Humans

Roleplay Info

Image:human.jpg

Humans are the most versatile race in Shadowmere. Through their excellent mastery of the feudal system, the human rulers urge the sturdy human peasantry to produce more food than any other race and with their cunning in dealings and insight in economic workings they can manipulate the market to their own advantage. Their main strength is their adaptability. Though not naturally proficient at anything, they also have no particular weaknesses and can turn their hand to anything. Humans are well-known for their use of arson and poisoning water to defeat a fortified enemy.

Strengths

Superior food production and 50% bonus on income generated through taxing. Humans are not overly poor at anything.

Weaknesses

All human troops are relatively weak unless studied. Humans are not especially good at anything except farming and economics.

Special Ability

Arson - Using the power "given" to them by the Gods, humans can set an enemy kingdom ablaze! For combination purposes this is the spell Fire. Magic skill and population determine the strength of Arson.

Poison Water - Brute force and steel can only do so much. Sometimes a drop of the right potion in the right place can achieve so much more... Magic skill and population determine the strength of Poison Water.


The Numbers

Troop Percentages

Troop Quality
Archers 100%
Assassins 100%
Clerics 100%
Fighters 100%
Mages 100%
Rangers 100%
Thieves 100%

Food Modifiers

Type Modifier Description
Food Consumed 1 For every 1 unit of population or military, 1 food is consumed.
Food Produced 2.5 For every 5 farm parts, 2500 food is produced
Population 0.25 Population will grow by 25% per turn if housing and food are available.
Cannibalism 0 More information on Cannibalism

Equipment/Construction

Type Modifier Description
Build Rate 1 Laborers are normal when constructing Buildings.
Build Equipment Rate 1 Laborers are normal when constructing Weapons, Armor, and War Machines.
Armor Usage 1 Armor usage is normal.
Weapon Usage 1 Weapon usage is normal.
Armor Study 1 Armor study is normal.
Weapon Study 1 Weapon study is normal.
War Machines Production Quality 1 War Machines are produced at the studied quality. (i.e. 100% study means 100% war machines.)
Laborers per War Machine 1 Number of Laborers required to handle a War Machine is normal.

Misc.

Type Modifier Description
Assassinate 1 Assassins are normal when trying to assassinate others.
Loot 1 Thieves are normal when trying to steal from others.
Mana 1 Population will produce mana at the normal rate.
Morale 1 Morale changes at the normal rate.
Mutiny 1.2 Read more about Mutiny.
Search 1 Rangers are normal when exploring for land or food.
Spy 1 Spies are normal.
General Study 1 Study of non-magic areas and general magic skill proceeds at the normal study rate.
Spell Study 1 Study in realms of magic proceeds at the normal spell study rate.

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Strategies

Arson and Poison Water Combinations

If you cast multi-turn Bless and then Arson, you get a undispellable Purgatory. If you cast multi-turn Drought and then Arson, you get a undispellable Inferno. If you cast multi-turn Earthquake and then Arson, you get a undispellable Volcano. If you cast multi-turn Rain and then Human Special Poison Water, you get a undispellable Acid Rain.

This is a nice prep tactic early game when you lack the mana and spell study to cast inferno at a sufficient strength. This strategy should be used against targets who have all their housing filled to the maximum, since unhoused troops refuse to fight.

Equipment

Although humans only produce equipment at the quality they have studied it, it is worth it. Due to their food humans can have a lot of troops and thus also use a lot of equipment. A 500% fighter with a 2000% weapon and a 2000% armor will fight like a 1200% fighter. Being able to build the equipment yourself is necessary, if you do not want to rely on the local dwarf, minotaur or goblin.

Food

Humans have a very good food production. Somewhen you will want to have even more troops on your land. The spells fasting, gaea's presence and create food are what you need. If you have rangers, you can also hunt for more food. Later on (5-10k land) you may want to go into full defense mode. Therefor you must convert all your villages farms into barracks, OPs and GTs - a state where your kingdom does not produce food nor gold - be careful! To do that you must be able to rebuild all your land in one turn. Get granaries and collect food. Maybe use the spells mentioned above in addition or ranger farm. Once you have enough food, destroy all villages, farms and granaries. Build defense in one turn. Buy more troops from the OM, if you have excess gold. Done. To get back, you should have enough gold (and vaults) to rebuild all your villages and farms in one turn.


Poison Water

Poison Water is resisted by scholars. If your target is low on scholars, this special is a super prep which kills up to 10% of the enemy's troops.

However, if you have poison water studied and your target has no scholars, you should cast the spell poison water at max duration and obscured (as much mana into obscuring as into spell). That way your target has limits when he/she wants to retal.

Troop study

Troop study is usually an option once you are on higher land (at least 5k, better 10k land). To fully understand troop study you should play with Stein's study calculator

Links