• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
I just looove the Icetrap spell.. unless the mob is immune to banes (or elemental damage) they get a 2 turn stun. A godsend in saving stranded units under attack by powerfull enemies.
 
Basically you should either destroy those southern outbreaks or use your new "Lower lands" spell to sever the landbridge.

Off course the fun factor in letting them go boom can outweigh other considerations :)
 
A little nitpick. I believe the Demonwood is actually not a Dremer unit, rather it guards the Anchor.
Same with the Cockroaches from Hell (and others besides)

Also Im learning to appreciate the Archers of Helia for their range 3
 
You're right about the Demonwood etc. In subsequent games they pop up from time to time. I do love those Archers of Helia. They are the sniper unit in the game.
 
A little nitpick. I believe the Demonwood is actually not a Dremer unit, rather it guards the Anchor.
Same with the Cockroaches from Hell (and others besides)

Also Im learning to appreciate the Archers of Helia for their range 3

Both Helia units can whip right through pocket dimensions. The archers are slower but safer, the wolves are safer but a little more vulnerable (To vampires and Gold Dragons at least). Oh, and Spirits of Light are dang near invulnerable so... yeah through them in there too, why not?

I haven't watched all your let's play boss, but glancing at the most recent video, I can't help but notice the 16 research per turn on turn 100+! That's really really low. Make sure to grab a few ancient towers or infernal rifts to get that stuff going. Or if you find an Arethi settlement, consider making a research farm. In the long run, high level spells (Like agile mind, resurrect, vamp weapons, fire enchant, etc) can turn games around.
 
It's easy to get carried away with "nah, I don't need ancient ruins, I need gold" kind of thinking.

On the other had, cheap way to get some research for humans is to build mana trap and then library in several cities.
 
It's easy to get carried away with "nah, I don't need ancient ruins, I need gold" kind of thinking.

On the other had, cheap way to get some research for humans is to build mana trap and then library in several cities.

I take research over gold very highly early on. A single ancient ruins TRIPLES your research speed. Since a lot of middle game spells actually improve economic activity, it's very worth getting 20 or 30 fairly quick.

The libraries are very gold efficient (1.5 research per gold) but horribly bad at space efficiency. If you don't need the mana, not only are you wasting two build slots for 3 research, but you also are paying a full 3 gold instead of two (counting the mana trap's upkeep) for 3 research and 3 mana.

The most efficient is the Infernal Rift. 12 Research for 3 gold/food/mana. Converting the food to gold, it's a cost of 4.5 gold and 3 mana. Given that I'd gladly pay 3 mana per turn for most good enchantments, researching 12 faster for 4.5 gold is fiendishly awesome.
 
Dremer Mages! Yeeessss. The only good Dremer Mage is a dead (or Icetrapped) one.