Many Leaders Game 8 - Fall From Heaven

Warrens is nice Clan building that comes with Masonry. When you build unit in city with Warrens you get instantly another one. Though I think that the second one doesn't get any free XP from civics, buildings and traits. Also heroes, national and siege units are not affected.
 
Spoiler :
Well the orcs are currently being held up by a hilly archer. Hopefully the re-inforcements are enough to allow some suicide attacks. I also checked out Warrens after seeing Immy's post earlier. They are enabled after Masonry and allow production of two military units concurently! :goodjob:

So on with the show.

We are more advanced than 2 other civs. We brainy orcs be :goodjob:

civ4screenshot0000lo6.jpg


A couple more promotions for Rantine give him an attack strength of 5 but still have a chance of victory less than 40%. I move my troops northwards and a pair of hunters exit Ethne's city. Gives more XP to Rantine but not sure it helps me that much, I need the archers to go away.

Mysticism comes in and my new knowledge of Warrens makes me go for Masonry.

civ4screenshot0001du7.jpg


This really sucks.

civ4screenshot0002xq0.jpg


I can't get peace without giving up my captured city. I can't get access to Auric with that city in place, so I'm really stuck here. I'm not enjoying my orcish experience here. The only bonus is that archers out of the city are easy pickings for Rantine.

Things go from bad to worse as my captured city flips to Auric :mad:.

civ4screenshot0003fx4.jpg


Ethne won't accept peace without me giving up my second city. I'm really screwing this game up.

Perpentach appears through Ethe's lands.

civ4screenshot0004jl7.jpg


Masonry replaced by Warfare for some CR promotions.

civ4screenshot0005cl6.jpg


Some pick offs of troops outside Ethe's city allow Rantine to get to 100xp and decent odds but it will be impossible to clear out all the archers I think.

Acheron is created somewhere up north.

civ4screenshot0006og4.jpg


Time to throw the dice. Ethne moves out a couple of archers out leaving 2 and a hunter. I have Rantine, 3 axemen and 6 warriors outside. Time for a suicide run.

The 6 warriors all die leaving the archers at 1.4 and 2.7 strength. After the first three did no damage I was sure I'd blown it. Rantine wins, axeman wins (at <10% :goodjob:) as does the next one. I had one axe spare.

civ4screenshot0007lh9.jpg


Excellent event next IBT.

civ4screenshot0009qz0.jpg


Next problem confronting the orcs is that Garrim Gyr's culture covers the route back home and we need to get cracking on Auric, so research diverted to Cartography and then back to Warfare.

At 250, we're back into war mode.

We should be able to roll over Auric pretty easily and then concentrate back onto Ethne.

On the domestic front, we have elder councils and scientists in our two main cities and warrens being built. We're in God King civic. Hunting next tech then Fishing, then Sanitation I think.

I have played a poor game so far, my early game should have been more centered on expansion and I'm paying for the limited production capability so far. We shall be victorious in the end though. I actually caught a lucky break with Ethne moving archers back to her capital when I moved in that direction.

 

Attachments

Tebryn Arbandi, turns 150-200.


Spoiler :
Vitek - Also chasing the Veil. Have you any plans to rush your neighbours?

I am making my plans when I play, so I am not sure what will I do. But I think I should bash Good civs first, so I will propadly leave Auric and as soon as Pyre zombies come attack on Ethne will follow.



Spoiler :
I played this turnset more than week ago and it will be told more with pictures than words.
The empire was gaining some strenght and things start to look better.
First Denelcor Hep comes to Galveholm and found Denelcor&#8217;s Academy of Science.
9-2Sage.jpg


We also killed our first beast. It was some strange looking predator with wings.

9-2Griffon.jpg


This really is living world.
Advisors are painting cows and are being executed for it.

9-2Violetcows.jpg


Stones are falling from heavens and are being sold.

9-2Meteor.jpg


And worshippers of great Abashi created organized guild, which soon spreads across the world.

9-2Dragons.jpg


With countryside populated our scientist are much more prone to discover new things in this beautiful world.
This way Philosophy spreads across country.

9-2Philosophy.jpg


And with philosophy new ways of behaviour are introduced. :D

9-2Wicked.jpg


Then our greatly advanced people finds how to chip off bits from stones to make better ones.:)

9-2Crafting.jpg


This consequently leads to art of mining. When mining was invented Bronze working is being tried in our factories.

9-2Mining.jpg


I am going for Bronze working because of Pyre zombies and because I want to clear all these forests around.

Magical learning in our kingdom had shown its first fruit when adept in magical arts Archibald completes his training in Grottisburg. He immediately starts to set jungels on fire to train his abilities.

9-2Adept.jpg


With his work our valley is soon set on fire. Also note Lanun borders top left.

9-2200.jpg


Meanwhile expedition was sent down south to found glorious city of Tongurstad to claim some ancient wonders and to prevent Auric&#8217;s expansion.

9-2Tongurstad.jpg


Comparison of kingdoms also shows that Sheims are doing better now, than in past.

