View Full Version : Illians , How to conquer the world?
Slvynn Feb 06, 2008, 01:27 AM Ok, making another civ specific thread for civ i like.
Unique palace option (+4 xp in capital) and charismatic and spiritual (civics) makes them very nice and fast mages/conjurers army builders.
Later Sorcery units are preferable, also makes good that with capital unit building early there will be alot of warriors with shock promotions, and later transforming those to arcane units will make more stronger (combat wise) mage army than any other nation.
Skeletons is good to get too, with 2 death nodes, so every adept will start with skeleton already.
Only thing you need to make your capital unit spawning mashine while some other big mega cities will pull out other things.
Mailbox Feb 06, 2008, 06:35 AM Play another civilization and wait for them to be finished in Ice. :p
Dragonlord Feb 06, 2008, 06:59 AM I tried the Illians once but came to the same conclusion as Mailbox: they seem a bit unfinished yet, my biggest gripe being the missing World Spell.
AFAIK, the 4 XP bonus in the capital only applies to Melee units though, not Arcane and others. Also, you mention transforming Melee to Arcane units - how do you do that? Do the Illians have a special option for that that I missed?
Slvynn Feb 06, 2008, 07:22 AM I started game with them now and theorycrafting :[] :mischief:
i like their theme very much , and according FfH pedia i basing my theorycraft.
as for warrior units - i never tried to transform them into mages and by civ moding mechanics they are different type of units but i thought you can make mage/conjurer from any type of unit (i played already quite few but long and full FfH games) (i was old Civ3 WH mod addict once, and now i back to this forum )
But actually for illians i think its quite logical, i mean to transform battlehardned warriors to mages (may be UU) at later stages, also using their capital experience buff.
reverend oats Feb 06, 2008, 02:14 PM There is no way to turn melee into mages at this point in the development of FFH.
EverNoob Feb 06, 2008, 10:50 PM I think you can take advantage of the +4 xp from palace with religious melee units. Drowns and diseased corpses are melee units and can be upgraded to stygian guards and eidolons. Going religious seems like a good idea, with the spiritual trait and all. I've never tested this myself though.
MagisterCultuum Feb 06, 2008, 11:15 PM The problem with that is you cannot adopt a state religion with a leader whose weighting is -100 for that religion. Auric has -100 to all religions and thus might as well have the Agnostic trait (that would probably help him actually, since he wouldn't waste research on founding but never converting to more than half of the religions, and it would slow the spread of foreign religions in his cities)
Spiritual makes as much sense for Auric Ulvin as Expansive makes for Hyborem (thematically, it is quite logical for a former god to have deep spiritual beliefs about himself or for a megalomaniacal demon to want to expend, but these are the worst possible fits as far as mechanics go). He would get mobility for all the disciple units he can build, but he can never build disciple units. Also, units upgraded to disciples don't get any bonus from the trait? Why would building drowns and diseased corpses to upgrade to disciples make sense (if it were possible)?
(I'll probably change Auric's traits in my modmod, in addition to implementing various disciples of the White Hand, replete with Ice sphere spells. He needs an irreligious Inquisitor UU at least.)
Slvynn Feb 07, 2008, 12:16 AM (I'll probably change Auric's traits in my modmod, in addition to implementing various disciples of the White Hand, replete with Ice sphere spells. He needs an irreligious Inquisitor UU at least.)
quoting good stuff
very nice idea, to allow him to have own, disciple units, those will be just his UUs.
xienwolf Feb 07, 2008, 09:07 AM Could you move his weighting to -99 so that the AI will still not likely adopt religion, but the player is able to?
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