Introduction
Some time ago I tried to make an AAR about the Sweboz, which I named to "A forest of frameas", and posted here. But because of problems with my computer, that whole save was lost, and I did not feel like playing the whole thing again, rewriting it as the new save could and probably would turn out quite differently. I have now decided to try a new AAR as the Sweboz, which I will also call "A Forest of Frameas" just because I can't come up with something better right now.
Please note that, with the exception of above named attempt that got nowhere far, this is my first AAR. I'm not experienced at this at all, and my interest in reading AARs is somewhat low, so I will want comments from everyone who reads this. What is your overall opinion of this AAR? More importantly, what have I done good, and what could be improved? The reason why I'm writing this AAR is not solely to have fun, enjoy myself writing up history, or to entertain anyone dumb... err... unfort... willing enough to actually read this, but to train in my use of English, storytelling, creativity etc. If I'm not told what I do wrong I won't know what to fix, and if I'm not told what I do right I don't know what to build upon. It's as much a "fun thing to do" as it is a learning opportunity.
That said, I do hope you will enjoy my little tale. It won't rival the best stories out there, I know. That, as made clear above, is not the goal of this AAR. If you enjoy it, I will be more than happy enough just to know that.
House rules:
Strategy map:
#1: Garrisons are supplied by each individual settlements. A settlement can only have foreign troops in it until a government beyond pacification is built. Exception for when I can't (for example if I don't have the funds, or the population is so small I literally can't train one).
#2: Offensive movements must be lead by a general. Defensive movements are preferably too, but there it is not a requirement. But if there is one available...
#3: Buildings can only be built if there is a family member within the city or province. Queueing buildings can only take place if the general has spent at least one turn in the settlement itself. In type 3 or 4, a diplomat may act as a minor family member, being able to build buildings, but with one turn idleness between each building, and no queueing. If he leaves the settlement, if only to return the same turn, he can't build anything no matter the circumstances.
#4: Likewise with the training of soldiers. Exception is for levies if the village is threatened, but when the threat is over those levies must be disbanded.
#5: No more than 2 units of slingers/army.
Tactical map:
#1: General cam, always.
#2: Tactics by how smart and brave a general is, not necessarily how tactically sound they are.
#3: If the general dies during the battle, all units must be put under AI control. After all, the one I'm playing as is dead, so he can't give orders anymore.
#4: No exploiting the red line.
As a last thing, I would like to make a special thanks to madmatg, who helped me with the linking. Thanks!![]()
Chapter 1: The Uniting of the Tribes
Episode 1: A vision is born
Episode 2: Gáwjám-Kimbroz
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