Weekly Spotlight: Sonneneve

Sovereignty is a turn-based fantasy strategy game for the PC. It combines a kingdom management campaign game with a general's level tactical battle game.

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Breca
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Weekly Spotlight: Sonneneve

Post by Breca »

This weeks spotlight is on Sonneneve, realm of the high elves...


Sonneneve is the wondrous forest realm of the High Elves. The trees are old here and grand, and shafts of sun find their way through the thick canopies overhead and stand like a cathedral of light upon the soft forest floor. Sonneneve is traditionally considered to be the most advanced of the elven nations. It excels in the arts, diplomacy and leadership.

Like Brogen Hur, Sonneneve signed pacts recognizing the legitimacy of human expansion as a matter of self-preservation during the relentless advance of the Boruvian Empire. However, unlike the dwarves, Sonneneve did not bend to the Code of War, which the elves simply take to be an institution that legalizes continued human expansion. Sonneneve would dearly love to bring the Wood Elves of Aevinwode to some mutual and lasting policy, and it views the Night Elves of Sirucil with remorse and sadness, as a parent might an errant child.
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Breca
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Re: Weekly Spotlight: Sonneneve

Post by Breca »

Sonneneve's flag...
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Breca
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Re: Weekly Spotlight: Sonneneve

Post by Breca »

Sonneneve's units...
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Breca
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Re: Weekly Spotlight: Sonneneve

Post by Breca »

Sonneneve's Druid


When a Druid serves with distinction, she may become a Legendary Hero. The player may choose one additional ability for her permanently:

Green Ley Lines: For the remainder of this battle, all Units you own convert their attacks to Nature damage. If you are in a Province with a Landmark, your Units gain an additional +3 Heal.
Sacred Grove: Play this card only if you are the Defender. Destroy all enemy units currently occupying an Objective hex.

Only one card may be played per turn.
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Breca
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Re: Weekly Spotlight: Sonneneve

Post by Breca »

Sonneneve's Ranger...

When a Ranger serves with distinction, he may become a Legendary Hero. The player may choose one additional ability for him permanently:

Relentless Tracker: Choose one Unit with Forester. That Unit gains Scout, Shackles, +3 Attack and +1 Move for the remainder of your turn.
Concealed Fire: Choose 1 Archer Unit you control. That unit retreats from battle. All remaining Archers you control reset their attack, if they have attacked already this turn.

Only one card may be played per turn.
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Breca
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Re: Weekly Spotlight: Sonneneve

Post by Breca »

Sonneneve's Sorcerer...

When a Sorcerer serves with distinction, he may become a Legendary Hero. The player may choose one additional ability for him permanently:

Blue Ley Lines: For the remainder of your turn, all Units you own convert their attacks to Illusion damage. If you are in a Province with a Landmark, your Units gain an additional +3 Speed.
Fountain of Wonders: Discard this card. Then exchange all remaining cards with your opponent.

Only one card may be played per turn.
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Breca
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Re: Weekly Spotlight: Sonneneve

Post by Breca »

Sonneneve's Spell Tree focuses on the glory of sun and nature:

Level 1
Wood Lore: The woodlands provide. Any Light Forest you own gains +1 Economy.
Elven Way: A Unit you own permanently gains Foresthome and -15% Upkeep.

Level 2
Sunbeam: A shaft of sun sears undead flesh. Target 1 undead unit in a province you own. That unit takes 60-100 Nature damage.
Morning Glory: The sun shines in radiant glory. All Evil units in your realm receive -2 Morale.
Singing Shafts: The air hums with arrows. All Archers in your stack gain Sharpshooter for 1 turn.

Level 3
Sea Storm: Hard winds and rain drive the seas. All ships in the sea zone take 10 Damage.
Sylvan Rebirth: Fresh green sprouts rise from burnt husks. Restore any forest province you own to full Economy.

Level 4
Spring Bloom: New life bursts forth with the coming of spring. Recharge Time of Nature spells is -1 and War spells is +1. Cancels Winter's Grip. May not be cast if Summer Haze or Autumn Harvest are in effect.

