Formables for Goblins and Orcs
By - MrPagan1517
There are three Orcish formables in Escann, one for each region, all with unique ideas and missions.
There is Frozenmaw to the north which is narratively heavy and very fun to play.
There is an Orcish formable in the Deepwoods, although it's not formed by normal means.
There is an Orcish formable in Bulwar, which has a flag, ideas and a unique government type, but no missions yet.
If you're on the bitbucket build, each cave goblin nation has a unique mission tree and unique ideas that you switch to at its end.
The Dragon Coast Kobolds have a formable with a mission tree that gives you a choice between to very different paths.
Remind me where Bulwar is again?
Across the mountains to the south of the Deepwoods ruled by the Sun Elves
Thanks! How do I see what build I am on? I just have the steam workshop version
If you're on the steam build, you won't have cave goblin content, but you can get the bitbucket build from a link on the discord.
Join the discord(there is a link at the mod page on steam) there is a video of how to do bitbucket and the latest bitbucketversions of the mod are downloaded there
If you play as the orcs in escann they have a formable for each region similar to the adventurers where you need 5 provinces in a region to form the nation. The best starter orc position in escann is bladebreaker, they have orc "adventurer" mission tree.
Try out Mire Maw,they start in the swamp next to Alhmidir and are supper hard,one of if not the biggest underdog I have seen in this mod. They have a flag,ideas,a formable and a mt for it and expanded with it's formable
Come on now, that's just cruelty.
The most fun that I've tried so far is the Deepwoods formable Tugund Darakh. The flavour around this one is really interesting and it has a completely unique set of objectives. Difficult to get it right though. Once you know what you're doing the elves are beatable, but for your first run at it they can be a pig to deal with. You then need to deal with the unique government type that you get when this nation forms, which has some advantages (much greater chance of getting a powerful mage ruler, loads of manpower bonuses) but also some enormous drawbacks. You get -40% institution spread, -75% gov reform progress, -50% improve relations and a couple of other maluses which don't seem that bad at first while you're laying waste to the elves using your powerful mage rulers and limitless pool of manpower, but which can be absolutely crippling later on. All of your military advantages eventually disappear if you don't find a way to keep up with institutions, and it's virtually impossible to get any allies. Lots of fun though.
Is Tugund Darakh fully developed at this point? I think they're the most interesting faction, and I'd love to do a full playthrough, but I'd prefer to wait if the "world tree" stuff isn't finished yet.
I'm not sure tbh. I don't know how the world tree is intended to operate. Also, truth to tell I never played that bit through to conclusion because by the time I'd gotten it all up and running and started getting the roots down I'd realised that I made a ton of mistakes earlier in the run which meant I was way behind on institutions, tech and particularly governing capacity which was crippling me, so I've started again with a view to doing it better.
They seem to be a faction that has the potential to be enormously powerful and fun, but you kinda need to plan what you're going to do with them.
mechanically works fine, missing a lot of lore
> don't seem that bad at first
oh, -2 building slots per province ABSOLUTELY seems that bad
Sure, but you don't realise that until much later if it's your first playthrough. I was talking about the emerald horde gov type and how it can really slow you down in the midgame if you don't prepare for it. That's the main reason I bailed on my campaign and started again. The 'obvious' way to play them is to go hog wild on the elves as soon as you can, conquer most of the deepwoods as quickly as possible before they get a chance to match your military power and your awesome mages and then consolidate afterwards. That's what I did, but then I burned through so much admin points coring all the provinces that I fell waaay behind on admin tech, my already torturous rate of gov reform growth slowed to a crawl, getting hold of colonialism took a ridiculous amount of time and my governing capacity was way too low to deal with all the lands I was taking in Escann. I didn't think about any of these things at first.
Solution to the Escann problem would have been releasing and feeding an orc or goblin vassal in Escann, and just keeping a few choice exclaves for monstrous conquest CB, no? Likewise for Deepwoods, all you really need to keep for yourself are the Verdant link gateways. Everything else you can feed to monstrous vassals; then annex them all at once.
I actually was playing as the Emarlad Horde orcs and has a vassal for that exact reason,but when it came time to Annex them the game seemed to think that annexing them wasn't possible,or it had a "unknown" timer at the least.
Probably super low Diplo rep
That might have worked. As said already though, diplo rep can make annexing vassals very difficult. It's hard to even get them to 190 relations (or at least it can take a very long time) because of the improve relations penalty that you have.
You're right though, I didn't really play it optimally. In fact I made loads of bad mistakes. Another was that I took religious ideas early with a view to rapidly converting everywhere to Ashentree. This seemed thematic and it certainly helped integrating the elves, but it was also a major sink for admin points and left me falling even further behind. What I've done this time round is go slower on conquering all of the deepwoods until I've been able to dev spam my way to colonialism quickly and keep up in admin tech. I really underestimated how slowly institutions spread in the deepwoods because of all the low dev choke points that exist there, and it's exacerbated by the maluses you get to institution spread and embracement cost. By expanding too quickly in my last game I ended up in a situation where colonialism was almost unobtainable and it cost me about 6000 crowns to embrace it in the end.
> By expanding too quickly in my last game I ended up in a situation where colonialism was almost unobtainable and it cost me about 6000 crowns to embrace it in the end.
Just an FYI for future, an acceptable strategy for devving an institutions with that high of an embracement cost is to dev it fully once in a province with dev less than 30 but greater than 20.
Then once its devved up, dev the area around it until the natural monthly spread in each province reaches about just three decades or so. Once you actually have a province with an institutions your goal basically becomes softening the blow of the embracement cost yes? So just rinse repeat this until the embracement cost has reached a level you feel more comfortable accepting.
There's no real penalty besides corruption from falling behind in diplomatic or admin tech, so as long as you don't blow too much military power during this dev process, you should be fine, all while improving your overall country.
Anyway, what this should come out looking like is essentially one 32 dev province surrounded by lots of 10-15 dev provinces. Then in the future, you can dev an intuition in the province adjacent to the 32 dev province, and so on etc. Creating a core of high dev provinces is generally a good idea early on, since it makes institutions devving a lot easier, and a lot faster.
Its optional in places like Europe/Cannor or East Asia where dev already starts fairly high (meaning intuitions that are present already spread quickly). Its essentially mandatory out of Europe particularly in low dev places where a lot of your dev is spread across lots of really low-dev provinces.