9-2Info.jpg




Next set will maybe bring some fight already.:hammer:
 

Attachments

@VITEK:
The Sheim adept art is also very badass- i like the two big knives, skull belt-buckle and purple MC hammer pants.

Spoiler :

I don't understand why you prioritized philosophy and way of the wicked before bronze working. Are you using slavery? Or did you just decide you wanted bronze working after you had already teched way of the wicked?
 
@Ozbenno:

Spoiler :
You're not the only one that screwed it. Just read my report about how brilliant my plans were :lol: ...


The Tale of Sabathiel - ch. IV

Spoiler :

Some turns into the set Elementalism finally comes in. Now let's build a shiny Fire Mana Node and start the burning :devil: ...

83059798sy4.jpg


The Great Person is born in Vallus. I had turned off the Scientist as to increase the Priest odds, and I was lucky to get an even odds soon-to-be Code of Junil builder...

39243465nh1.jpg


I had opened borders to the Luchuirp before, and when he came up with this offer I agreed quickly. Both sides didn't gain much though, Garrym's expansion was even more pathetic than mine - the poor dwarves are stuck in a tiny valley...

14895838vb3.jpg


Major step on the road to Orders from Heaven: Code of Laws...

71271407hh5.jpg


Actually CoL is useful because Courthouses will give +1 happiness with Social Order later while reducing maintenance for 40%. Combined with the Order's Basilica and Organized Trait Sabathiel can run God King even with a huge empire throughout the whole game...

Griffons can fly. I hate them.

65662308xm3.jpg


The Fire Mana is finished. It did hurt to throw down a Village for it, but the flames will consolate us for that...

14028911et4.jpg


Auric is having some fun...

54282318sn9.jpg


Finally I have cleared the way to Orders from Heaven.

71948239uk4.jpg


It's a whopping 43 turns though. But we'll soon have the Gems to increase research drastically, right ? RIGHT ?

25032965ak4.jpg


Well, the djungle has been cleared, but I still lack Mining. :eek: Okay, so I take a quick detour to Crafting and Mining (14 turns) and then go full speed. As you can see on the screenie the plan holds a flaw: The djungle gets replaced by New Forest, for which you need Bronze Working to clear it. That would be another 20 turns. So I'd need 28 turns from the end of my set to be in the position to start mining the gems. But if I put that research into orders from Heaven I'm only 12 turns away from it by that time. Difficult decision, but I'll guess I'll simply go for Order and fill up later. So much for my great plan :lol: !

The Lanun say hello...

10mu6.jpg


Crafting comes in on the last turn of my set. Take Orders from Heaven as next goal...

11ag5.jpg


I'm still confident I'll get the religion in my next set. Some more pressing enter then ;) ...
 
Ozbenno:

Spoiler :
What's so good about Rantine? The civilopedia is ... rubbish as there are special abilities it doesn't mention. Is his only benefit gining experience the hero way so early?
 
@Quotey:

Spoiler :
Rantine has a unique ability - when inside a barbarian city he can cast a spell which converts the city to the Clan. Can be quite powerful on big maps with lots of barb strongholds...and with CR promos he is a good attacker too. Of course he is less powerful than other, later heroes, but that's just balancing his early availabilty...
 
Spoiler :
So a small report just to bring us up to the release and switch to Hyborem.

As I started the set we were researching well with 95 beakers per turn and 26 turns to go till Hyborem was released, a good fast time and with no Spread of Ashen Veil leaving me in a good spot.
So what to do with these 26 turns.
  1. Firstly I just had time to pop another sage from my Capital who would build the Shrine in my Holy city. It would have taken a long time to do this myself as Hyborem so best to get it done first
  2. Secondly get my Empire configured ready for recapture. Yes it is the nicest Empire out there and will only be loaned back to Os-Gabella temporarily
  3. Most important don’t open borders to anyone and hope for no Ashen Veil spread. The point is her is I want to build Rosier the fallen myself rather than have to conquer him. He cost a fair few hammers so i should have time and with only Os-Gabella with Ashen Veil I reduce the number of places he can be built

So Stage 1 complete as the Shrine is built
shrine-1.jpg

On turn 223 we are completing Infernal pact and I am about to abandon a very nice Empire.
leavingeconomy.jpg

But I am lucky and re-appear right next door!!
hyborem.jpg


The balance of the utrns up to 250 will be my first Hyborem turnset. I will take more time over strategy here as it gets more interesting whereas up to now it has been a very simple max research beeline.
 

Attachments

Ozbenno:

Spoiler :
What's so good about Rantine? The civilopedia is ... rubbish as there are special abilities it doesn't mention. Is his only benefit gining experience the hero way so early?

Spoiler :
The only benefit is getting a hero early. The barb turning is good but I wanted to clear out our area as early as possible.

I'd recommend getting Silveric early for you as well (from Achery IIRC).
 
