Confluence Total War, a journey with the Fay
This Dominions 5 game was played from April 2021 to November 2021. It’s a game featuring all the nations of the magnificent Confluence Mod created by Executor, meaning a 24 players game on a map with 484 provinces (including 36 water provinces). The 24 nations are from all ages (EA, MA and LA), all from the mod, and no vanilla nations. It was played on the Lucid Discord server for all purposes.
This AAR was made cheap and fast : you can download all the turns and view them in Dominions 5, I explain what happens and the important turns there and there and you can in any case get into the details if you feel like it. I didn’t take the time to go with fancy pictures and screenshots. So you have to load the turns in the game to know better …
I’m also using a lot of acronyms and if you ever wonder what I mean, here’s a glossary I wrote for one of my other AARs : glossary.
I play here the nation of Elphame, featuring the Fairy Queens and the Fay people, at war against robots, monsters, demons, and other things, to allow Oooolooo’Ma to become the one and only Goddess of all.
I decided to do this AAR as a tribute to the mod and for the Fay that helped me during this struggle. I didn’t go as far as put maps and pictures because even though the game was pretty fun, it doesn’t showcase the kind of diplomacy or strategy that deserves that kind of effort.
Also, if you liked this AAR, you may like the 2 other ones I made :
– Legendary EA – Rise of the Valkyries : a 32 players game with Helheim that I relate in a Roleplay-fashion, with many maps and pictures
– MAddening MAyhem – The Way of the Dragon : a 7 players game with the Alexsa Modpack. A small, intense game that was very interesting and worth relating … and that features a lot of Dragons
The Nation and the Build
The Nation
(Warning : this nation is the most complex nation I ever played in Dominions, so this is the longest post of this overall short AAR, as I go into details about it)
Elphame is a tricky nation, with lots of specific mechanics, strengths and weaknesses, and making things work together is not that easy. I made a lot of testings before choosing my build.
So they shine with their magic diversity (all paths except S and B) and site searching (only 2 mages with the good randoms can search all 6 paths for lvl 1, and all can get a level 2 random to perform remote site searching). They can also have some high level mages (the queens) up to level 4 for elemental paths (A, F, W, E), but using those mages is complicated due to the complex seasons mechanics. I’ll give more about it when talking about each unit and the said mechanics.
Also, they rather not-shine with their pretty low morale. Except for the knigths with 10, the troops don’t get over 8 and sometimes less. The sacreds have 9 or 10, the mages 9 and the queens only 11. So really nothing to be proud of.
It is also important to note that they tend to be quite vulnerable to missile units, and during expansion provinces with a lot of missiles are easier to take with dedicated troops (usually knights). They are also all magical beings, and so vulnerable to spells/weapons targetting them. It also means indie commander can’t command them as they don’t have a natural way to command magic beings.
Finally before diving into each unit, people think they are elves but that’s quite not the case : no sacred cavalry or cavalry mages, almost no glamour, mostly no magic phase (possible but only on good randoms or specific queens), don’t think of them as elves : they are fays, and as such they never wear a hat (not a single unit wear a hat, except for the knight commander). However they all have spirit sight, forest survival and most of them can’t cross rivers.
Also, before I forget, there’s this quite important feature in the nation : when the national troops start in friendly dominion, they get +6 map movement. That is pretty important as the extra-mobility helps a lot to set-up a defense or redeploy mages.
So now let’s get through the troops with some comments :
The Weefolks : those tiny flyers with glamour can help with expansion. I figured that if you mass the melee variant for a 2 to 1 numerical advantage, they take most non-archer indies (in particular barbs). I thought the archer variant could be used as massed archers for flaming arrows, but with only 8 ammo I figured it wasn’t worth it.
The Pixies : those expensive fragile flyers don’t do damage : they apply false fetters and other less interesting debuffs on their target – with an MR check. In my expansion tests they could really help paralyze ennemies that would then become sitting ducks. It’s a bit random, and I’m pretty sure they could be used as anti-thugs at some point. But, in the end, I think they are a bit too expensive due to their vulnerability to missiles and evocations.
