Faction and difficulty should be enough
About "win ACT 3 boss" instead of just surviving him using your defense. It does not make too big a difference for Order (15 min vs 19 min). I think it would slow down the other factions more, but not a good category
Majesty 2 - finished 16/16 IL , just need to take time to do a full game single segment
Eliminage Gothic - I have segmented save files showing you can get to the boss while skipping 7 dungeons and successfully kill him while very under leveled
Age of Wonder 3 - finished 5/6 IL for elven campaign, shouldn't be too hard to do SS because I remember my casual playthrough basically finished the final map with starting units
Damn, now I feel bad for giving up on a any% recording... Kept reseting around the 7th level.
Maybe I should be in a different mindset and just finish the (1st) run no matter how sloppy it is.
3 levels with restricted units, then 7 levels of werewolf rushing. When I say "lord werewolf" the intention is to make werewolf building 3 at very end of level and choose the level 1 as the Lord.
New Subjects of the king
Goblin regeneration spell for tanking, rats for damage. Spearmen flee in terror less often.
Sliver of immortality
Timer mission. Destroy 5 portals north of base early. Expect groups of 9 heros attacking day 30 - they can go on either your base or direct on lich guild. You have better army quality but poor AI. Let them walk in, then attack flag them closest to furthest for consistent result.
Power of minotaurs
1 goblin for Regen spell 1 ratman for explore, then get 2 lich guilds. To destroy ancient guard towers make sure to use inn to group into 2 parties first.
Chosen by the plague
Get 2 werewolves and go. Ignore humans.
Dwarven gratitude
First boss. 2 werewolves + lord werewolf+ 2 koatl.
Elves and dragons
1 werewolf can kill elf village. I like 2 werwolf + 2 koatl for temple of Helia.
Gift of lunord
2 werewolves+ 2 lord werewolf. Lich guild to spell kill repair peasant.
Mystic tavern
Semi timed. Killing tavern early needs testing (minimum strength to survive level 40 heroes uncertain)
Ritual of death
This level crashes a lot for me so it's difficult to plan. Mix wizard tower cheese with werewolves.
For crown and honor
Building temples is forced. Temple archers have highest damage. Get 2 temple healers and 6 temple archers(highest damage) remember monster temple heroes need to learn skills at guilds unlike humans
Boss damage chart (after boss resist)
Level 10 hero - blacksmith 2 for ogre/dragon/rat - blacksmith 3 for rest
Ogre: krolm-70 elf-45 wizard-38 rogue-35 ranger-19 warrior-19 cleroc-9
Dragon: elf-45 rogue-27 wizard-27 ranger-19 warrior-13 cleroc-6
Rat: elf-45 rogue-43 wizard-27 warrior-22 ranger-19 cleroc-6
Lich: wizard-115 krolm-70 krypta- 68 agrela-53 helia-53 daurous-45 elf-45 rogue-35
Skeleton wizard-98 krypta-63 krolm-53 agrela-49 helia-35 elf-30 rogue-27
Advisor: krolm-70 helia-53 daurous-45 elf-45 wizard-35 rogue-35
Balrog: krolm/helia/wizard-35 elf-30 krypta/daurous-22 rogue-18
Ranger - 7/16 levels
Royal Advisor Mansion, Engine Commerce , Great Towers, Shadow of Pastx2, Mortal Foibles, Demon Advisor, Return of Majesty
In early levels , putting a defend flag directly on peasant is good because of their range and the faraway buildings needed. Shadow of Past has a day 15 werewolf to deal with. In boss levels they are ONLY used to pre-level.up archer of helia.
Warrior 3/16 levels
Big trouble, Demon Advisor, Return of Majesty
Used only to pre level blademaster
Cleric 12/16
Engine Commerce, Baron's Billx2, great Towers, Shadow of Pastx2, Big Trouble, Royal Featx2, Trouble with Afterlife, Eternal Love, Pretender Kings, Demon Advisor, Return Majesty.
Usually they're the healer. For Great Towers and Royal Feat they are needed for a monster rush (skeletons and flying serpents) For last 2 levels do not spend revive money on non agrela healers in boss fight
Rogue 14/16 levels
Not on Great Towers, Shadow of Past
Best hero on non-boss levels and first 3 bosses. For lategame levels they still clean normal enemies off the map especially holy ground elementals so that temple heroes can take over around day 25-30
Wizard 3/16 levels (building only 7/16)
Mortal Foibles, Trouble Afterlife, Eternal Love
Empty Guild + Magic Bazaar pays for itself in 9 days. Use all long levels. Wizard (heroes) need to do 15,000 damage to get level 5 , when they become like a better stun-rogue. This is easiest of their is high hit point monster lairs visible from start (bear den / plague graveyard). 2 bosses are weak to magic.