Level 5
Majesty: Your realm exudes majestic presence. Gain a +5 to your overall diplomacy while this spell is in effect.
Lifespring: The Lifespring bubbles forth. All non-Undead units have a 10 Heal while in this province.
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Breca
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Re: Weekly Spotlight: Sonneneve

Post by Breca »

Sonneneve's Landmark in Ledia...
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RedHawl
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Re: Weekly Spotlight: Sonneneve

Post by RedHawl »

Interesting, thanks for the update.
Breca
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Re: Weekly Spotlight: Sonneneve

Post by Breca »

Sonneneve Unit spotlight: Elven Longbows.

Elven Longbows rank among the finest Archers in the lands, and are especially adept at shoot-and-scoot tactics in forestland.

When Elven Longbows receive their first combat Medal, they may gain one additional ability of your choice:

Ranged Attack +1
Sharpshooter: This Unit cannot be counterattacked by an enemy Ranged unit.

When Elven Longbows receive their second combat Medal, they may gain a final ability of your choice:

Ranged Attack +1:
Evasion: This Unit may not be captured. If a capture is called, it returns to the owner's deploy pool.
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Athelas2211
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Re: Weekly Spotlight: Sonneneve

Post by Athelas2211 »

I really feel elves like these should have more advanced magical spells and powers as well as ability to counter global strategic spells...
and some quests for nations to revive elven empires or elven magical dominion over lands...
thenewromance
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Re: Weekly Spotlight: Sonneneve

Post by thenewromance »

athelasloraiel wrote:I really feel elves like these should have more advanced magical spells and powers as well as ability to counter global strategic spells...
and some quests for nations to revive elven empires or elven magical dominion over lands...
I very much support this idea. I believe I brought forth something similar in another thread, I'd love to have nation-specific quests, (random and/or secret) events and flavourful happenings such as reuniting an old realm (giving you bonuses and a name change), rebellion breaking out in a province making it its own independent realm, a certain combination of happenings in a certain place leading to either something great or something bad (awakening an old evil...), or maybe other world-shaking global events such as a terrible winter, the emergence of a new race from underground, or the return of dragons (or whatever beasts that were thought extinct).

Please make it happen! :)
Breca
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Re: Weekly Spotlight: Sonneneve

Post by Breca »

I like it...!


Breca
Athelas2211
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Re: Weekly Spotlight: Sonneneve

Post by Athelas2211 »

I am more reminiscent of crusader kings/Europa universalis with national questlines - this could be added as DLCs later to the game.

Please make the game modable as much as possible, so mods cvan introduce spells, spell efects etc..

also, more magic for elves please. I dont see how can they counter huuman L5 spells destruction of magic now...


EDIT: I'm so looking forward to allying with dwarves and all other elves and place humans under the heels of true rules of the world...
Scene 2: "introducing state wide tax reduction and fertility advices with potions for elven families who want to have more then 1 kid ina century!"
Fenroo
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Re: Weekly Spotlight: Sonneneve

Post by Fenroo »

I love playing elves. Unfortunately, every time I play Sonneneve, I get attacked about 5 turns into the game by Cragenwaste, and their armies are much stronger and start grabbing provinces. I've only just got the game so I've no idea what I'm doing wrong. Any help would be...helpful :)
Dunadd
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Re: Weekly Spotlight: Sonneneve

Post by Dunadd »

Don't choose the default campaign when playing Sonneneve - keeping the Dark Elf kingdom alive is almost impossible. Choose Power Games as the Campaign type instead after you've selected Sonneneve, but before you click 'Play'. Keeping Aevinwode alive as an ally is more possible.

First start recruiting archers at the start. They're the best unit you can get at the start and the core of your armies for the whole game. You can recruit any number of units at the same time that you have money for up until your training queue is full (and it has something like 15 slots).

Only reason to save any money is to have money to recruit heroes if they become available (a druid hero is extremely useful for fighting Palemoor, as he can get a skill that makes all your units do nature damage for the rest of a battle)

Second , as archers are under-rated in autocalc (because they only shoot once in it), i use the mod that lets you fight any battle on the tactical map even if you have no heroes.

In battles , even if you're attacking, keep all your archers in base to base contact, and any other units also next to an archer unit. This way all your units get supporting fire if attacked in melee - and an crossbowmen firing on your units will take damage from your supporting archer units firing on them.