- The Wildfays : your only stealth troops. The melee variant have good defense, have below average protection (and no hat). They have a decent movement (14) though. The missile variant is really special, dealing a 1-aoe MR-resist ranged fatigue damage but only against living units. That can be very efficient to neutralize ennemy troops as long as they don’t have high MR. As soon as the MR gets too high, the efficiency drops quite a lot. I never used them, too situationnal imo.
The Fay Guards : Decent base infantry with average protection. They can hold the line, do their job, still don’t have a helmet and won’t hold that long.
The Fay Archers : Pretty good archers with range 40 and 11 dmg composite bows. Also decent protection. At some point in the game I used them a lot and they behaved well.
The Fay Knights : The strongest unit with the best armor and a pretty high defense. Still miss a hat, but the body armor and shield helps a lot. A lance charge plus 3 attacks, including a magical one with the alicorn. That single magical attack is a real bonus against ethereal/invulnerability.
- The Sacreds, I’ll cover them with the Queens and the Seasons mechanic.
The commanders :
- Tha basic commanders, Wild Matron and Fay Champions are unimpressive with 40 units command capability and reduced survivability. The Wild Matron is stealthy though and can stealth with the Wildfays and Weefolk.
The Fay Lord cavalry commander on the other hand with 80 can use formations. They are also the only unit coming natively with a hat and can be used as light thugs. During expansion I did always set them to attack along with the knights and I got a few heroes this way.
- The Pixie scout is nice as it’s flying … but 1/3rd of the time it won’t move because busy doing unrest … So I prefered indie scouts.
- The Fay Assassin is an average assassin. But it has one single perk that makes it very special : its map-movement is random and each turn it can range from 16 to as much as 100 (teleport). As I say in my final thoughts of the game, I used them a lot to bring in gems and items on thugs/armies in the field, but not so much to assassinate.
The Seelie and Unseelie fays. Those are the main varieties of your mages. They all come up with 3 magic levels, 1N or 1D depending on the flavour and then a combination of F/A/N or W/E/D. They are sacred, which is very good for the upkeep and can help on the battlefield. The fact that they can get a lvl 2 of each of these 6 schools make them pretty interesting. I won’t through all the details of the crosspath usage, but the main uses I had :
- A2 can magic phase and cast air elementals and A evocations.
- F2 can use a wide variety of F spells, including Incinerate, Flaming arrows and later Pillar of Fire.
- N2 has also its usages for point buffing (wooden warriors, enlarge) and forging and even some big battle spells (Howl)
- W2 for elementals, forging, point buffing (quickness)
- E2 for elementals, forging, point buffing (iron warriors, strength of giants, iron will)
- D2 for skelespam, forging, summoning
- Also, you have a number of crosspaths, but not all the good ones. No F/E (charcoal shield), no F/D either (skull of fire) nor W/N (mossbody, foul vapours) or even the paths for the Staves of Elemental Mastery. All in all the available crosspaths are disappointing as they are missing some of the best ones.
- And now the queens, they deserve a special chapter
The Queens and the Seasons mechanic :
This is the most complicated part of the nation and the one that can really change the flavour of your game.
As its stand, every season, your main magical site on your cap will change. And with it, the type of gems it will give, the kind of sacreds you can recruit, the kind of Queen you can recruit, and also some special bonuses to your Bless and Scales.
Initially, you can only recruit 1 queen per season, in the middle of the season, meaning 4 different kind of queens per year. It’s a bit limited as those will also be your most precious mages given their high paths.
Also, the queens come with their seasonnal path level 4 (like A4 for the spring queens), a H3 level and a secondary path (N2 for spring/summer or D2 for autumn/winter). But this is their peak and only happens during their main season. During other seasons, they change getting to level 3 and H2, and even level 2 and H1 during the opposite season. It also affects their HP, ranging from 24, 16 down to 8. It is important to note that if they are transformed into another shape (like with Twiceborn or Transformation), they get their middle-season paths, so level 3 and H2.
