artistic design by: Lifthrasir
Mega's Divide & Conquer Survival Guide......Turtle Style.
Divide and Conquer - Version 0.52 Released
Introduction First off a profound thanks to the current D&C Members who have brought us D&C 0.52 and who are currently have D&C 1.0 in production. Without them, and the original D&C Team, none of this would be possible. Please never let them forget how all of their hard work has brought us all so much joy.
This guide will cover the factions in D&C 0.52 and 1.0 seperatley because gameplay in both versions will be different. Different units and campaign tweaks will be in play. The base economy mechanics are the same for both versions
DaC Council
Araeinior e-Hūdoll DaC (Council Leader): Arachīr Galudirithon
Einior e-Hūdoll DaC (Council Members):
Hummingbird, gsthoed,
Dydw i ddim yn Gymraeg
Your Economy
Buildings from other cultures When you capture Settlements don't be in such a hurry to destroy all the buildings from other cultures for the few sheckles that you get back. Take a moment to see the bennefits given if any given in the buiding description. Yes...that army barracks does you no good for recruitment purposes but that + %15 law showing in the building description still applies. Now ask yourself, do you really want to give up that EXTRA %15 Law bonus that you just got for free.....{and...can't build yourself}
a
Photo from:Shantiniketan University, Bolpur, West Bengal
Especially far from home that brings you in an extra $100 or so per turn..... You....make the call.........
Your Campaign start up.... "Rush to Turtle" Kay... time to allocate your initial resources and decide what the limits of your initial land grab will be.
a
1. Price what mines and roads will yield and go ahead and get them started. Don't forget though that roads will take 8 turns to build and mines at least four. So... you won't be seeing any cash back til those finish building.
2. If money is tight perhaps investing in town halls and their free upkeep slots is a better way to go because you will see revenue in three turns.
3. If units are not in a fort or free upkeep slots they should be part of the land grab stack. I really dislike disbanding any units. If the mod team stocked you up with units, they probably had good reasons.
4. Diplomacy....
Spoiler Alert, click show to read:a
A.) Get the diplomat out whoring trade rights, map info, alliances, attack rebels and or others, for survival cash. If you take a pass on this opportunity so be it, but your depriving yourself of $10,000-$20,000 or more revenues for your faction.
B.) My usual offering would look like this....
1. $100 X 5 turns {gift}. The gift button is in the lower left hand corner of the diplomacy screen. You want to open with a gift even a small one because it builds your credibility with the other party.
2. trade rights, map info, attack rebels, $2000-$3000. Yes the AI prefers to make lump sum payments, but if their broke your gonna have to ask for installment payments.{$100-$200X 10 turns for example} Now if their really broke...
you add this to the offering $100 X 3 turns.
When their broke broke I offer $100 X 5 turns asking $100-$200 a turn for a total of $2000 so I can come out of it with $1500 when it's all said and done.
C.) Leveling up your diplomat is important. Like your generals, the more stars the more command the diplomat will have over the other party. Never end a meeting without success because your diplomat will lose traits. Gift your way to success if you have to. $100 {gift button} should do it. I can't tell you how many times that my level 10 diplomat has pulled my carcass from the fire.
D.) Many a time the AI has forced alliances on me that I did not want cuz they opened their wallet and flashed a big wad of cash at me. $8000-$9000. Yesssss....go on human whore, take it. You know you want it!..... Usually it's the Drawfs pulling these machinations on me....
E.) Offering to attack the AI's enemies can be very lucurative as long as the AI has plenty of money to pay you with. When you offer to attack a faction you will have 15 turns to get it done. Once done you can rinse and repeat as long as the monies there to pay you.
F.) Also, when you ask for peace after giving an aggressive AI a beat down. Usually it takes a turn or two for the AI to realise that the two or three stacks sent to flatten you no longer exist and so now it's their turn to get mud stamped! If they have loads of cash, you can extort that to go bugger off and leave them be for a while.
G.) When I sue for peace with factions next to me I always include trade rights cuz why turn down that extra money.
WARNING!!!: The AI will not deal with you if your relations to them are abysmal. you must gift them $100X 5turns til your relations go up to the next level. Terrible I think this is. So $100 x 5 turns {gift} then change tribute by adding another five turns to $100 x 10 turns. Going to $100 x 15 turns should be the most you have to give before the relations bar goes up a level.
