Sidar survival challenge- winnable?

Altar of the Luonnotar :king:

Note that this doesn't work if you build heroic epic an national epic, since you get limited in the number of national epics you can get. I suspect it is a bug, I posted it on the bug forum; regardless, the restriction appears to be operating so be careful. I learned this the hard way!

Best wishes,

Breunor
 
Note that htis doesn't work if you build heroic epic an national epic, since you get limited in the number of national epics you can get. I suspect it is a bug, I posted it on the bug forum; regardless, the restriction appears to be operating so be careful. I learned this the hard way!

That's easy to avoid, though - don't tick the "One City Challenge" game option, and then just don't build any settlers and raze any cities you might capture.
 
That's easy to avoid, though - don't tick the "One City Challenge" game option, and then just don't build any settlers and raze any cities you might capture.

Does that work? I was wondering if this can get around the problem, is there a limit also on a 'normal' game and does it work the same way?

Best wishes,

Bruenor
 
I realized that going for Ashen Veil won't do, as that would make me Evil and unable to complete Luonnotar.

Just did two more tries on Epic speed, Arborea map. Seems impossible. Each time I lost when I *thought* I was doing well, but then suddenly a stack of doom showed up and with no warning I was dead.

Ah yea, I always forget about this. I think in previous games I saved up great prophets, switched away from AV, and then built multiple parts of the Luonnotar and then switched back.
 
It's a carry over from BTS code, where every city has a limit of 2 national wonders but if you select OCC you can build five in your city.
 
Adding this line to global defines in the xml, should fix the max nr of national wonders in occ.
<Define>
<DefineName>MAX_NATIONAL_WONDERS_PER_CITY_FOR_OCC</DefineName>
<iDefineIntVal>-1</iDefineIntVal>
</Define>
 
It does. In the normal game, the amount of national wonders per city is unlimited. In OCC mode, for some reason, it's limited.

Thanks. That means I'm pretty sure it is a bug.

Greeneyed, thanks for the fix info.

Best wishes,

Breunor
 
I am currently at turn 298 and holding my own. I am close tech levels and have 6 engineers, 2 sages, and 3 merchants.

I was unfortunately playing against Khazad, so beat to Runes and decided to go Leaves. Last two GP had over 80% prophet, but got Sage anyway.

I'll keep you posted as to how it goes.

Peace
Jwin
 
11 specialists at 298? at what speed? at epic / marathon that's ok, but on quick it seems quite little. You should aim at a shade every 15-20 turns past turn 50, with 2 shades on turn 50. This is on a tiny pangea map with teamed AI's btw
 
What are your research paths? I always go for Mysticism first, to get God King. After that, it becomes a choice - rush for Runes and then Cartography and Bronze Working, or take the time to grab Education for Apprenticeship and maybe even Writing for the libraries? So far, I've always left Education and Writing pretty late, but I wonder if losing the +2 XP bonus for so long weakens me disproportionately.

In my most recent game, I did somewhat better, actually playing aggressive and taking (and razing) two AI cities before I was forced to turtle back in. That weakened them and pushed back their full invasion somewhat. Previously, I'd just built as many units as I could in my capital and hoped that they'd be able to repel the attack, but perhaps the key to victory lies in more aggressive play.
 
Mysticism for God King of course, then I rushed for RoK. Then I went for Archery, because I had set myself up with a continuous flow of ennemies and I was actually worried about survival rather than my economy. 2xp wouldn't change much at the rate I was gaining xp.

I can't remember the exact tech path but my main units were Archers->Ghosts->Longbowmen->Shadows->Other national unit types
 
god king -> RoK -> bronze working(early if found bronze (use worldspell for invis workers to hook up mine, don't care about raiding because you only need it linked up for 1 moment), otherwise after arete for iron axes (cheaper than SoK's))/writing/arete(mines+bambur) -> poisons/CoE (CoE earlier only if one of the AI's is likely to go for it as well). Archery somewhere between arete and poisons/coe if my axemen can't manage anymore.
 
The amount of barbarians that you encounter seems to be the deciding factor. I had one game where I was all ready to start killing barbarians and get those shades, but I saw pretty much no other unit for over 100 turns. By then the AI covered everything and turned their targets on me. I was worried about my survival then.

On the other hand, one game I did get tons of shades and the AI was less of a problem due to my high research rate.

RoK is a must though, Gal-Dur is great, and the gold helps maintain your fodder troops.
 
conquested. The svalts who had killed illians and luchiorp had a strike, so they had about one warrior per city.

Hard at the start, but after your first shade it's getting rawhide.
 
I'll pop in to say that in my game with the Order, the Ljosalfar managed to summon Basium. With the shrine, that pumped up my money a fair bit (I'm not quite sure how much, but Basium at least took 4 or 5 cities, plus it spread to the elves). I can't really argue with Gal-Dur though, the Order doesn't give free iron (though the military bonus might help at times).

I guess if you're insanely lucky you could found both Runes and Order, though--get Gal-Dur as the runes and then switch to Order for Crusaders, Sphener, and Super-Confessors that essentially give your Crusaders and Sphener a permanent, instead of one-off, Bless.
 
yaya
9. OCC no longer has a limited amount of national wonders.
 
tbh, if you play this style the way it was originally designed to be played (against 1 team of AI's), i generally have fairly little difficulties in founding religions (provided you're not playing against a team with the khazad or Ljos). Since 1 of the team members has to be barbarian (and thus evil), i tend to end up against an AV block 90% of the times, with no other religions being founded by the AI's. I generally start out with RoK for the gold, the mines and the heroes. Once i've got some decently promoted longbowmen (1 with all the defensive strike promo's, at least 2 others with CG3), as well as 3-5 priests for medic2 + cure disease, i shade the heroes and switch to a religion with tougher late-game units (CoE for gibbon+shadow riders, empy for chalid + ratha's or order for sphener + paladins). You need the additional punch to beat the AI stacks back far enough for you to actually go on the offense.
 
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