Calabim under Alexis: Turns 201-250

Spoiler :


At the of the last turn set I wanted to

* colonize the western valley and claim some copper
* build some moroi and adepts
* decide on either sorcery and mages or a religion


So we want to claim copper and build an army. My intentions are to combine moroi with an adept capable of casting loyalty to make 2 move, blitzing +20% armies. Add copper weapons for +1 and we have a force capable of taking out Ethne the White and break free of this valley. Or so I thought.
Regarding the third point, I decided to pursue a religion instead of mages because I have experience mages as both Faeryl and Vallendia (sp?) but have never tried to develop the faith path too much. In the end I decided for the order because I have read on these forums about vampire paladins and that sounded delicious.

So, Alexis soon commissions the first Moroi. Moroi are unlike sword or axemen because they have an spell called &#8216;Burning Blood&#8217;.
Burning blood:
&#8226;10% Chance of wearing off at the
start of each turn
&#8226;10% Chance to become Barbarian
at the start of each turn
&#8226;Immune to Fear
&#8226;+1 move
&#8226;+20% strength.
So that&#8217;s pretty good. Good suicide troops right? Wait, there&#8217;s more. They blitz.
While some starting mana lets you burn down jungles and some let you summon an army of empowered skeletons and others let you spy over mountains we get &#8216;loyalty&#8217; (law mana). When cast on a target, loyalty grants the target immunity from being turned barbarian. So Moroi are effectively just strength +20%, 2move, blitzing axemen. Secondly, our adepts can cast &#8216;haste&#8217; (body mana). This spell gives the target +1 move. Now we suddenly have strength 4+20%, movement 3, blitzing axmen. I&#8217;m going to build a small army and go visit Ethne. And while we build up our army, we&#8217;ll hook up the copper to give them all +1 strength. Anyway, that&#8217;s the plan.

e055-firstmoroi.jpg

Next, we build a galley to get across the sea. You can see that our capital is still foolishly crunching away on a wonder (nod to the philosophical trait).

e056-firstgalley.jpg

On turn 205, the first Calabim walk in the Lanun valley. It is a brave moment for the young empire. Exploratory services were led by Nicolai Valas, oldest on of Nicola Valas and her husband, Mihail Palai. The legendary, though by now aging, Luenta Prespur, original scout of the good old time accompanies him.

e057-landingintheLanunvalley.jpg

Next we complete research into knowledge of the aether to allow the loyalty and haste spells (turn 205). Research is set to code-of-laws.

My scout soon learns what Lanun hammers are spent on.

e058-Orthusinlanunlands.jpg

Mihail Palai and Nicola Valas follows Mihail&#8217;s employment to the Lanun valleys. A settlement is established for his governship and the man who married into nobility, though not of noble blood, effectively established his own noble house. Palai is landed. Its first mission is a modest statue of Alexis, thereby to establish Calabim claims to the copper-rich lands. Next it will develop a mine and ship its contents back to the empire, and produce a tidy profit for the Palai house.

e059-establishingpalai.jpg

Unfortunately for Luenta, the Lanun valley is a dangerous place. No place for an old lady really middle of a dark wood for of orcs and goblins. Cruel generals.

e060-theendofLuentaPrespur.jpg

Everyone knows the world is flat and the mighty navy proves it by witnessing the end of the world. &#8220;Any further and we would have sailed off the edge of the world.&#8221; Crazy round-world people were just being willfully ignorant.

e061-thewesternendoferebus.jpg

Code-of-laws is completed and research is set to Philosophy.
By turn 222, the Calabim train their first adept. Time for some loyalty promotions. Poor sickly Vladimir Valas became the first Calabim caster. Still sickly and unlikely to ever win in a fist fight, young Vladimir can cast with the best of them.

e062-firstadepts.jpg


The Lanun have a negative diplomatic opinion of us. To alleviate the situation we offer her some shadow mana. We&#8217;ll see if that brings her around.

e063-shadowmanfortheLanun.jpg

Our gift works faster then expected and within 3-4 turns, she goes from annoyed to cautious and lets us sigh open borders. Its time to scout out Hannah the Irin. Strangely, I haven&#8217;t seen any signs of a Lanun navy. Maybe Orthus is causing them some pain.

e064-openborderswiththeLanun.jpg

We complete Philosophy and begin researching way of the wise.

You can see our loyalty-promoted Moroi exploring the Lanun valley. These guys should be tougher than a scout.

e065-MariusadnMihailexploretheLanun.jpg

Those jade deposits are bigger than we had originally thought. The mine near Prespur &#8216;pops&#8217; gems.

e066-gemsinthemine.jpg

The Grigori urge us to adopt pacifism. Ignored! Godless heathen&#8230; the gall!

