is hugely underrated. If you're fighting someone at home
pick Parley, and then Conciliate at the beginning. A highly
Diplomat on your circle can talk a lot of clans out of ever
you and just go
home.(even against clans that hate you) No fights, no wounds
to worry about healing or new swords to recruit. Most clans will
accept parley and if they reject conciliate you can still fight them
with opening moves like Skirmish. Some Excellent rated Diplomacy
clan members are pretty strong at conciliate, but by Renowned or
Heroic you can
parley conciliate out of a lot of battles.
Six Ages Ride Like the Wind Thoughts / Tips
to put someone with at least Renowned Combat ability on your
circle and a second best fighter.(in case the first is injured/killed)
Learn Elmal Guards the Sunpath God Story and get the
reward to enhance the quester's abilities to raise combat ability. If
people are 60 or older their kind of at risk of dying out so balance
that consideration with who you train up.
Dostal Elk Hunter Ritual will also improve males' combat ability.
Gamari Horse Mother ritual can improve female combat ability as
well but the mission
tends to be harder in my experience. If you're going to boost
someone's attack with these 2 rituals in combination with the Elmal
Sunpath one, check first if the worsipper is selectable in the
Guards the Sunpath story. I'm not sure why some worshippers don't
qualify for it sometimes. (Females might have to be Osara worshippers to qualify)
Have someone from each family
on your circle and males and females to get the most magic during
sacred time. The extra magic is worth having to balance abilities.
you're not confident in Conciliation, paying a tribute to a few raiders
of around 20 goods/cattle can be cheaper than worrying about healing
later. The more you're outnumbered the more it will cost to make a
a clan hates you early on, sending an emissary with 20 or so gifts can
often get them off hating you. (Or some 5-7 horses)
fortifications I'd get would be Watch Tower, Stake Perimiter, and
Stockade, then whatever else you can pick up. If you don't
early in the beginning, you probably won't get raided too much even in
harsh. Stockade is kind of expensive so you might have to
it a little with setting up shrines. I'll list shrine preferences
more you attack clans, the more likely they'll attack you later.
an ally early. Always ask them to join you when raiding a
bottom right screen) You can also choose to send an emissary
an ally and Call on Favors with them on the emissary screen. (they do
infinite favors) Select the relations screen, then the emissary screen,
and select your allied clan. Now slide your options in
the top center where it says goals, choose Call on Favor. Even if you
don't have a favor owed you can "call on favors" to your allies.
You can often ask for magic from your ally and they will give
2 points or a blessing (like improved war magic) free as a favor.
You'll call so many more favors than they'll ever ask of you. Proposing
an alliance with a gift of 20 or so goods/cattle is usually a safe
chance, especially if they like you already. Magic favor
may depend on the clan you ally with. A clan with a magical reputation
might more readily share magic while others might not have any
available. Just don't give all your goods when proposing an alliance
because they somehow know and don't trust you when you do so. You can
also ask free favors of information on new places to explore from
a single level Erissa shrine built. You can play through the entire
game without any magic besides healing and actually get on well through
it. You can literally have all the other magics in this game and not be
able to beat it without healing magics in some way. Learn the
Cure and Healing blessing. If members are more injured or sick, you can
select the shrine menu and swap between automatic curing and healing, the
shrine heals/cures a good number of members in between seasons. Its
overall more effective than repeatedly paying to heal.
