Let’s Replay Lords of Magic SE (Balkoth) #18: Take Back One, Lose Another
Though we are on the verge of retaking the fire capital city, the damage has already been done. Not only have life had many turns to hire armies which can help shore up the weaknesses of their own faction units, every one of those turns has given them lots more resource generation that will help them field even more forces. The latter will stop as soon as we take the city back but the former are likely to hang around for some time, making our cities that much more vulnerable to attack until they’re eliminated. Then you have order who marshalled their main army to take the earth capital, though I doubted that we’d keep that for long.
Once the fire capital is well and truly ours again, we’re going to have make sure that it never again falls into enemy hands. This means imparting our enhanced levels of training upon the unit production buildings and hiring a full, high level army capable of defending the place but I’m getting ahead of myself. The first step is to drive the current defenders out of the city which has been surprisingly easy so far on account of the AI having no idea what to do with Balkoth’s ranged attack.
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