Those differences between seasons are pretty important, and sometimes you might postpone a campaign just to have your queens at their best, or at least not at their worst. However, given all queens have different seasons, if you have several flavours of queens in your armies, it can become complicated (the fog warriors season vs the army of gold season, …).
So there’s a special spell that allows you to “Break the Cycle”. When you do this, your cap-site stops changing and you are stuck recruiting only one kind of queens (with 4 recruitment points, when it was only 2 when all queens shared the seasons). So you can now recruit 6 queens per year instead of 4, but this also reduces the overrall mage output of your cap from 12 to 8 per year. So you better have a strategy based on the season you choose.
Also, when you break the cycle, given the site doesn’t change anymore this makes you have a gem income stuck on that season. Could be either a good thing or a bad one as you won’t have those extra other gems. It also makes that you can only recruit 1 type of sacred, which would also probably be part of your strategy – if you ever use them.
However, even if you break the cycle, your queens will still change with the seasons (magic paths, HP). That can be a bit frustrating as you don’t entirely get rid of the season mechanic. It’s also the same for the sacreds that have a better shape during their season than outside of it (and it’s also a reason why the sacreds are difficult to use, the best they can bring they only bring only 3 turns per year).
We have also to note what each site does for each season, because if you break the cycle you’ll be stuck with those all game :
- For Spring, you get 4A and 2N per turn, your dominions get Growth +3 and your bless + 5 SR
- For Summer, you get 4F and 2N per turn, your dominions get Heat +3 and your bless + 5 FR
- For Autumn, you get 4E and 2D per turn, your dominions get Death +3 and your bless + 5 PR
- For Winter, you get 4W and 2D per turn, your dominions get Cold +3 and your bless + 5 CR
Also to note : all queens are of course Sacred, have Awe, Glamour and are Flying. They also have special perks related to their season.
So let’s talk about each queens :
- The Spring Queen is A4N2. So a native Fog Warriors caster, an Elemental Queen summoner, and able to do most of the A tricks. Also, 2 of the end-game spells of Elphame require high A/N paths (A6N3), so they are made for this. However, the vanilla Fairy Court Conj 8 spells is still there and you can summon A3/N3. So it’s possible to have a backup solution to do what they do. However a spring queen can really help forge A boosters. They also Spread Growth where they are, which can be useful and they get better stats in Growth scales.
The Summer Queen is F4N2. I used them for flaming arrows, some Evos and Flames from the Sky. Can forge the Flame Helmet for a good F path boost. They also are the best candidates to cast some of the most interesting national spells. They have a slightly better Awe, spread Heat and get better stats in Heat scales.
The Earth Queen is E4D2. They can be used as thugs with they E paths and the ability to cast Soul Vortex. They can also be twice borned. In the end game they are perfect for Army of Lead, Weapons of Sharpness, Crumble, Wizard’s tower. However, they spread Death and are stronger in Death scales (and weaker in Growth). The fact that they spread Death can be a problem … even more as if your break the cycle it stacks with the fact that your dominion will get +3 Death till the end of the game (or if you lose your cap ^^)
- The Winter Queen if W4D2. Not sure exactly what to do with them. They are very close to Kokythiads that would do the almost same thing. The W4 makes it easier for the Globals like Maelstrom or Vengeful Waters. They have Fear, spread Cold and are stronger in Cold scales.
And about the sacreds :
- In Spring, you get the Spring fays. During their season, they are Flying with Storm Immunity and their main weapon is a magical spear that has a pretty good hard-MR-resist entanglement effect. When spring is over, they lose all of that and become pretty average infantry (but their weapon stays magical though).
In Summer, you get the Summer Fay. During their season, they have Awe and a weapon dealing a Burn effect. When summer is over, they lose all of that and become the same average infantry (but their weapon also stays magical).
