out,
however, this tactic has its disadvantages too.
Scouting is still very important. Each faction (and the
Haroun) has a good scout unit. Use them.
Choose your supports wisely, match them to the front line.
The fact that you have access to advanced or elite supports doesn't
mean you have to use them on every unit you build. The most basic
Pilgrim can be a great boon even to elite units.
Plunderers are useful when you're (unexpectedly) pressed
into combat without access to good units, and one or more of your
econ villages has been taken over. This means you have gold (sold
the Bank, IE, etc.), but no slots to provide upkeep. Even without
supports, they can provide a good defense (teamed with the militia),
but with priests and/or mages they wield a real punch (till
mid-game). Also, when you put together an army, and have gold but no
upkeep left, try adding some to the bunch.
As a defensive measure, consider upgrading your border or
strategically important settlements. Village to town completes in no
time, providing you with much better militia, better regen rate, and
more building health (and two more slots, so you can build a wall
there). The same stands for getting up to city or citadel, however
the latter takes a lot of time. Think in advance. If the
enemy is already attacking, it is - usually - too late to begin
upgrading. By the way, walls are quite important in
Escalation games by our experience.
If you have access to another faction or race's settlement,
try using their units. Maybe their scout unit is better in your
current situation than your own. Maybe your iron upkeep is better
spent on Drauga Berserkers than on Axemen. Always check your options
before deciding.
If a Ceyah opponent is nearby, don't forget to call in the
Lightbearers. Exchange one of priests with one of these Shadow
hunters when building front-line companies (you might want to use
only 2 or 3, and after that, keep the normal build). The lightnings
they throw are actually Holy Bolts - watch them decimate skeletal or
zombie armies with amazing efficiency.
- Council
Towns, Banks, IEs for starters. Build a Ranger ASAP, later on they
will act as a weaker archer unit, when no more scouting is possible
(or necessary). For Pathfinder support, you need a Barrack.
The mentioned "upgrade as defense" tactic is most useful for Council
players, since they have reduced upgrade costs.
Basic: Pikeman/W/W or Pikeman/P/Channeler, Crossbowman/W/W.
Fairly cheap masses, you can use the mana upkeep later for
Battlemages. Don't forget that you need an Armory Guild to get the
price reduction on Crossbowmen.
Rampager: Lancer/Pathfinder/Pathfinder. Great for raiding
and protecting Battlemages, balanced wood/iron and low mana cost.
Roasted Mareten: Battlemage/W/Conjuror. Since this build is
very costly, you'll have only one or two for a time. Try
complementing them with Lancers, if you're under pressure. However,
when you have 4 or more of them, they can do horrible amounts of
damage at the beginning of the combat, destroying whole companies in
ten seconds. Theoretically, you only need 1 Conjuror per regiment
(and then switch to Wandermages), but it's best to use at least 2.
Hold the line: Lancer/P/Channeler, Halberdier/P/Channeler.
A slow, but powerful and fairly cheap force can be built from
Halberdiers and Crossbowmen (matched speed).
Elite: In the long run, you'll have a good surplus of iron,
use that for Lancers. The build is Battlemage/Storm Lord/Storm Lord,
Mystic Archer/Storm Lord/Storm Lord, Lancer/P/Oracle. Don't forget
to throw in some Conjurors somewhere.
- Drauga
Ahh, the assault tanks of fantasy games. Hordes of Hunters and
Berserkers are better than a few good units (i.e. Beast Riders). All
of their supports lead towards aggressive attacking. Do so.
Hunters are good flanker units for their price. Fast and
high on damage, they can eat up supports in no time - hopefully
before the enemy can turn back to protect them.
And don't leave the Slayer Spirits and War Drummers
at home. Just watch how they boost a simple, 1 iron/piece Berserker
company. Warlocks still have Conflagration and now they can
use the Invokers' Fire Shield as well. They are too good for the
horde, place them behind Beast Riders.
- Gauri
Gauri are excellent front troops when the enemy relies heavily on
magic. Remember, you need a Wall to build any of their units (that
takes up the extra slot :P). The Anvils and Hammers are similar to
their previous selves. The Golems are very tough, resistant to
everything, so if you can afford the mana cost, go for them.
Taskmasters and Pilgrims are the best choice for the smithy
troops. Maelstrom Engines are there if you need to break
through heavy fortifications. Motherlode Spirits are
similar to Golems, but they can throw Forked Lighnings.
- Haroun
The old Haroun units didn't change much. The Rainbringers are as
usual, the Windriders are somewhat better, but higher on upkeep (no
more goat hordes). Runners are excellent scouts, if you can
get a Haroun village early, be sure to build one.