We reach 2 million citizens. Also, barbarians are coming hot and heavy on our two moroi units. So far its just experience and healing.

e067-2millionpeople.jpg

Magister Caltuum is born in Nubia. What a name. It&#8217;s so horrible. How did they come up with such bad names? He is sent to build an academy in Prespur.
e068-magistercallum.jpg

We also complete our great library. Trade income is pretty horrible though.

e069-greatlibraryandacademy.jpg

Our exploring galley meets the Doviello.

e070-doviello.jpg

Spilan is a dangerous place.

e071-Spillanisadangerousplace.jpg

Adonias completes the Aque Succellus. This adds 1 health to every city, 2 health to its own city and heals units in that city faster. Adonias is easternmost edge of our small empire and the gateway to the Elohim and dwarves.


e072-aquesucellus.jpg

Our second city comes courtesy of the barbarians. This is revenge for Luenta Prespur and Maria Valas&#8217;s fishing boat.

e073-takingDeluoc.jpg

Our open borders and gift of shadow mana loosens Hannah&#8217;s opinion of us and we get to peak at her maps.
Lots of useful resources. Now that we got what we wanted, I retract the shadow mana trade.

e074-Hannahsmaps.jpg

On the last turn, we get copper finally.

e075-copper.jpg

Here&#8217;s the look of the land on the 250th turn.
e076-northvalleysonturne076.jpg

The south valleys on turn 250:
e077-southvalleyonturn250.jpg

Here&#8217;s a look at our army, suited out with copper, loyalty and supported by a haste-casting adept. We&#8217;re ready to rock. You can see that the dwarves have mushrooms growing on their mountainsides.

e078-armyonturn250.jpg

Our demographics. Someone&#8217;s got a bigger army than us.
e079-turn250demographics.jpg



save in post below.
 
Spoiler :
So a small report just to bring us up to the release and switch to Hyborem.

As I started the set we were researching well with 95 beakers per turn and 26 turns to go till Hyborem was released, a good fast time and with no Spread of Ashen Veil leaving me in a good spot.
So what to do with these 26 turns.
  1. Firstly I just had time to pop another sage from my Capital who would build the Shrine in my Holy city. It would have taken a long time to do this myself as Hyborem so best to get it done first
  2. Secondly get my Empire configured ready for recapture. Yes it is the nicest Empire out there and will only be loaned back to Os-Gabella temporarily
  3. Most important don’t open borders to anyone and hope for no Ashen Veil spread. The point is her is I want to build Rosier the fallen myself rather than have to conquer him. He cost a fair few hammers so i should have time and with only Os-Gabella with Ashen Veil I reduce the number of places he can be built

So Stage 1 complete as the Shrine is built
shrine-1.jpg

On turn 223 we are completing Infernal pact and I am about to abandon a very nice Empire.
leavingeconomy.jpg

But I am lucky and re-appear right next door!!
hyborem.jpg


The balance of the utrns up to 250 will be my first Hyborem turnset. I will take more time over strategy here as it gets more interesting whereas up to now it has been a very simple max research beeline.

Thats pretty cool. Good luck with the conquering. This should be a good read.
 

Attachments

Calabim under Alexis: Turns 201-250

Spoiler :


At the of the last turn set I wanted to

* colonize the western valley and claim some copper
* build some moroi and adepts
* decide on either sorcery and mages or a religion


So we want to claim copper and build an army. My intentions are to combine moroi with an adept capable of casting loyalty to make 2 move, blitzing +20% armies. Add copper weapons for +1 and we have a force capable of taking out Ethne the White and break free of this valley. Or so I thought.
Regarding the third point, I decided to pursue a religion instead of mages because I have experience mages as both Faeryl and Vallendia (sp?) but have never tried to develop the faith path too much. In the end I decided for the order because I have read on these forums about vampire paladins and that sounded delicious.

So, Alexis soon commissions the first Moroi. Moroi are unlike sword or axemen because they have an spell called ‘Burning Blood’.
Burning blood:
•10% Chance of wearing off at the
start of each turn
•10% Chance to become Barbarian
at the start of each turn
•Immune to Fear
•+1 move
•+20% strength.
So that’s pretty good. Good suicide troops right? Wait, there’s more. They blitz.
While some starting mana lets you burn down jungles and some let you summon an army of empowered skeletons and others let you spy over mountains we get ‘loyalty’ (law mana). When cast on a target, loyalty grants the target immunity from being turned barbarian. So Moroi are effectively just strength +20%, 2move, blitzing axemen. Secondly, our adepts can cast ‘haste’ (body mana). This spell gives the target +1 move. Now we suddenly have strength 4+20%, movement 3, blitzing axmen. I’m going to build a small army and go visit Ethne. And while we build up our army, we’ll hook up the copper to give them all +1 strength. Anyway, that’s the plan.

e055-firstmoroi.jpg

Next, we build a galley to get across the sea. You can see that our capital is still foolishly crunching away on a wonder (nod to the philosophical trait).

e056-firstgalley.jpg

On turn 205, the first Calabim walk in the Lanun valley. It is a brave moment for the young empire. Exploratory services were led by Nicolai Valas, oldest on of Nicola Valas and her husband, Mihail Palai. The legendary, though by now aging, Luenta Prespur, original scout of the good old time accompanies him.

e057-landingintheLanunvalley.jpg

Next we complete research into knowledge of the aether to allow the loyalty and haste spells (turn 205). Research is set to code-of-laws.