In Autumn, you get the Autumn Fay. I think they are the most interesting because they keep most of their powers across the seasons. So those are special missile units. They don’t have armor and have a 2 handed magical staff. They main power is their ranged attack, that deals a hard-MR-negates earth-meld effect as well as some fear. The earth-meld effect is really strong and can really help your troops in various situations. Outside of autumn, the downside is that their ranged attack gets down from range 30 to range 15 and is now MR-negates instead of hard-MR-negates. Sure it’s not as good, but still pretty good.
- In Winter, you get the Winter Fay. Those are naked archers with a magical knife. Their ranged attack can be devastating, it’s a magical bow with range 45 and an additional freezing mist effect, meaning 1AN aoe-1 lingering-2 effect. Those without cold resistance won’t like it. Outside of winter, the bow is downgraded to range 35 and only a cold effect, meaning only 10AN fatigue damage, so no more Aoe.
The Summons :
I’ll get through them as they appear in the spell lists :
Faery Godmother (Conj 5). 3D to get a single sacred flying ghost. Their main attack is AP life drain (as most ghosts have) that have an additional sleep effect. That additional effect can be really efficient is preventing ennemies to counter attack. Difficult to mass as of their price, but if you can they can do things.
- Ghost Dragon (Conj 8). 20D for a big scary ghost dragon. It’s a bit expensive for a non-commander unit. Not sure if it’s strong or not.
Faery Dragon (Conj 8). 25N for a very good raider/army support unit. They are commanders (though can’t command anyone) and fly pretty fast. During battles, they cast random spells that can be devastating (usually aoe 5). Didn’t have really the time to use them (I would have used them as raiders I think, but only used them as support artillery in the last battles).
Knight in Shining Armor (Alt 5). Only 10N to transform a non-mage commander into a powerful knight. The knight itself is a powerful commander (120 command ability), has good base equipment (all magical), built-in invulnerability 15 and sun-awe 3. And they are sacred. I used them both as army commanders and thugs.
- More knights in shining armor : the True Love’s Kiss (Ench 6). 12N to revive on of your heroes in the hall of fame into a knight in shining armor. An existing knight can be taken back without penaly. Doesn’t really work on mages (they come back as mummies).
The other interesting National Spells and Items :
- The Wild Hunt (Conj 8). Sends a party of neutral ghost riders raid a province for 7D. The path is a bit difficult to get (D4E4). Can destroy small ennemy raiding parties/thugs.
- Wicked Hex (Alt 5). Should be powerful, is really questionnable (I talk more about it in the end-game discussions). Will transform ennemy units into animals with a easy-MR-resist.
- Trapped Inside a Fable (Ench 8). Stops a battle on its tracks and restarts it with the survivors. Really unusual mechanic that can be used in many ways.
- Myterious Lights (Ench 8). Enemy units will instantly be retreated from the battlefield if they fail an easy-morale-check. Can be devastating against low-morale armies.
- Into the Story (Ench 8). A fun assassination spell: send your opponent into the void/inferno/kokytos ! The spell will happen as an event, so you need to be sure where the target will finish its turn. Won’t work on pretenders/immobiles/mindless. Also only work with high luck scales in the target province.
- And last but not least : the Faery Mirror. For only 10F10N, you forge a misc item that gives 3 awe and is cursed. And ….. it has an auto-charm spell ! Meaning it’s like the crown of overmight, but const-6 and build as many as you want. It can be very powerful if used in the right way.
The Build
So after testing the nation, I believed that the most cost-effective thing I had seen was the Knight in Shining Armor. So I made my build around them. Also the Faery Mirror looked super good and I also planned to get a good number of them.
I went for a dormant titan, mostly to have the muscles to fend off early attacks and a super combattant online at least through mid-game.
Given I planned on having a lot of the sacred Knights in Shining armour, I wanted a good bless for them. As a result, a Great mother with Fire & Shock resistance + Regeneration looked fine. All of my mages being sacred, it would still be a good boost against some Firestorm/Wrathful skies/Foul vapour/Acid storm attacks (both with the elemental resistances and the regeneration). Also, I wanted to throw mother Oak early, and the 7N path was perfect for that.