at your own home gets you trade and exotic goods which makes setting up
trade routes easier as more clans want your stuff. It can also
boost amount of items crafted in a year. Of all the places to
explore, home is the most reliable rewards.(I think about 6 or 7
exotics can be found, but 4 is usually a good minimum to strive for)
There are some great things you can find
exploring elsewhere, but I wouldn't make it a priority outside of home
exploration. You can get quite a few random rewards just traveling to
no where in particular.(still wouldn't prioritize but fun)
Inilla's Find blessing can help if your characters are having
trouble finding exotics.(usually doesn't take too long though)
up God's Rituals gets clans to like you less while succeeding gets
better relations. Especially if they join your rituals. Be careful not
to ask Wheels to rituals or do things that can offend them in it.(Like
doing bad things to Samnal) Doing Ceremony
venture improves your chances of succeeding in rituals and can get you
up to 2 Magic points.(Don't have a shamam do Ceremony Ventures) Pay
attention as sometimes Ceremony ventures will warn you they went poorly
means a ritual could go poorly. Using a point of Ritual magic
sacred time, improves success in God's Rituals. If you're not
familiar with the rituals, the least frustrating way to go through it
do Ceremony venture first part of Sea season and then do the
Ritual the second part of Sea Season. Sacrifice 20-30 goods/cattle.
Then you can always restart the year as you get to know what does and
doesn't work in the rituals. There is always a chance things fail
anyway even if you do them "correct".
you do the rituals look at the abilities of your character. Sometimes
you're better off using options that are not quite what happen in the
original god stories. Like Elmals sunpath, recommends high leadership
members first, but you can be better off going with a Excellent combatant
and just using an offensive answer every time. Although they recommend
a worshipper of Elmal, someone with real good abilities such as in
combat can trump that.
you get different reward options even for getting through the rituals in
favorite rituals are Elmal Guards the Sun Path for boosting a ring
member's combat. Busenari's Story for Restoring your pastures reward.
100 Cows is tempting but restoring your pastures improves things
overall and gets you out of having to Restore Pastures for several
years in the ventures which takes a much greater toll on cattle.(Do
this ritual when members start complaining about over grazing and
needing to restore pastures) Again, another example, if you've got a
Busenari worshipper with fair food ability, and a different worshipper
with something like renowned or even Excellent food, the higher rated
member might perform better than the traditional worshipper. I like
doing Ekarna's story if you have someone that can pull it off and you
want to improve a members Diplomacy ability.(If you can get them to
Renowned its especially worth it) Taming the Black Eel River is useful
for getting more trade and raid options.(Oslira is not as useful early
on) Hyalor Tablet maker can get multiple clans to like you
but it can be a bit annoying to succeed with sometimes and backfire.
Dostal's Elk Hunter can boost male members attack ability.
Gamari Horse Mother ritual will boost female members attack
abilities, though it tends to be harder to succeed in vs Dostal's
ritual in my experience.(The reason maybe because I usually tended to
use a Gamari worshipper, and they tend to not be both good in
Leadership and Combat)
have someone with high combat skills in Hyalor Tablet maker ritual,
winning in the combat oriented portion can get treasures that
reward you for winning combat in a
certain way.(Probably renowned or Heroic fighter with War magic
allocated) My favorite treasure to pick woud be the Marten Skull
which gives you a point of magic everytime you win battles with Fierce
Spending magic in Sacred time on War magic will boost your combat
oriented decisions in rituals while Diplomacy helps negotiations,
bargaining and political actions. Harmony magic in sacred time
can aid some singing actions in rituals.
it might be your instinct to only use goods for sacrifice, you're
sometimes much better off sacrificing 7 or 8 cattle, especially early
on. You have a whole
lot more cattle you can use up early on. Think about putting a
Ritual magic as it makes shrine rituals usually run pretty
that's superstition) Clans with 300 or so cows can still be
pretty functional. There are more ways to get food than in King
of Dragon Pass and you don't need nearly as many cows initially because
you've got an Inilla worshipper, use them for foraging especially when
food runs low. Just sending them out a short distance on the plains on
a piece of land not owned by a clan is a pretty safe bet.
magic in Fields and Wilds during sacred time can generate quite a
bit of food.