The Wizard is a very versatile support, always use it
instead of Wandermages. Dryads and Nature Spirits
were conceived to make Windriders stay in the field longer. And if
you decide go to archer-heavy, build up to the Wind Weaver,
the Haroun elite mage, and make your enemies attractive...
:-)
- Nationalist
Banks and IEs in every village, maybe a Quarry to get an engineer.
Your scout unit costs iron, but sometimes even IEs alone can keep it
up. Don't upgrade until you have to. When in desperate need, losing
villages, don't forget the Plunderers, a single village can hold a
Market (Bank) and a Temple or Library. And you'll have lots of money
in this situation to pay for them.
If you survived the first 10-12 minutes without major trouble,
you'll become powerful very fast after that. Your economy is
rocketing, and your unit selection is the widest among the factions,
with many good mid-powered units. You also have the option to build
elite supports with only a town, a costly but very rewarding path.
Basic: Axeman/P/Zealot, Longbowman/W/Summoner. Summoners
are very useful early in the game. Note that you can build these
companies from a single village each.
To protect and serve: Enforcer/P/Zealot. One of the best
buy in the game, if you don't mind the speed (somewhat faster than
the Halberdier, though). The Zealot makes them literally fight to
the last man. Matched speed with the Longbowmen. Other build:
Disciple/P/Zealot, available with a single village.
Kill 'em all: Heartseeker/W/Enchanter. Heartseekers have
solid damage, are very good against high-defense units like Knights,
and are not vulnerable in melee. The best mid-level support company
in the game, don't use them on their own. As with the Conjuror, you
need only a few Enchanters.
The Ones: Disciple/P/Invoker, Longbowman/Fanatic/Enchanter.
This is an elite support build, the necessary town is: CG - Barracks
- Mage College - Nightbringers. Econ villages should hold CG - Mage
College as you add more of these companies. As stated before,
expensive, but truly devastating.
Elite: Doom Guard/P/Invoker, Enforcer/P/Invoker,
Heartseeker/Fanatic/Enchanter. The Nats have the cheapest and best
balanced elite regiments, regarding iron/wood upkeep.
- Royalist
Build IEs only, and upgrade only when necessary. A single CG for the
Scout and possibly Footmen (that village will be a good candidate
for upgrading later). If you don't need an engineer early on, a
Quarry is not necessary, as you can build Combat Engineers with a
Barrack, and Workshops will give stone upkeep.
Basic: Footman. Your cheap and reasonably fast horde will
take villages, maybe towns. Later on, fodder to hurl on the enemy
before the Knights ride in, and protection against flanking if you
keep some in the reserve. Supports are best used elsewhere,
remember, these are not mindless zombies fighting to the death.
Don't forget the CG price reduction, it counts when you mass produce
them.
Hack'n'dash: Swordsman/P/Battle Priest,
Skirmisher/Sorceress/Sorceress. Only good when used in numbers, or
as a defensive measure.
Spitting Headache: Slaanri Champion/P/Battle Priest. Very
balanced cost (think of Workshops), excellent fighting value, slow.
For King and Faction: Knight/P/Battle Priest. Aren't cheap,
but fast and hard-hitting. If you can get 2 or more of
them, you have a very potent raiding force. The ultimate non-elite
flankers, carving their mark into the back of the enemy. Complement
with Skirmishers (matched speed), serve (over)heated.
By the Light of the Creator: Paladin/P/Lightbearer. The
Paladins are too specialized to use as a main force against other
than the Ceyah, though their magic resistance and enchantment
immunity can be very helpful if the enemy is bringing magic-heavy
companies. In this case, use a Battle Priest instead of the
Lightbearer.
Elite: Cavalier/Battle Priest/Celebrant, Knight/Battle
Priest/Celebrant, Skirmisher/Elementalist/Sorceress. Don't forget
the Billet for these units, it'll save you lots of gold. Since
Cavaliers are extremely expensive, build them on a 1 per 3 Knight
ratio (depends on your economy, of course), and put them in the
middle of the regiment.
- Slaanri
Their basic troop and the Mystic are largely as they were before.
Murk Spiders are specialty units, only build 1 or maybe 2:
their webs can catch fleeing troops, even Kohan (enchantment
immunity is very rare among them on lower levels), allowing higher
company destruction probability (and higher "I killed them munchkin
Kohan" boasting probability :-).
The real show is, however, their new supports. Yes, you can build
Marshmasters, who were called Slaanri Slavers in normal KAG.