Given a number of my troops and mages can’t cross rivers, I got Heat 3, so no-one would be able to cross them anyway.
Finally, Growth 3 because it’s always good and also to balance my Autumn queens which spread Death 3. I also got Production 3 to have enough ressources for the knights, and Sloth 3 because the dominion tends to create Sloth anyway. Also, Luck 0 looked fine as the dominion produces some luck.
And to conclude this build, I had to give a name. So I tried to imagine the fays worshiping her. And all I could see and hear were fairies bowing to her might while endlessly repeating “Oooolooo’Ma, Oooolooo’Ma, Oooolooo’Ma, …”. So she was named.
Early expansion
My plans for expansion were to use mostly knights, backed up by either pixies or Autumn fays to make ennemies sitting ducks (pixies have MR resist attacks to “paralyze” ennemies with False fetters, autumn fays an MR-resist earth melding ranged attack). Also in some cases using the flying Wee folks to attack the backlines was a viable strategy.
However, the indies were not very favourable, in particular with heavy barb provinces in the south. Things weren’t smooth and by turn 12, I had only 10 provinces, which was far from ideal.
However, by then I was starting to have a decent amount of knights and autumn fays and could start expanding well. I also had a few pixies but they didn’t work as well as in test games and given their price I didn’t use them that much.
My pretender would also soon come online and I also started to prepare to get UW asap, as there were no less than 6 UW provinces around me that looked like easy picks with thugs or my pretender. In the end I got all of them for a good amount of additional ressources.
Finally, I got a Cynocephalian province that became very important as it would be my first source of S mages and the bulk of my army afterwards.
The first conflict with Antikythera
So my expansion had been a bit slower than I wanted and the robots had expanded into my extended cap circle (2 provinces). It didn’t feel right, and I made the bold move to enforce that extended cap circle, thus de-facto declaring war on them.
A small conflict ensued, and 1 battle decided the fate of it, where the Fay Knights and some barbs destroyed a decently sized army [Battle Turn 18]. It was a bit expensive, but I still had a quite decent army afterwards.
We finally made peace, I kept the 2 attacked provinces but paid reparations for a destroyed fort under construction.
The druids of Nemeton get greedy
So this is the most important conflict of the game for me, as it brought me a lot of important ressources and paved the way for the next conflicts. It was also the toughest.
In the south-west of my kingdom, there were a few provinces that connected to Nemeton by a small 1 province corridor. They went there, and when they got all they wanted they got greedy. One of my province got raided by barbs the same turn I had a bad bump with him Turn 23. I warned him not to take on those barbs, as it was mine and I would retake it. He didn’t listen feeling probably confident about our recent bump.
So he had a big army (200+ troops) beyond that small corridor and some more ready to move in too. I figured all I had to do was close the corridor and destroy that army, and then I’d have a good start for a war of conquest.
At that point, I was at least 50% bigger than him if I took those provinces beyond the corridor, so I was pretty sure that by playing good enough, I had all the means to beat him.
The original player didn’t like the situation after my first strike cutting the corridor. He subbed out. [First strike turn 25]
I didn’t expect the new player to handle this and underestimated him wildly, and for too many turns.
Also, I didn’t account for the fact that all of his troops had animal awe … and I used Cynocephalians for most of the conflict … a bad mistake.
So here is the story of the war :
Even though my initial plan was to destroy his trapped army, in the end it endlessly marched through my lands and escaped my attempts to destroy it. Often I had the means, with a heavy thug and a fluffer waiting for it, but the combination of routing PD and retreating fluffer made the thug retreat. It happened at least twice … so I gave up and left his army go around and get attrition for each move, till finally I trapped and killed the survivors, but waaaayyyy after than I had initially thought.
All army vs army battles went wrong (except for the final one). I lost a lot of troops, and something like 20 mages in the process. Each time I took my toll of ennemies, but his mage core was left unscathed.
My pretender saved the situation several times, taking head-on his army and killing scores, but still, again, leaving his mage core intact.