My scout soon learns what Lanun hammers are spent on.

e058-Orthusinlanunlands.jpg

Mihail Palai and Nicola Valas follows Mihail’s employment to the Lanun valleys. A settlement is established for his governship and the man who married into nobility, though not of noble blood, effectively established his own noble house. Palai is landed. Its first mission is a modest statue of Alexis, thereby to establish Calabim claims to the copper-rich lands. Next it will develop a mine and ship its contents back to the empire, and produce a tidy profit for the Palai house.

e059-establishingpalai.jpg

Unfortunately for Luenta, the Lanun valley is a dangerous place. No place for an old lady really middle of a dark wood for of orcs and goblins. Cruel generals.

e060-theendofLuentaPrespur.jpg

Everyone knows the world is flat and the mighty navy proves it by witnessing the end of the world. “Any further and we would have sailed off the edge of the world.” Crazy round-world people were just being willfully ignorant.

e061-thewesternendoferebus.jpg

Code-of-laws is completed and research is set to Philosophy.
By turn 222, the Calabim train their first adept. Time for some loyalty promotions. Poor sickly Vladimir Valas became the first Calabim caster. Still sickly and unlikely to ever win in a fist fight, young Vladimir can cast with the best of them.

e062-firstadepts.jpg


The Lanun have a negative diplomatic opinion of us. To alleviate the situation we offer her some shadow mana. We’ll see if that brings her around.

e063-shadowmanfortheLanun.jpg

Our gift works faster then expected and within 3-4 turns, she goes from annoyed to cautious and lets us sigh open borders. Its time to scout out Hannah the Irin. Strangely, I haven’t seen any signs of a Lanun navy. Maybe Orthus is causing them some pain.

e064-openborderswiththeLanun.jpg

We complete Philosophy and begin researching way of the wise.

You can see our loyalty-promoted Moroi exploring the Lanun valley. These guys should be tougher than a scout.

e065-MariusadnMihailexploretheLanun.jpg

Those jade deposits are bigger than we had originally thought. The mine near Prespur ‘pops’ gems.

e066-gemsinthemine.jpg

The Grigori urge us to adopt pacifism. Ignored! Godless heathen… the gall!

We reach 2 million citizens. Also, barbarians are coming hot and heavy on our two moroi units. So far its just experience and healing.

e067-2millionpeople.jpg

Magister Caltuum is born in Nubia. What a name. It’s so horrible. How did they come up with such bad names? He is sent to build an academy in Prespur.
e068-magistercallum.jpg

We also complete our great library. Trade income is pretty horrible though.

e069-greatlibraryandacademy.jpg

Our exploring galley meets the Doviello.

e070-doviello.jpg

Spilan is a dangerous place.

e071-Spillanisadangerousplace.jpg

Adonias completes the Aque Succellus. This adds 1 health to every city, 2 health to its own city and heals units in that city faster. Adonias is easternmost edge of our small empire and the gateway to the Elohim and dwarves.


e072-aquesucellus.jpg

Our second city comes courtesy of the barbarians. This is revenge for Luenta Prespur and Maria Valas’s fishing boat.

e073-takingDeluoc.jpg

Our open borders and gift of shadow mana loosens Hannah’s opinion of us and we get to peak at her maps.
Lots of useful resources. Now that we got what we wanted, I retract the shadow mana trade.

e074-Hannahsmaps.jpg

On the last turn, we get copper finally.

e075-copper.jpg

Here’s the look of the land on the 250th turn.
e076-northvalleysonturne076.jpg

The south valleys on turn 250:
e077-southvalleyonturn250.jpg

Here’s a look at our army, suited out with copper, loyalty and supported by a haste-casting adept. We’re ready to rock. You can see that the dwarves have mushrooms growing on their mountainsides.

e078-armyonturn250.jpg

Our demographics. Someone’s got a bigger army than us.
e079-turn250demographics.jpg



save in post below.

Snap! I have to say that is some serious pwnage. :eek:
 
Thank you Moverred. I look forward to hearing more of your fireball throwing adventures. By the way, i do believe that you can use 'loyalty' on lunatics (since you researched mind-stapling) to prevent them becoming barb and still get the bonuses from being 'crazed' and 'enraged' if you ever pick up law mana. Thats a mana node you might have to build though- i am not sure that your enemies have any to demand.
I'm not sure what you're going to use necromancy for, but i look forward to it.
Will you using your drowns to get around the mountains and visit the Lanun, Doviello or Balseraphs?

I.
 
Well my game busted wide open this set. This 50 turns seemed like it took longer to play than probably the rest of the game so far.

Spoiler Report :


At the beginning of this turnset, we are 2nd most advanced behind Perpentach.

I was on 30% research the entire time. All income was filtered into the Guild of the Nine, hiring Str 5, Move 3 troops for 120 gold each. I bought 1-3 of these every turn for all 50 turns.

I continued to build gold enhancing buildings in my main cities, such as Gambling Houses, Tax Offices, Money Changers, with occasional Thanes of Kilmorph (later on) to spread the good word.

On turn 351 the Guild offered to sell me a Horse Archer for 82 gold and I agreed.

The people of Luchuirp deserved to be free from the oppressive monarchy of their insane king, Garrim Gyr. Our people now see themselves as liberators, and the world's only hope for peace is a unified government brought about by wars. Our people desire only to free the peoples of Erebus, and thus our 'wars' must be short and lightning fast as to cause the least collateral damage. We will quickly depose of the former leaders and then allow the people's to govern themselves how they will.