Firing and then falling back a few hexes into the same formation repeatedly is fine too.
(Even falling back after having advanced in previous turns if necessary)

When units get experience, choose for Archers Move, then +1 Range (always Range, never Ranged Attack), then Sharpshooter. If none of those are given as an option take Discipline (makes them less likely to get Shaken or Routed due to casualties).

For infantry units you want +1 Move and Mobility most of all.

Don't bother taking Evasion - it just means the unit doesn't get captured if you're beaten or have to retreat and have nowhere to retreat to. And you can avoid that ever happening by just saving your game before invading any province, and at the end of each of your turns.

Try and get two bards eventually in each army - they can gradually build up experience in easier battles by killing off units that your archers have almost killed. You'll be able to get Healer ability with them eventually - and then Nature Damage (both of which are pretty awsome). An army with two healers is pretty nice.

Recruit the Unicorn as soon as you have enough money to spare and don;t desperately need more archers or light infantry (occupying Cragenwaste's province that produces gems - the one that also has a Research Point bonus can help here, as you need gems to recruit the unicorn).

After that some of the Elite swordsmen who are very nice indeed. They can join the shield wall but are capable of doing serious damage in melee.

Eventually you'll want cavalry too, and treants to take forts with (plus some other units which i won't spoil the surprise of), but they're not essential at the start.

Don't trade away wine early on as you need it to recruit archers - trade money for iron instead, or some other resource plus money.

Avoid going to war with Palemoor until you have defeated Cragenwaste and likely got whichever out of Jotland or Vessoi goes to war on you first weakened by taking territory from them.

Try and trade some money for iron as soon as you get the chance to get a few Light Infantry.

Don't bother trying to make full strength armies - an army of 4 to 6 archers, a bard, a forester, and some light infantry is plenty at the start (and the archers are more important than the light infantry at first).

What you want for your first war with Cragenwaste is to build up two armies like that, plus have some other bard units that you'll just use for occupying provinces , preventing rebellions, and forcing Cragenwaste to send enough troops to make your bards retreat, rather than just sending single units to occupy your provinces.

Always be recruting some archers, plus some bards or light infantry (when you've iron for the light infantry)

The next stage is to get your armies 4 to 6 light infantry, because those can form shield wall by being next to each other, boosting their defence, and you can deploy your archers in a line behind them.

The best spell you can get first is Woodlore, which lets you boost your Research Points to get more spells. The next one you want to get is the one that gets an entire army Sharpshooter for three turns. If you time when you use that spell well you can use it to get them enough experience that they all get Sharpshooter permanently.

Capturing any province helps - but forests and hills are the most use to you because they let you build the best buildings. I usually build Stone Circle (or if available memorial) followed by a Vineyard for extra gold income in hills.

If you get Cragenwaste pretty much beaten use two single units to switch between occupying its capital each turn, first moving one out, then the other in. Whenever Cragenwaste offers peace, make a counteroffer demanding something ridiculous. Cragenwaste will refuse, but you won';t take the diplomacy hit with civilised realms for refusing peace. And if you never actually annex their capital province, then you don't take the hit for destroying a kingdom.

Do not go to war on Brogen Hur if you can avoid it - trade with them for iron and stone for units and buildings instead. Once you're strong enough and have conquered Cragenwaste (and if necessary defeated Hadrigel and annexed its territory east of the river, and have two armies to defend the border with it) you can advance through conquered Cragenwaste to make war on the human forest kingdom that's always attacking Aevinwode (i forget its name), and gradually conquer it.

Try and avoid taking territory on the border with the Boruvian Empire at first to try to put off a war with them. But sooner or later you'll likely have to go to war with them too.

Once you've beaten Aevinwode's human enemy kingdom and the Boruvians - and the unrest in the provinces you've taken has fallen enough, give some of the provinces closest to Aevinwode to it. They'll benefit Aevinwode more than they'd benefit you as income from provinces falls the further they are from your capital.
Nomsat
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Re: Weekly Spotlight: Sonneneve

Post by Nomsat »

wow! Very nice explanation, thank you.
Breca
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Re: Weekly Spotlight: Sonneneve

Post by Breca »

The beta patch on steam now makes the Sonneneve easier, with respect to keeping Sirucil alive.
This is actually part of a general fix, that makes any "keep X Realm alive" a bit more manageable.
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