So the major battles against Nemeton : 2 battles turn 29, battle turn 32, turn 33, turn 36, turn 39.
At some point Anthikythera thought I was losing, and tried to get in again. A first battle saw my pretender destroy a good party [Turn 35], and a second battle [Turn 37] saw an army of earth mages spamming shatter & maws of the earth destroy a SC killer (shattered to pieces) and a large squad of sacreds (I was lucky to destroy the main commander with maws of the earth before the troops did too much damage, otherwise I’d probably have lost more). We made peace again, with me giving up 2 provinces – strategically chosen so as to close my border with Edranor and prevent any future conflict with them.
After several defeats, I started to analyze my options and started to build a lot of archers. Elphame’s archers are pretty good, decent armor, very good composite bows, good base precision. And his troops had overrall low protection, so good targets for archers. I also gathered many earth mages to spam earth elementals, and a Flaming arrow caster, as he was using wildly Swarm and Howl.
So thanks to my pretender I had pushed him beyond the corridor and started to mass the new army to invade Nemeton’s core lands. My pretender took the neutral throne that was there [turn 40], and stayed there. Nemeton then made a big mistake and tried to take it [Turn 42]. She destroyed half of the army, and, most importantly, made them retreat in 2 different provinces. Given the geography, if he wanted to reunite them, he could only do it in 1 single place.
So I decided to meet him here, with all the units that could get there. Sadly, the archers couldn’t, only a bunch of mages, some autumn queens and some PD. I spammed a lot of Earth elementals, buffed with Iron warriors, and those won the day, destroying not only the army, but also almost all of the mages and a Sylvan [Turn 43].
At this point, it was over, he had no army left, all I had to do was to clean things up.
During the Nemeton’s clean-up I had reached Const 6 and I had started to build the charm-spamming mirrors national item. I equipped 2 of them in my army that stormed Nemeton and there I got my first Sylvan (the one that would later become a Hero with Heroic toughness, so a SC sacred chassis with 300 HP, E/N paths, built-in vine shield, and complete affliction resistance and recuperation) [Turn 48].
In the very last province of Nemeton, I found there were 2 Sylvans hiding. So I did set up my army to ensure they would not die and would succumb to Charm. It worked and I got both of them [Turn 50]. And with them, the unexpected Prize : a Nemeton’s national site tied to the presence of a Sylvan (meaning if there’s no sylvan in the province by the end of the turn, it disappears). And what this site does was huge : it allowed me to recruit Nemeton’s national troops AND mages !! So I started spamming Healers to heal my pretender (she had been blind for most of the war) and their infantry that was better than mine.
At that point I was a 44 provinces nation, with 1st Gem income (which would be the case till the end of the game) meaning 90 gems per turn. However, I was quite late in RP due to the number of mages I lost in the war and the high number I used embedded in my armies.
Finishing the Spooders
I had had a good NAP with Azarien, but they had done some mercenary work for Nemeton, spamming “Vengeance of the dead” on my pretender that had already more than 3000 kills. Thankfully that didn’t work and I got lucky in the 2 first turns, until I could raise her to 30+ MR. But this was a bit upsetting and would enter in my final decisions.
Azarien was also heavily engaged against Tortuga that was also fighting and winning against Ellujdnir. I didn’t have a NAP with Ellujdnir, but the geography didn’t suit me and I didn’t want to engage and I left them for Tortuga alone.
As a result, I dropped my NAP with Azarien and told him “if you win against Tortuga, I let you, otherwise your lands are better in my hands than the pirate’s ones”.
In the end, he got badly defeated and by turn 50 I raided widely, taking a lot of lands, some of which should have probably been for Tortuga if he had had time.
I tried to charm some of his mages as I did with the sylvans, and if I could get a very good S2D1B2 (Turn 52), I also discovered that Arcane Bolt was a very deadly spell against my mages and troops. I lost 2 queens to this and got much more cautious afterwards (this happened Turn 54). And in the end, I only got this one mage (but it was a very good pick, and he himself was very useful afterwards)
Now a 59 provinces nation with 140+ gems per turn (turn 54).