353.jpg

353-2.jpg


Our lightning war is complete in 7 turns. On turn 356 the Luchuirp capitol falls, and our soldiers find a magical staff amongst the defenders. The scorced staff equipment gives the equipped unit +1 affinity for fire mana. The greatest of our mercenaries claims the staff as his own. The order in which we take promotions are Combat 1, Shock 1, Combat 2, Combat 3, Combat 4, Combat 5. Cover 1 is also taken in a few cases, as we suspect Ethne uses Archers.

Garrim Gyr shows his true colors and converts to Council of Esus on 357 and his final city of Mutanbo falls on 359. The last defender of the people of the Luchuirp was the legendary golem Barnaxus. The mercenary who took down the legend picked up the Pieces of Barnaxus as a trophy, and decorated his armor with them.

359.jpg


Our build order in captured cities is as follows: Obelisk, Market, Elder Council, Temple of Kilmorph (if available), Gambling House.

The formerly Luchuirp lands have two deposits of Copper. We quickly route to the mines and connect our new lands with our old by way of road. Across the nation, everything gets the Copper strength bonus. Most importantly, our mercenaries are now Str 6.

On turn 362, we discover Smelting. No Iron is to be found in our lands. The nearest deposits are the Lanun lands to the west and the Doveillo far to the north.

On turn 373, Octopus Overlords is founded in Balseraph lands. All three evil religions!

Ethne the White's madness and increasing devotion to her Ashen cult has distanced her from her down-to-earth, peace loving citizens. Rumors tell of a hushed affair with the insane Perpentach, and that their 'war' was a mere attempt to terrorize her people into obedience. Refugees flood into our lands and it becomes clear that her people would be better off under our rule.

376.jpg


Slane falls on the same turn as war is declared, with but a single loss on our side. Cahir Abbey falls the next turn, with the same number of losses. Inishbofin gives way one turn later (378) with two losses. Finally, on turn 380, the last Ethne controlled Elohim city, Glens of Killybegs, is liberated. At the same time, the Scion of Heaven, a great propet, comes forth back in Altheriol-ta-Mealthiel. He makes a pilgrimage to the city of Conrond Mor, where he completes his great work, the Tablets of Bambur.

380.jpg

381.jpg


A surprise sneak attack comes from the north, attempting to seize control in the chaotic aftermath of the fall of Ethne.

382.jpg


However, it appears the gods are on our side. The Sleeping dragon, a constellation sacred to Kilmorph, appears in prominence in the night sky. Our nation enters a Golden Age.

The Guild of the Nine expands into a second headquarters in the former northern Elohim city of Inishbofin.

Our people in the north Elohim valley prepare for an incoming attack, but nothing seems to materialize. Might this barbaric nation be all talk? Finally, a lone Axeman stands outside the Glens of Killybegs, shouting a challenge our greatest champion. The mightiest of the defenders leaves the city and accepts the challenge, fighting a one on one battle with the northman. In the end, our champion is victorious.

Far to the south of our empire, another guild has formed in the city of Feiss Mabdon. Robbers and smugglers have organized and founded the Ratcatcher's Guild.

On turn 386, our attack force reaches the near most Doveillo city, Uddrur, and capture it with little effort, losing not a single unit. The nearby barbarian city of Dirage is captured two turns later.

Those villainous Balseraphs! Rosier the Fallen is spotted in the (burning) forests between the northernmost Elohim cities and the southernmost Doveillo cities. He founds the Balseraph city of Vincon, smack in the middle of our cities.

Our soldiers march forward towards Doveillo lands, but are awe stricken by Acheron the Red Dragon and his lair in Kabhalg.

390.jpg


Too afraid to continue, our people head back south. The Doveillo are simply organized barbarians, it appears we may have a more dangerous foe closer to home...

We make peace with Charadon, he offers us a token gift of maps and gold. Both sides are aware that this peace will be temporary, but it is advantageous for both parties to cease fire for a moment.

Turn 393 brings Iron Working. Still no Iron though. That is until the miraculously lucky discovery on turn 395.

The miners of Radonnor discover Iron! New equipment is issued to all the nations soldiers. (Str 7 mercenaries!)

Near the end of the set, things are coming to a close. We discover sailing (we're going to need to cross those oceans eventually...) and our golden age quietly comes to a close. All is done for now...

Spoiler or is it... :

Just kidding! We've got one more war to go!

398.jpg


Vincon, Ocellis, and Argenteria immediately fall, along with the thought-to-be-invincible Rosier the Fallen.

Guell and Hexam are ours on 399.

This leaves the formerly great Balseraph empire with but two cities.

Here's some empire wide shots on turn 400:

400.jpg

400-2.jpg

400-3.jpg





Spoiler Plans :

So the current plan is to take over the Balseraph lands first. After that, it's either north to the Doveillo (so I'd need to get an Adept with Courage, two techs away, to attack that dragon), or across the seas to either the Lanun or the Grigori (which would need a navy). The Lanun share their subcontinent with Hyborem and a serious barbarian force, and the Grigori presumably have a neighbor as well, whom I oddly still don't know about.

