howdy once again everyone. I’ve got a pretty strange update here for you today. Should be pretty interesting to write up.
Also, i keep forgetting to mention but please, shoot me a message if you want anything here to be explained more
We start off turn 2 with a serious godsend: our excavation of the ruins at the Arbiter Grounds has revealed a sizeable chunk of cash, and while I’m never able to pin down an exact value it’s enough to refund the costs of our construction last turn and then some. This is a change, because in my last game Arbiter Ruins yielded exactly jack shit, and it’s going to allow us to get some very interesting things done very quickly.
We also get our military, and our two unique leaders: Twinrova, the boss of the Spirit temple and leader of the Gerudo, and Nabooru, the friendly NPC for that section of Ocarina of Time. They also both come with very tough bodyguards, and while I don’t intend to have them do a whole lot of combat, it’s nice to have access to heavy infantry so early in the game. yes, i know it says there are no more gerudo men. no i don’t know why we still have population growth.
Wealsoget the first of many missions, which are basically going to set the pace for our expansion. In this case, taking over a town on our western border. In terms of construction, I continue to build roads in my towns.
In actuality, rebels is just a catch-all phrase for the indigenous, unaligned factions in Medieval 2. They’re constantly at war with every faction, meaning we can stomp them with no repercussions. Our particular flavor are “Gerudo Extremists”, but they range from Tokay gecko-men in the far east to Peahats in Hyrule Field. They’re generally not very dangerous, and my strategy will account for that: I tend to take them out with small groups of cavalry.
I also start building an embassy in Aidaidorf and send Nabooru out to capture the mission town. These moves are both going to have extremely serious consequences, so I decided to include screenshots of them. The embassy is going to allow us to make trade agreements and alliances with surrounding powers. It’s one of the most expensive early buildings, but with the rupee event we have more than enough to afford it. Furthermore, trade rights will increase our profits, as will not getting pulled into pointless wars.
I don’t know why this is happening, but I’ll be damned if I’m not going to take advantage of it.
Our stable is up, so I start pumping out Mounted Dune Archers and Mounted Marauders, which are going to be the mainstay of our raiding force. They’re a little expensive and slow to build, but they’re fast and reasonably numerous: perfect for border defense or killing rebels.
That town is empty. We take it without a fight and complete the mission, getting 2500 rupees to boot.
now that’s more like it
Next turn is our last excavation, and it yields nothing. I can’t really complain, given our profits from the previous digs.
We also get our first nonunique general, Malbooru. Despite sounding like an anime image board, she’s pretty buff. That’s a superb command score for a first-turn commander, and her loyalty is flawless.
In terms of building, I start setting up a leather tanner in the capital so as to move towards infantry. I also build my first diplomat and start building a wooden wall in the border castle, which will allow me to recruit two types of troop per turn instead of one.
This is not the last time this will happen. Despite Arbiter Grounds being a location of completely no strategic importance, the AI mission-givers will continually whine at me to reinforce it throughout the game. It’s not a big deal, because I just get free units out of it, but it is a little annoying.
In other news, here’s our new diplomat. He’s… pretty bad, but diplomacy is easy to improve in as long as you don’t push the AI too hard.
I take the initiative and attack another rebel town with Malbooru and a small assault force. I know there’s only 3 units, probably all Marauders, so it’s a safe bet, though the ram for breaking through the gates is going to take longer to build because of my low headcount.
Free mounted marauders for the price of a little bit of unit shuffling? thank you very much
Naturally, I immediately pull my units out of the Arbiter Grounds as soon as I get my reward.
Here’s an example of just how fast our units are. As you can see, we can reinforce pretty much anywhere in the southern half from the Arbiter Grounds. Since we’re cavalry-heavy, too, we benefit from open field battles over sieges, so our defensive strategy, assuming we’re attacked, is going to be to garrison towns with miniscule amounts of infantry and swoop in with cavalry if they’re attacked: a central emergency response force, if you will.
I also finally make contact with one of our neighbors, the Zuna.
The Zuna own two cities and have a grand total of three units they can field. They are the definition of a minor faction. Still, they have a few advantages:
- Those units are spearmen, crossbows, and a moving ziggurat on wheels that counts as heavy cavalry. It’s quirky, but they’ve got a fighting force that could be difficult for other early factions to deal with.
- Proximity to us and the Darknuts. As long as they ally with one of these factions, they’ve got some serious backup.
So, since I don’t want to deal with Darknuts, I propose trade rights and an alliance, which they immediately accept. This also means we have a nice buffer state on our western border. I begin building more roads, and a stable on our eastern border. I don’twantto start raiding Hyrule just yet, but in past games they’ve tended not to give me much of a choice.
Okay, I think that’s about as long as I can go. We’re in a good position to start: an alliance with our neighbor ensures the security of our western border, an incredible financial bonus from the ruins has let us improve our cities very rapidly, and we’re getting our cavalry force online, which means we’re only going to get stronger from here on in.
…is what I thought, until the next couple turns completely threw me for a loop.