Dwarf 1/16 levels
Shadow of the Past; because the developers hold a gun to players head and make them. Dwarves have same damage as rogues. Ogre/Rat/Dragon : rogues survive to end so don't need dwarvel. Skeleton/Lich: Dwarf can survive but he hits the boss back very very slowly. Advisor/Balrog : I need so much money for temples - no room left dwarfs
Elf 4/16 levels
Big trouble, Royal Featx2, Pretender Thronex2, Demon Advisorx2
Elves deal highest damage to 2 bosses and 2nd or 3rd to the other 5. (Consult chart). Elves are delicate at level 1 and even if you gift them gold they don't always shop right away. Once they have their 10 potions (revives) and their damage, they can go crazy.
Krolm 3/16 levels
Big Trouble, Demon Advisorx2, Return Majesty
Only for bosses with weakness to melee. Keep spell up during fight +10 turns into +30/50 every 8 seconds when heros use their cool down based 3x attack
Agrela 3/16 evels
Eternal Love, Demon Advisor, Return Majesty
Used for resurrection spell and AoE heal. (Lategame bosses deal more damage than single heal fixes)
Helia 3/16 levels
Trouble Afterlife, Demon Advisor, Return Majesty
Sun Scorch to kill Lich is faster than wizard+agrela resurrect even with only 2 trade post and new strategy will use all 4. The greater elementals in last 2 levels cause so many problems that burning them is faster than hero fighting. The Helia(hero) is tied with blademaster for damage and his bigger magic resist is helpful
Krypta 2/16 levels
Life and Death, return majesty
Krypta life drains the skeleton king for 181 and he hits back for 169, so she can go infinite. Expect level change for krypta
Fervus/Daurous 1/16 levels
Only Return Majesty
I used to use Fervus in Trouble Afterlife and Demon Advisor just for the Magic shield but since then I've switched to higher damage. The fervus hero is very bad. His raw sats are great. The problem is he tries to juggle 2 30 second buffs and 3 45 second buffs and constantly has to stop attacking to re apply themm compare with the elf, blademaster attacking once every second. If you could trick him into ignoring his animals and walk around basic attacking he would uironically be a super elf. Daurous is just a bigger dwarf & his plan is to let all other heroes die and let your two indestructible paladins tickle the boss to death 40 damage at a time. Good for "least money spent" bad for speedrun "least days spent"
Fastest video vs fastest unrecorded
Royal Advisor Mansion 17+11
Engine of Commerce 19+17
Barons Bill 13
Great Towers 16
Shadow of Past 59+55
Big trouble 39+37
Royal feat 66+55
Mortal Foibles 46+40
Life and Death 37
Gold of Colyhort 15
Eternal Love 57
Bloody Offenses 10
Pretenders to the throne 59+52
Demon Advisor 62+55
Return of Majesty 61+42
I play wide variety so
Platform / action game - these mostly just need grinding until muscle emory is better.
RPG - the ones I played, I was first runner so I made a flowchart of minimum needed to beat game > compared to ganefaqs etc > began poking around my save files looking at things that arent really required even though the plot claims they are > only at the end do i work on combat and specifically lowest level possible combat
RTS/4X - these I had to forget almost everything I knew casually and train myself to be ready for autocombat manipulation. Whenever possible base building is skipped if starting army can work.
I do mostly IL runs so I reset aggressively.
However when I am routing a new game with no other runners I do it as a "segmented run" with save/load to get each part of it right. Then later I play it back as an Any% and tolerate large mistakes as long as they don't violate the spirit of the practice - if it feels too much like a "long play" then I dont like it as a speedrun.
Id guess for 2-3 hour games I tolerate 5 minute mistakes. For 2-3 minute ILs I tolerate 10 seconds of mistakes.
That is Any% glitchless original campsign (16 mission)
Most of these are safety strats because IL features some extreme all or nothing things that are frustrating to do over.
However there is also Hall of Lords - changes 6/7 boss levels. So far - Rogue as Lord every level except Big Trouble(Blademaster) and Trouble with Afterlife(Archer of Helia)
Also use Save+Load within levels for boss fights / Pretenders of Throne.