5.) Unique units that won't take free upkeep, and which you decide are too expensive to sit around in your initial unit stack, fort them up or sadly disband them. The crossbow unit, from Bree is a good example of this. $500+ per turn for Bree starting up, will lead you to bankrupt city.
6.) Since I dont play on VH/VH I don't know how tight money is for the human player. If it's worse than H/H definitely use the diplomacy option. I do know from watching let's play that the AI will fork over more cash on VH/VH than they will on H/H.
7. If another faction grabbed something before you could get it, trade them for it. Land for land, and sometimes you can even get some money as well out of the deal.
Your Military
Tactics:
Your Military
Spoiler Alert, click show to read:a
* The Horns of the Bull: Range in first line, main battle line behind them. Draw the enemy into your battle line with range, flankers then run down each side, encircle and destroy the enemy. When the enemy close pull range units back or have the battle line charge tough them. Range unit then take on isolated units from behind the battle line or to the sides.
* Distraction units may be also sent out to peel off enemy units from charging{overwhelming} your battle line. Isolate these distracted units and destroy them.
* When using the battle line to pin the enemy, the hold stance button will increase their defense while decreasing their attack. Your flankers will surround around and crush them against this line.
* Keep skermish mode off and micromanage your range units.
* Use the pause button to issue orders. Once that's done zoom in and see the artistry in action. TWC Modders are the best in the business so sit back and watch their Blood, Sweat, and Toil in action.
So...There you have it. "horns of the Bull." One formation fits all occasions....
a
Armour & The Warrior's Guild
a
Up next..... Your Military.
Faction Start up Guides: DaC 0.52
Ered Luin
The Northern Dominion of Ered Luin
Right then, "Rush to Turtle"!!!:
1. Gor & Nar rush to gain Perth-en-Luhn, Caras Celairnen, Barketta, & Bar-i-Donyonach. If the Dunedain gain Bar-i-Donyonach first, wait til the Orcs flood the place then re take it in the name of good housekeeping.
2. Send Grain to acquire Garth Helegof and then hunker down.
3. Now there is the little matter of buzra-dum. It is a Drawfen settlement and as such should be reunited with the rest of Ered Luin. It's apparent that there are a few ways that you could deal with this
..."Drawfen Sudetenland"...
A. Wait til Lindon aquires it and then trade them Caras Celairnen for it. They'll go for it cuz after all they can't build level three mines and thus are unable to expliot the mining income there.
B. Well, if Lindon cannot embrace reason, then it's on like Donkey Kong and the Sea of Lindon will transformed into into a "Drawfen Lake. Right then, we're on Lads, let's give these sods a good Hammerin!!!
C. Leave Buzra-dum to it's own devices this go round like I did and just build up for an end run aimed at Carin dum and then on to Gundabad. See if you aquire Buzra-dum you will most likely get bogged down in a war with Enedwaith, Lindon, or both. In this game I want to go for Gundabad, come down through the Misty Mountains and see what happens from there. Perhaps in version DaC1.0 I'll play Evil Drawfs and wipe everyone out????
4. Part of the strategy during the build up is to....
A. Acquire the warrior's Guild to armour up and +1 melee all the lads. the second tier of the Warrior's guild will also give +3 morale and +1 experiance to all the lads.
B. Gain peace and trade rights with the orcs, allowing them to wash over the Dunedaine and Bree. With any luck, armies poised and ready to strike we can swoop in and gain Fornost Erain and possibly Annuminas. From there it's a race to Gundabad which we are in a better position to win.
Economy:
1. Mines, mines, and more mines. If you want a city builder to gain minning traits, have him build the mine in Perth-en-Luhn and then the mining complex in Thorin's Halls.
2. Beware of gaining lazy traits which they seem to acquire on the last build day, which is the day that your not supposed to walk them. I just reload the end turn save when they acquire that trait.
3. Your city builder in Thorin's Hall should be brining in about $5500 per turn by turn 70ish.
In my game H/H large unit scale, at turn 75 the Agmar and the dunedain are stale mated. In about 15 more turns I'll be ready two strike with 2 amoured up stacks. Let's see who wants some then....
About Merchant Cavalry:...
Spoiler Alert, click show to read:
They are your Forlorn Hope unit. Other than to mop up routers they should be kept out of the fray because there numbers simply cannot be replaced. I would not dare commit them to battle unless the whole division's survival were at stake.
"Rush to Turtle"