You could meet them in the "Enemy Within" campaign, summoning wave
after wave of 3-long Slaanri companies. The other fellows, Swamp
Spirits have really bad breath, sometimes referred to as
Volley of Flame...
- Ceyah
Your start is similar to the Royalists, but build Banks instead of
IEs. It is advised to build a Quarry sometime into the game, since
Shadelings have stone upkeep anyway, and engineers are especially
important to Ceyah. Mana Forges are very useful components, they
provide the upkeep for either a (short) Shadow Beast/Shadow Knight
company, or for 4 priests (of the horde).
You have to choose between a few good units or a horde. Look at the
map, ponder the situation, and decide. You have to build up your
economy accordingly, since switching to the other is quite costly.
Plunderers and units from non-Ceyah settlements are a good choice to
remember when someone uses Lightbearers or other anti-Ceyah units
against you. Even supported engineers can help you out.
Basic: Zombie and Skeleton with any support you can muster,
Bone Bow/Necromancer/Necromancer. Not much to say about this one,
meat'n'bones.
The bigger the better: Giant Skeleton/Prophet/Shadow
Priest. The standard choice for a good battle force, if you bring
some Bone Bows as well.
Clawing the way: Shadow Beast/Prophet/Shadow Priest.
Fearsome raiding company.
Wuthering Depths: Shadow Knight/Lich/Lich. Mmmm, tough
dried meat, summoned bones, dark fireballs... what else do you need?
Elite: Void Beast/Acolyte/Macabre. You don't need anything
else (high speed elite force!), or, if you're low on economy, put
the elite supports behind Shadow Knights and the like. You'll have
some wood surplus typically, blow it on Bone Bows with Liches.
|
ESCALATION SAI'S |
SAIs were optimized with the following settings:
hard difficulty, 600 starting gold, 2 Kohan, not very crowded map.
For a guaranteed challenge, play with a buddy
against 3 well-mixed SAIs on a 192x192 map. Use at least 1
"power company" and 1 horde SAI, and different factions.
- Bem (Council):
The stereotypical hoarder-horde builder, lots of various companies,
including some non-Council ones.
- Celcia (Council):
She has a mediocre performance in the early game. However, when she
begins recruiting her Battlemage legions after roughly 20 minutes...
- Crane (Nationalist):
The famed warrior monk of the Shaolin temple will, of course, train
his disciples on you.
- Edward (Royalist):
The once and present English king can build elite support units in
his starting city. If he survives fairly well for more than a half
hour, expect the Charge Of The Golden Brigade (Cavaliers).
- Elisa (generic):
She can start playing with any faction, or even an independent race
(on a scenario map). Don't expect anything spectacular from her
besides that, she's just the template for building a new Escalation
SAI.
- Gorgey (Ceyah):
Balanced SAI. Relies mainly on Giant Skeletons, later Shadow
Knights.
- Haynau (Ceyah):
Mixed Ceyah horde, you know this. 'Nuff said.
- Hunyady (Royalist):
A cavalry commander. Needs some time to begin pouring out the
thundering Knights in copious amounts. Until that, a band of weaker
units with support.
- Kossuth (Nationalist):
Builds Enforcers with priests in the beginning. One company of those
can typically take a village. Good economy, gets strong quite fast.
- Lord Soth (Ceyah):
The Knight of the Black Rose will use raw meat and summoning
supports to overwhelm you.
- Palpatine (Council):
The lovely Senator can use elite supports from the very start.
Consequently his economy builds slower.
- Rommel (Natonalist):
Let's burn! He can build Invokers in his starting city.
Otherwise, a good mix of Nat units, mediocre economy.
- The Beast (Ceyah):
Very dangerous early on. A company of Shadow Beasts will find you
quickly, is able to swallow a village's defenders, and usually even
towns. Able to recruit Void Beasts soon (like 25 minutes). Slightly
weak economy.
|
CREDITS & MISC. |
"512 objects should be enough for
everyone" ;-)
1024 is a hard limit for some internal
counting. It seems that each unit
(building, etc.) takes up 2 "space", that gives the above
limitation. This was the reason for leaving out many new units, i.e.
unique engineers were planned: Council Artisan, Slaanri
Bricklayer, etc. Faction- and race-specific militias were
planned as well. Simply put, Escalation is full, we
can't add anything to it.
Escalation can be found at:
Developers:
- Blade
(SAIs, heroes, testing)
- Ras (Modalizer
utility, testing)
-
Endrosz (everything else)
Balance mod credit
goes to:
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