I like particularly early:
Pela - Boost Food and guaranteed in a single learning
Usually first temple built. Choose Taking in farmers in the origins
story to auto teach it to you. Make sure to use convert pastures to
field venture when needed.(5 or so years it pops up)
build a one level
shrine swap between Healing and Curing blessing between seasons
depending on whether you have more people wounded or sick. (Usually wounds but sick people can pile
up too) It's tempting to continually pay goods to bring back soldiers,
but a shrine brings them back pretty quickly. Instead I'd recruit more
swords typically if you want the army rebolstered. Then when Erissa's
shrine heals your other swords you have even more to fight with. Of
course paying to heal/cure immediately is sometimes worth it.(And can
be done if even if you already have the blessing as a regular default
in your shrine)
Dostal Sure Shot
- Boosts skirmish attack and food.
Ekarna - Build Shrine with Market ritual. Get a
second level built if you start to get weekly trading seasons. Swap between
Silvertongue and Trading bonus when you want to trade.
(Foreign understanding might be good at times...)
Elmal - Get Flame Lance and
recruit a lot of Swords. This combined with a high combat leader
and Osara Fire arrow can do a lot of damage in combat. Eventually
a second level for Morale or perhaps Steadfast
more if you don't raid as much. Usually 2 of those are good enough. But
level one's an option in the future to have all 3 blessings.
Osara - Fire
Arrow - Great especially with skirmish. Reduce enemy numbers
before using more chance based options in combat.
Pathfinder - send out
pretty good combat ability explorers and 12-15 bows and 2 Swords
typically. May reduce this temple after getting some exotic goods
explored at home. It might make foragers safer too so think about
keeping. Don't send your best fighters out as its too risky
them to die exploring. If you spend one point of exploring and
have this shrine up, your explorers usually don't mysteriously die.
If you spend 2 points in Exploration they almost never do.
Crafts - seems worth it.
Consider adding Busneari, Inilla,
- for Rootle or Milk Blessings as needed. Adviser's complain
lot about food so I'd recommend checking wealth to see how few seasons
of food you really have. You could have half a year's worth of food
they'll still worry for one reason or another. It is bad to
out of food so its valid to consider. You can use forage or
hunting ventures or exploration foraging to make up for shortfalls.
know the instinct is to just keep building all these temples and
fertility but sometimes I've found reducing levels or the amount of
them is the better move. More hasn't always worked out as best.
here's my shrine abuse tip. Let's say you've got 40 or so goods and
you're in late Storm Season. And you know you can't/don't want to try
to meet the temple goods obligation.(Lets say its 60) Just send a
caravan out to trade with. Trade goods for herds. Look at the top
center where it says sell/buy. Choose the dots circle with most
dots.(Sells more goods at once) One shrine will get destroyed in Sea
season because you can't pay upkeep. The rest stand.(And
usually level 2+ temples don't fall apart) Then just pay ten
goods to rebuild the broken shrine next season. You don't want to
do this all the time but it can
be better than just losing all 50 goods and having a shrine fall apart
anyway. I'll also send a caravan out with large amount of goods if I
fear I'll be raided and won't be able to defend it.
all else is going poorly resource wise, look to trade horses. They may
seem insignificant but they trade for a higher value and can get you a
good amount of goods/herds for 20 or so. If you trade both horses and
goods at once, you can get up to about 120-150 ish of cattle in exchange sometimes. It is also why raids can be more
rewarding than they appear at first.(Succesful
raids get about 20-30 cows and some odd amount of
When you go to the trade screen click on the adviser with the
highest bargaining. They'll tell you which clan is most likely to have
to highest type of herds/goods/ or horses to sell. (Better
bargainers trade for more goods)
you click on the combat screen, advisers can tell you who the weakest
clans currently are which can be worthwhile doing if you're just
looking for small victories.(Advisers sometimes conflict with advice
though) Just be careful not to antagonize too many clans or antagonize
one repeatedly as they can more actively try to harm you.
while most aren't tremendously great, there are some that are
especially nice and easy to use for freeish when you don't really want
to spend resources in a season.
combat strategy, get those shrine improvements and a high combat
ability ring member.(Especially Renowned or Heroic) If you have good
skirmish from Dostal Sure Shot and Osara Firearrow, it's usually the best opening
option. You can sometimes skirmish multiple times in the beginning. If you're opponent has a lot more soldiers it may be
better to do Conduct a Battle Ritual option and choose Battle
before getting possibly charged in the beginning instead. After
skirmishing/ritualing there is often an opportunity for slaughter.