I'm researching Way of The Wicked so I can research Deception, assuming that I capture the Esus Holy City I might want to switch religions. I could go Veil or OO too, but I don't really see any advantages to it in this game. I might just stick to Runes, I don't know yet.

P.S. Mounted Mercenaries are INSANE.

 

Attachments

@ Kobold.

Spoiler :
Your mercenary army is awesome. I think Perp's going down. I think you should stay in Runes because each city with runes as the state religion is 1 gold and 1 gold lets you pay for one mercenary's upkeep.


Calabim under Alex: Turns 250-300

Spoiler :

In the last set we were preparing for war with Ethne the white. Lets see how that goes.

f080-warwithethne.jpg


I was expecting warriors and hunters (I had seen hunters moving around beyond the mountains) but when I saw the truckload of fortified archers, I decided to just march my army around Ethne’s defensive, creative capital and keep walking.
Now I know how Oz felt when he went in with Rantine.

f081-archersinsteadofwarriors.jpg


We keep walking north through the Elohim valley and come to the opposite end. It seems that the Elohim lost a city to badass-looking fire-demon.

f082-fireelementals.jpg


Meanwhile, in the west, we found another city. This one claims some cows for health and mana for later.

f083-calacaiisfounded.jpg


Luckily, our army is not attacked by the 2 fire elementlas in Killybegs and we manage to get into the lands beyond where we make contact with the leader of the Balseraph.

f084-theclownprince.jpg


Here’s a look at the eastern valley on turn 257. You can see that the Elohim have a coastal city (Ahepter) north of their valley.

f085-theeasternvalley.jpg


We finally found ‘order’. We are the first to found a religion. I adopt it immediately. I immediately order the recruitment of Valin Phanuel. (Each religion has a pair of heroes associated with them. For order, its this horseman, Valin Phanuel and an angel I have never used before- not that I’ve used Valin either.)
We set to research priesthoood. Order priests can cast a spell, ‘bless’ which grants everyone in the stack +1 strength. This spell lasts until the unit’s next combat. Could be helpful.

f086-foundingorder.jpg


Ahepter is not as well guarded as the elohim capital. We take it with ease.

f089-takingAheptr.jpg


We move a moroi unit back towards the Elohim capital and this time the elemental (there is only one left now- the other must have been killed by an Elohim unit) attacks. Luckily we win the battle. I was really surprised by this but when I checked the odds, our moroi had a 36% win chance which isn’t too bad. I guess that’s because we were in the castle tile. The next turn we promote and counter-attack the lone warrior guarding the city and we take it. Time for the Elohim capital.

f089-takingGlensofKillybegs.jpg


While the Calabim battle in the east, in the west, our workers are connecting wine. We renamed the barb city to Palai vinyards. This is very good as it allows us to grow our cities further and squeeze some more out of each one.

f090-hookingupwine.jpg


We finish priesthood and start on calendar. The eastern valleys have sugar, banana and dyes that are worth connecting.

Next we trade maps with the Grigori, revealing that the Malakim are doing rather poorly in this game. Looks like they lost their capital… shame… they didn’t even have to face Orthus.

f091-trademaps.jpg


Ahepter is a barb magnet. Its facing goblins and orcs every turn. Suddenly a large stack of Devielo axemen move onto the border. Oh crap. They, combined with all those barbs, is gonna hurt a lot. He has enough on his hands too. This is very bad. I send all my local Moroi back to reinforce this position.

f092-Ahepterisabarbarianmagnet.jpg


Phew. Looks like the northerners are just walking through. That would have been bad. My army has returned south to Cahir abby.
A couple of turns later, the Doviello declare war on the Balseraphs; that’s where that stack is heading.

f093-phew.jpg


Shortly thereafter, our western army (not nearly as large) captures the barbarian city of Dunwich on the Lanun border. We had three moroi in that valley for awhile but one lost to a 3-stack of barbs. The rest is bloodpets protecting our new cities.

f094-capturingDunwich.jpg


The duchy of Palai (formerly the Lanun heartland) is developing nicely; thanks to the barbs mostly.
f095-Thepalaiduchy.jpg


I stupidly ended my turn near a giant turtle. Galleys have sentry and can see two tiles so ending near one is because I used the go to order to move too far. Dead galley. Oops.

f096-stupidturtle.jpg


We recruit Valin the order hero.

f097-vallinisrecruited.jpg


A great scientist is born in Prespur. The philosophical trait has been combining with the great library and the sage from the regular (not so great?) library to produce a sage rather quickly. This has been about the only nod I’ve made to the philosophical trait in a game where the aggressive trait has been the better advantage (well, besides the cheap libraries- thanks for that). We have him build an academy in Valas. Unfortunately, our research is set at between 30-40% (more like 30% then 40%) as city maintenance takes a bigger bite, but once we stabilize a bit, the academy will help much more.