The Ultimate Gate
So the province where I could recruit druids had become very important. It was even more when I found there the Ultimate Gate (turn 57), a site reducing all Conjuration spells by … 40% !!!
Later, it was very useful to get 18N Ivy Kings, 17D Mound fiends, 18F Flame spirits, 24N Fairy Queens (very important as they had crosspaths to some important national spells, and opened me to A4 and fog warriors), 54S Ether Gate, and more (Sea king for 33W, wraith lord for 24D, Fairy god mothers for 2D instead of 3D, Dark knowledge for 2D, etc…). I could have also taken elemental royalties for 30 gems but it looks like all were already taken…
In the very late game, I also stopped summoning knights in shining armor and started to spam my national dragon raiders for only 15N (instead of 25N).
The Tortuga Pact and Slumber
After Azarien, I was close to attack Tortuga, just because he was too big. But I figured out it would be detrimental to both of us. Also, this meant we had a huge border, north and south. If any war would occur, this would be a very complicated 3-front war …
So I made this proposal : we spare ourselves the headache of being at war, go for a NAP-6 and whoever gets 5 thrones wins the game. He agreed and I could reduce my border armies with him (still keeping something, but confident enough to send the bulk of my troops and mages into other wars).
However, it is to note that after Tortuga conquered both Azarien and Ellujdnir, they first took time to cleaned-up all of their unrest (partying pirates create a LOT of unrest) and then started to enter in a deep slumber. The player (and creator of the mod) couldn’t really find time and motivation to go on and mostly stockpilled stuff and stalled. In the end they would launch a massive attack against Fenrel, but their sleep would really favour me in the end (along with the Diamedulla situation that I talk about later).
The national stuff that went right and wrong
Elphame can summon 1 different high-quality mage queen per season, each with different crosspaths. You can “Break the Cycle” to limit yourself to 1 of them all year. I believed it was possible to break it with all seasons and had planned on it (but it shouldn’t have been the case and was only partially possible due to bugs in the mod).
Due to a bug related to the game being too big, I could never recruit Spring nor Winter queens and so my plan was thwarted. In the end I only broke the cycle in Autumn and Summer.
This brought me good and bad things : Autumn queens (E4/D2) and Summer queens (F4/N2), and both sites providing 4F2N4E2D per turn + 5 PR and 5 FR in my bless … but also +3 Heat to my dominion (not a problem) and +3 Death (nullifying my Growth 3).
It also made my cap not so interesting to capture, as those getting it would get the +3 Death and +3 Heat…
However, the first throne I got was the Throne of Gaia that gives +2 Growth. So it compensated part of it, in the end.
Also, the Knight in Shining armor spell was buggy, and using it on a province with an enemy scout would transform it into an ennemy knight that would attack the provice the following turn. This happened 4 times, all during the Nemeton war, meaning I lost 40N for nothing and had some additional problems to handle… I made it possible that Edranor and Diamedulla could get the said knights, and Anthikythera got one too (though not peacefully). The last one, I just killed it before knowing to whom it would belong. In the end I was lucky to have a province where no one sent scouts and then things got smoothly for a lot of turns (1 knight per turn).
This is also the reason why I rushed Alt 5 to get Mother Oak, which I got by turn 24 and kept till the end.
I also twice-borned all of my Autumn queens, but was disappointed when I saw they got (very) old age in their wight mage form, coming with various penalties, in particular a significant one in MP. I still did it though, because E3D2H2 mages are still useful. I believe Executor will fix this in the next version.
Finally, there’s a spell to revive heroes into knights in shining armor, even dead knights. Given I got a lot of hero slots, this meant those were almost immortal. My very first hero with heroic toughness got revived that way, and even if he was dead for many turns, he got the heroic toughness bonus from is ability boosted as if he had been alive all time (meaning 70+ HP). I used this spell 2 others times by the end of the game as I went reckless with my thugs.