I often do it to reduce their
numbers. It makes the clan hate you more but not a huge amount and can
even your odds. If you lack both good skirmishing blessings, but have
fairly even numbers, consider Charge as an opener. Can throw opponents
off guard. If you have a heroic member and it has Let the Hero have
their day option choose it, I usually slay as many footman as possible.
is more to combat nuances but if you want to be lazy, follow this
strategy: I often just alternate between press the attack/hold
your ground and
fight fiercely. If I'm more confident mostly fiercely. Some
groups are really punishing, choose survival and evade till you succeed
or unless you somehow get a special opportunity to turn the fight
around. Just let the raiders take what they're going to take.
bad ones can often beat you and kill ring members. Sometimes
its worth fighting anwyay.
Always bring allies when raiding someone. It's usually worth
to have more soldiers than you need on a Raid and risk being stolen
from at home then to fight a Raid, lose and get very wounded and then
still not defend well at home. An ally who is more Warlike tends to provide more soldiers.
more fortifications you have, the less clans take from you / surprise you. It's
sometimes worth just retreating at the opening and letting them take
whatever. Especially once you have fortifications which protect
Treasures. (I believe Stockade does but maybe its Stonewall) Clans can
destroy Watch Towers frequently so remember to rebuild them. Sometimes
they destroy other fortifications if you let yourself get beat up a lot.
to recruit 20+ swords. Recruit outsiders as well as within your clan to
improve the chances of getting the most swords in a season.
If I'm getting annoyed at a clan raiding I will try to raid twice and
choose the kill many option twice. Then demand tribute.(If
won) If you have a large sword army and beat them like this,
demand of tribute can often keep them off your back.(they will resent it
though) But even if its just a one good tribute, it mostly
them from ever attacking unless your army dwindles too much.
Keeping some clan or 2 off you ain't a bad deal.
always end tribute and resume raiding. If you set you're army
real well, tributes can pay off a lot. Wouldn't recommend
starting out though.
to keep a point of magic available after sacred time or get more from
an ally. They get you out of bad events and you can reliably save
people's lives with earthshaking magic rescues in combat, or stop other
clans from joining your enemies in combat.
the beginning of combat at home consider choosing Survival, as the opening option when outnumbered. I like
the Evade option into Flee at home especially if I'm outnumbered or the match
not going well.(which you can't do if you choose drive off / kill)
If you get all your
up and a strong trade route setup, you can literally play through the
game retreating from every battle you encounter.(not fun
Conciliate is so useful with a strong Diplomacy ring member! And
tribute parley can be worth the price of avoiding cattle and soldier
losses.(They have to be done at the opening of the battle)
The origin story option of Milk Blessing in the wiki is not
I'd set in stone recommend. Whatever you pick, influences what your
clan is like. But whatever blessing you pick,
it describes what your clan is like. Like the clan is known for being
great Negotiators (Diplomacy) or great Bargainers(Bargaining) I can't
100% say how much this influences the clan generation. You can still
get Renowned Combatants and generated a clan that was more Diplomacy based.
So choose what you want based on what you want your clan to be
better more at. Its just not 100% guaranteed they'll
be top fighters etc.
Successfully setting up trade routes will get you more goods each year.
Visiting every wheel, rider, or ram clan can enable you to
sustain one more trade route per year. Clans that are friendlier
are more likely to set up trade routes even if you don't have
exotics.(also depends on your trader's bargaining ability) Try
purple clans first, red ones last.