The Greatest War
550-600
551: I am apparently the strongest civ!! That is simple: Hyborem, although a rather weak unit (comparitively), has a power rating of something approaching a moderatly large stack of units.
554: My new city. It took a while to find one that fitted, but this has little overlap with my mega-city, has several hills (for more production), and, as long as the Bannor culture stays away, I should be sweet for the long run!
(Build order is Obelisk -> Temple of Viel -> Carnival)
In this year, Charadon, and Valleda both make peace with Digit. The Bannor are still at war with them.
556: I could do this, but I decide not to. I should have, that would allow the northern elvish city to work gold for mega-commerce...
559: Gold is what I need to fund my armies, so I do this trade. I decide to hurt the Elvish economy as well... but I found a new reason for an AI to hate you: "You organised a trade embargo on us (-2)"
560: Diseased Corpse #1 is made.
564: Begin research on Priesthood. It only takes 7 turns!! Tech parity, here I come (I also have mages. These allow stronger spells, including fireball (Summons a 4 strength, 2 movement, flying unit that causes collateral damage, dies after 1 turn, doesn't cause WW, and can bombard defences), and Summon Pitbeast (A 5 strength, 1 movement unit that lasts 3 turns with my summoner trait)
The Elves make Kithra Kyriel (An 8 strength, 3 movement mounted hero with 1 first strike, 35% withdrawl, immune to first strikes, Hero, and Elven). Not a scary unit at all...
565: Trade Stirrups, Way of the Forests, a nice bit of gold, and a world map, for priesthood (with the Hippus). This gives me horse archers (when I FINALLY get some nightmares), and a Fellowship of the Leaves unit, which I use to spread to my newest city, for an additional +20% culture.
568: Here is the situation. I NEED to communicate with the red civ miles down in the island, but I can't get there fast enough. So I use the Maelstrom, and cross my fingers...
The first one seems to tell me to warn you: Although you cannot get a ship killed in the maelstrom, it can make the unit wish that it had been...
The next says that, although it can transport you to the other side of the world... it can also transport you 3 tiles north.
All in all, I am not for a second go at this option. I already lost a ship with 27 experiance, and rebuilding a second ship is going to slow my war by another 6 turns -.-
571-573: And now begins a new series in this game... seriously, you would think that the Infernals are the FFH equivelent to the Unseen University in "Discworld"
So, what is this Gaelin guy anyway?
Consider Gaelin like a Hero, with the abilities of a Mage. This means that he often gains 2 XP each turn, and only occasionally does he get only 1. He is a 6/4 unit, that starts of with Chaos I (enabling Dance of Blades).
More importantly, he founds the Circle of Gaelin guild. This spreads to all my cities which have a Mage Guild (which, as I am the Infernals, is ... every city), and gives +2 XP for all Arcane units (Which are only Adepts).
So... now one Mage guild has +2 science, another has +1 science, and all my mage guilds get +2 XP for thier Adepts.
576: @Charadon: YOUR DOING IT WRONG! (Look at the tech situation)
577: The Infernals get the idea to desecrate the Pyre of Seraphic... and I grab no less than *4* Manes!
581: The Clan declares on Digit. Again. He isn't liked much...
584: Orthus has been killed. Its about time. Now someone has his axe (which enables multiple attacks)
586: Digit builds Baron Duin Halfmorn.
Four new units, all which are linked
Baron Duin Halfmorn
11 strength, 3 movement.
* Resistant to Magic (reduced damage dealt by elemental damage, resists spells)
* Is a Werewolf
* Every time it kills a unit, there is a 25% chance of that unit becoming a ravenous werewolf, under Digits control.
Ravenous Werewolf
5 strength, 1 movement
* +1 movement, +20% strength, 3% chance each turn of becoming a barbarian, this promotion is removed after combat
* 100% chance of becoming a Blooded Werewolf if it is 'successful in combat'
* 5% chance of creating a Ravenous Werewolf if it kills a unit.
* -25% city attack
* Is a werewolf
Blooded Werewolf
8 strength, 1 movement
* 5% chance of becoming a Greater Werewolf if it is 'successful in combat'
* 10% chance of creating a Ravenous Werewolf, if it kills a unit
Greater Werewolf
11 strength, 1 movement
* 15% chance of creating a Ravenous Werewolf, if it kills a unit
If digit can keep this hero alive (good luck -.-), then he will have an unstoppable army of werewolves!!
589: Declare war on the elves. The Demons cry out in delight, as the elves quake in thier boots.
The elvish garrison in Berk has gone, only a small rag-tag of a couple of Fawns survive. Meanwhile, 2 Frigates march to the port of Berk, and destroy its defences. Then, Hyborem, along with a catapult, 3 Ritualists
(These units are weak, but start with medic II (+20% heal rate), and can summon rings of flames, that damage all units within the 8 tiles immediatly surrounding the unit... even friendly or neutral units. If I hit a neutral unit, they declare war on me >.< They can also be promoted to cleanse cities of religions, and take control of units!), a mage, and 4 diseased corpses.
590: The Ritualists do two things. 2 of them create rings of fire, damaging all units to the maximum of 40% damage. The last one casts a spell I never noticed before... Cure disease!!
This means my diseased corpses are... well... just corpses. They lose the 30% strength penalty (meaning they are just generic troops now), and the -10% healing rate penalty, but cannot disease the enemy units (not that I would anyway...)
Then my
diseased corpses charge on to the Elvish city, and take it without much of a struggle. I keep it. Its a half-decent commerce city. Screw that... with 13 population, and tons of ready-made towns, its an EPIC commerce city!
591: The Bannor declare war on me. F&$*!! These guys have a hero which now has 100 XP, and is designed for one thing... killing Hyborem, and his undead minions. Sure enough I see it soon...