Estimate 2 hour 50 minute
Royal Advisor Mansion - no change
Engine of Commerce - destroy top left and top right graveyard before escorting caravan
Barons Bill - no change
Great Towers - build up (4 guilds) and kill graveyards, bears, and minotaurs before looking at towers.
Shadow of the past - no change
Big Trouble - use Inn level 2 to group 3 best rogue lords up + make blademaster lord at end
Royal Feat - have 2 elf guild AND Hall of Lord Rogues for final fight.
Mortal Foibles of Kings - 3 best rogue lords.
Life and Death - pre explore top left and bottom left portal locations so you can wizard tower them in "worst case scenario"
Trouble with Afterlife - no change
Gold of Colyhort - no change
Eternal Love - wait longer on gold for resurecutions.
Bloody Offenses - no change
Pretender Throne - add Hall of Lords for attacking Daurous - Get Temple of Krolm for attacking elves.
Demon Advisor - get (blademaster and Helia) from Hall of Lords.
Return of His Majesty - unflag and reflag the boss 3 times instead of 2 (70,000 and 40,000)
Personally I'd do this game as an individual level table. I think 100% is a bad idea because many of the missions have side objectives that are actively detrimental to go for (a suicidal single spawn trade caravan for instance)
I'd say no because I had a nightmare of redoing star control 3 with lightning mode combat toggled on the whole time.
But seriously it's okay, I lean toward only doing the most interesting category personally though.
Every time I pick up a new playerless game I tend to make tons of saves and go section by section, but that means I won't have seen the later section (in a speed context) at all for days or weeks.
An example right now is the 4X game Age of Wonders 3, where I'm up to map 4, I feel like I could Single Section the whole game in an hour and a half, but I'm really caught up replaying things before the speedrun is even complete (hence map 1 down to 5 minutes, map 2 down to 8 minutes, map 3 down to 14 minutes, etc)
But I'm questioning the real value of this kind of practice, especially when the levels at the end of the run are the lion's share of content (map 6 expected to take 28ish minutes alone in ideal circumstances)
I felt fine doing this method in games for other genres so maybe I just apply it withought reflecting on things (twin stick shooters, Turn Based RPGs, Platformers, Real Time Strategy)
I often feel like I do a complete Individual Level Table for games I want to speedrun before doing a complete Single Segment... but I don't see a way to avoid doing that or you wouldn't have useful splits for your final Single Segment.
I'm working on Age of Wonders 3 - Age of Wonders : Planetfall
It seems weird that the older games in the series have runs but not these big ones. I'm Routing AOW 3 as an IL in preparation for single segment later... For a 4X it is fairly easy to autoresolve all fights in the elven campaign off of starting units + quest rewards ... The biggest issue is that on the 2 largest maps (3+4) the AI leaders have a nasty habit of wandering away from their capitols making it difficult to find them in the fog of war.
My current estimation of the 6 map elven campaign is 8+10+15+20+15+20 minutes. The Human Campaign's first 4 maps are really just as easy as the elven campaign, but map 5 is a giant water map with 3 enemy capitols in different corners, and map 6 is nearly identical to Elven map 6 with a much smaller starting army.... partial use of manual battle probbably neccesary.
Some Alternate strats needed for Hard Difficulty which I'm doing on the side (No Hero Resurgence/Revival) And slightly stronger AI armies mostly means A: You have to actually allocate Hero stat points (Ranged Attack 2 + Healing Ability + Rest into raw Hit Point Bulk seems to work) B: You generally want the 3rd stack for attacking (usually the same 2 "real"stacks used in normal mode + a soak stack of tier 1 summons/trash units) It makes a BIG difference in autoresolve despite the low quality.
PlanetFall's main campaign is made up of 12 missions - 6 starting with level 1 Leader, + 6 starting with Full Carry Over of Hero levels and equipment... many of the latter can be won By Marching Hero's in T3 Vechlces directly at the enemy capitol from T1 without any city production (except Summon spam) The game also gives you the Option of a fairly fast Doomsday victory so Real Time speedrusn of certain levels will probbably spam end turn to victory rather than fight. Many levels have VERY quick Quest batte solutions (a chain of 4-ish steps, or occupying a single city even if the player/empire owning it is still alive,etc)
The DLC Campaigns of both games are much harder than their vanilla campaign although shorter in map count... Needing to build up your own forces is a given for them. I haven't given them much thought.
This could work. I also found that the AI is weak enough to beat even with the Function 5 "lighting mode" enabled although the people in the star control discord said it made them motion sick.
Going to go some testing to make sure I can change the tables without wiping them. We had some problems when we made changes to IL tables in another game I moderate.