f098-academyinValas.jpg


Its time for the final attack on Cahir Abbey. This time I promote our adept with the shadow mana to give him the ‘blur’ spell. Blur makes all your attacks miss first-strike chances and thus its useful against archers. It helps a little bit in this fight against archers. Our first moroi had about a 28% chance to win which isn’t too bad if you’re willing to take loses.

f099-finalattack.jpg


We slay the Elohim queen and take her throne.

f100-Ethneisdead.jpg


We recruit our first priest. Its too bad we didn’t have him for the battle against the Elohim; we could have reduced our losses. Oh well. The graphic seen here is the ‘bless’ effect.

f101-confessorCayanisrecruited.jpg


Order spreads to Jubilee. I’ve been building lots of acolytes to help with its expansion. Right now, it looks like a religious victory is most probable as Order is the only faith and it has already spread fairly widely. I’ve never won a religious victory before so that’s this game’s aim.
Again, to showcase FFH a bit, a religious victory is achieved by spreading the faith you follow (and own the holy city of) to 80% of the population.
The other thing I’ve never done is use the priest’s ‘inquisition’ spell which removes all but your state religion from a city.

f102-orderspreadstoJubilee.jpg


You can see that as our new cities came out of revolt, maintenance sky-rocketed and we are now only making 8gpt at 20% research. This is a sign of over-expansion. We’ll need to solidify and develop soon.
That’s boring though. Lets war some more.
Since we surround the Lanun with an experienced, well-equipped army and we know they’ve been beat down pretty good by the orcs, and they were really tight about their open borders and maps and were so huffy at the start of the game, its time to declare war. That’s more than enough reason I should say.

f103-declaringwaronHannah.jpg


I hate to see it but Perp’s going down. The Doviello seem quite motivated. They’ve sent about 3-4 stacks of about 4-6 axemen in the last 5 turns or so. That’s a lot of axes.

f104-perpsgoingdown.jpg



continued

 
continued from post 117.

Spoiler :



Innsmouth is defended by only one warrior, but he is highly promoted and wields Orthus’s axe. Marius and Mihail have been fighting lots of barbarians as you can see. Marius Acaia was the one who killed the last warrior against the Illians and captured Garduk. Fyi.

f105-Innsmouth.jpg


Unfortunately, Marius dies attacking the city despite some softening up with the bloodpet. That axe was hard fought but Mihail takes it. Next we move on Kingsport. Marius had a long successful military career. RIP

f106-movingonKingsport.jpg


Hannah is defeated. Long live the blitzing-Orthus-axe wielding, blood-boiling Mihail Palai. Not so bad for an old man.


f107-hannahisdefeated.jpg



Charadon really wants shadow mana. The fur and cows will let our cities grow one more step. We had built a city to get cows, but they are not connected yet- not that it matters too much. I’m really glad he’s fighting Perpentech and not me. I’m going to try and flood him with acolytes.

f108-shadowmana.jpg


Our western army, free of its task of destroying the Elohim, attack a northern barbarian city surrounded by yummy sugar. This might be a ‘feeder city’. I’ve never built a feeder city. I’ve never played with vampires before. This should be fun. Fanaticism, by the way, lets us build our Hero, Losha Valas (eldest daughter of Ivan Valas and sister-in-law to Mihail Palai). She has vampirism and can spread it to our experience level 4 Moroi and experience level 6 of other units.


f109-takingKalocly.jpg


The Doviello adopt loyalty from a passive spread of the religion. The next turn, the Balseraph lose another city, and ask us to declare on the Doviello. How about – no?!?

Also, the grigori get trade. We get cartography from Cassiel. I would like to spread order to his island but I need a caravel for that.

f110-cassielstrade.jpg


On the 300th turn, we attack a barb city northwest of Glen of Killys-something. Unfortunately, my fingers got heavy or something and we kept the city instead of razing it despite its poor location. Oh well. You can see that a confessor travels with the eastern army, giving everyone blessings. An adept travels with them to increase their movement by one using the ‘haste’ spell.


f111-capturingUltigar.jpg


Our lands on turn 300. You can see that we’ve got ‘order’ spread pretty well within the empire.

f113-westernlandsat300.jpg

f114-easternlandsat300.jpg


Here’s how diplomacy is shaping up.

f112diplomacy.jpg


Here are the demographics at turn 300. You can see that our acolytes have spread our faith quite a bit within our own lands. We have a large population, so this is pushing up the religious influence substantially.

f115-demographicsat300.jpg



Strategy:
spread order.

 

Attachments

This 50 turns seemed like it took longer to play than probably the rest of the game so far.

If 50 turns are taking too long as the game goes onwards, its fine to play shorter sets.

I've looked at all the games up to turn 250 (where I'm at) and will post some more comparisons over the weekend and will update the 150 turn stuff to include Quotey's game. After 250 turns, things will probably change quickly, so may (or may not as time permits) post comparison stuff every 50.

We have a new entrant as well, schwartz will be playing the part of the winter queen, Faeryl Viconia. I'll stick up a save later today.
 
@Ozbenno:

Spoiler :
I play the Svartalfar in a SP game currently. They do rock! It's really awesome to be able to leave the forests and still improve your land. And the heroes - fun, fun, fun! :D
 
Back
Top Bottom