In this turn, the AC hits 40. But I DON'T GET TO SEE MY MESSAGE
There should be an event that says "... then the people, in thier stupidity, will notice that thier crops will fail, and disease run rampant blah blah blah". Could someone grab that for me? Cheers.
Anyway, when the AC hits 40, all living units get damaged about 30% due to death damage, and all cities have thier cities get unhealthyness equal to the total net unhealthyness they have. So, if a city has 40 unhealthyness, and 20 healthyness (something I had in my last game as the Hippus, I was running Sacrifice the Weak, so it isn't as bad as it sounds), it gets +20 unhealthyness, which decays one per turn.
As the Hyborem, I have 4 living units. My Gaelan hero, my 2 elvish slaves, and my elvish worker. As the hyborem, I have no unhealthiness. This doesn't effect me in the slightest. It DOES, however, hurt the poor sods running sacrifice the weak...
In this turn, I note that the Bannor don't like me much...
Thats -33 for those people who can't subtract. In FFH, the diplomacy gets REALLY large for those civs who HATE each other, but nothing like the player, and the players worst enemy. I have seen -48 before!!
594: The Bannor aren't the only problem... the Elves have organised a counter attack.
This is a HUGE army, at least 14 (probably 15) units, all fawns. This is massively outnumbering my army of about 7 (I reinforced Peona against the Bannor, leaving only Hyborem, 2 corpses, the 3 ritualists, and a catapult left).
Next turn the Elves will strike. It is potentially possible that the fact I am outnumbered, and not on a defensive position, and all thier units have +20% vs. Demon, will cause me to die, or at least sustain heavy losses...
595: I cringe, hit <Enter>, and wait... and this is what happens:
Thats right, the Elves DON'T attack, but instead sit right outside my borders.
I don't mind. My ritualists summon 3 rings of flame, damaging them all by 60%, and summon 2 more pit beasts (to a total of 4). This makes the score Elves: 15, Infernal: 10. And when the Infernal units out-strength the Elvish units by doube the strength (or more), its a no brainer who will win.
The elves flee north the next turn.
596: Just one turn later, and the Bannor launch THIER attack. Thier attack consists of 2 missionaries, 3 priests, 3 champions, and... oh yes. Thier godly powerful hero: Valin Phanuel.
I air-lift TONS of units in there. 2 longbows, a Ritualist, and a champion. My 3 archers, and 2 zombies are sitting on the hill, expecting heavy losses. My Ritualist summons a ring of fire...
597: And the Bannor choose to try to heal. This gives me enough time to air-lift a second champion, and another ritualist, and 2 zombies go off to kill a pillaging priest.
598: This is it. The Bannor, now down to 60% strength, launch thier attack.
Battle #1: Valin vs. Corpse. Corpse loses with amazing prowess. Bannor: 1. Infernal: 0
Battle #2: Champion vs. Longbow. No contest, when on a hill, with iron weapons, Champions have 9 strength, to Longbows 14. It gets worse... this champion is already damaged to 60% health!
Battle #3: Champion vs. Archer. Wait... what happened to my second Longbow? Surely they would be a better choice!?
Sure enough, Bannor unit after bannor unit charge to my little city, and no other units die. But my second longbow NEVER DEFENDED ITSELF!! Shocking...
Valin, now down to 50% health, and without a stack to guard him, does the only smart thing. And jumps deep into Infernal Territory to do some pillaging ( O.o ) My Champion, in my turn, then goes to attack. It is a 0XP Champion, someone to die with 11% odds. And then this happens, to put the icing on the cake...
He wins! And in the cool world of FFH, where killing a unit with 90% odds nets 3 XP, this guy walks away with no less than
45 Experiance!! I immediatly say "Screw the city", and massively protect this poor champion! I rename him "Divine Luck", and move him to safety, ready to hunt down the Elves.
600: A player casts Arcane Lacuna. Thats the one that gives a free priest on every city with the state religion, and gives each priest 1 XP for each city with a state religion. A painful spell. Especially for a civ running the Ashen Veil...
State of the World
The AC is at 49... at AC 50 Hell terrain will start to spread to Evil civs! Unfortunatly, Hell is having a hard time spreading...
In this picture, Hell terrain (if you look closely) is the grey parts, and the red parts (The red parts are burning sands... The Hell version of deserts. These are impassable for most units, and always are on fire, meaning forest fires for forests and jungles nearby)
This is my plan for the destruction of the Elves...
Firstly, march to Yenna. Capture it (for the Great Lighthouse)
March to Evermore. Raze (Too much cultural pressure). Plus, the Infernal gain HUGE bonuses for razing large cities... I might get 8-10 manes from it!! ^.^
March to Bruti. Capture (Fellowship Holy City) Adopt Order. Become good. See the error of my ways, and disband Hyborem. Twice. Wait... no. Thats not a good plan... back to the plan!
March to Hyll. Capture (I think... if it is above pop 20, I will raze)
Make the elves capitulate. Spread the Ashen Viel religion to them, and force them to adopt it. Laugh, as thier precious forests are slowly burnt to the ground.
*Sudden thought* I
might double check to see if the Elves will accept adopting Ashen Veil now, for peace. It will be great to see thier empire get engulfed by hell terrain...
Finally, Ashen Viel is up to 30% membership. Nowhere near the 70% required for victory, so there isn't a problem. Ironically, the Runes are up to 4%!!
Final question: Why is the tech picture for Maleviolent Designs a person milking a cow? I thought Maleviolent meant malicious, or wishing evil to others... not Animal Husbandry
Thats something that has always bothered me...
Screenshots made of this game: 370. And counting. Size of screenshots: 61 MB. I'm not uploading all of them