Re-building
450 - 550
Now to make the Infernals as strong as the Hippus...
452: More manes enter my land. This will rapidly increase my power. Obviously the Hippus are having trouble...
455: DigitCruncher creates Rosier the Fallen.
Rosier is a 7 strength (+1 unholy), 3 movement, mounted hero, with:
+40% vs. disciple units
Immune to the disease and plague promotions
Owner must remain in the Ashen Viel state religion
25% withdrawl
+2 to the AC
Dang... I was keeping that for me
458: Amelancher makes peace with digitCruncher. I declare war (Why? If the elves feel threatened, they will do thier world spell, which is VERY nasty...
459: My army invades the elves, and captures a city. With 8 population, it is VERY nice... but so much coast is REALLY bad for the Infernals. But coastal cities are REALLY important ATM...
460: Two more manes... yay! Also, I find this near my new city:
This is a Maelstrom. If you get a ship into that tile, it has a small chance of dying (which I think has been removed... I have jammed 6 ships into that an none died
), and the ship gets teleported anywhere on ocean (including ICE!!), damaged. Its a useful exploration tool... but not useful now.
I see a blockade near the northern tip of the Elves. Obviously ANOTHER civ is at war with them... or some barbs...
466:
Remember when I talked about Hell Resources? This is what happens when rice is touched by the cold, clammy grasp of hell:
It turns into a snake pillar (which is giving +2 hammers, +2 commerce ATM). It gives NO healthyness, so ultimately, it is MUCH better than rice, for me. But for other civs... its not!
468: More hell resources:
Gulagarm. This replaces Bananas, and gives +1 happy (instead of +1 healthy), gives an extra food than Bananas with a plantation, and generally is a better form of bananas for everyone. But the Infernal...
474: I have started a BAD forest fire...
Unfortunatly, it is later extinguished...
487: The Elves cast March of the Trees... and use those Treants to reclaim thier holy city. Now the elves are MUCH more difficult to kill... dang!!
Also, as all forests are now 'new forests', which DON'T catch on fire, the forest fire is estinguished.
But I got 2 manes from that loss of the holy city...
492: Nox Noctis is built in the Council of Esus holy city... this is bad.
The Nox Noctis is the most powerful holy shrine:
It gives +1 gold per each Council of Esus city
It makes all units not in a city, and within the owners borders INVISIBLE (to EVERY unit...)
Guarantees your eligibility for the Undercouncil votes
And recon units get +2 XP
494: Ashen Viel has increased its membership to 26%, and the Fellowship is down to just 24%.
495: Massive civic change:
God King -> City States
Religion (!?) -> Nationhood
Slavery -> Slavery
Decentralisation -> Foriegn Trade
Basic Care -> Sacrifice the Weak
No Membership -> No membership
496: The elves are building up a HUGE army... at least 30 units are there! It will require all my skill to hold them off...
Also, most of the units are Recon, with no real counter...
497: LULZ!! Actually, I want the AC to drop, so I kill my Hyborem.
Kidding. I just give him +2 EXP instead
501: Start re-meeting people. Like the Bannor. Unfortunatly, the Bannor have recently stolen my 'City of A Thousand Slums' city (The one with 3 range of tiles, instead of 2
)
That isn't acceptable. I must kill them. (But they DID give me a better location... I lose the Ivory, but I gain 2 hell-plains / hills
)
503: Re-declare war on the Ljosalfar, at the request of the Hippus. I can take them.
My two Frigates are working overtime, however. They have 5 or 6 ships to sink, but with Buccaneer crew, they are 8 strength (2 movement >.<) killing machines.
Meanwhile, a trireme is busy bombarding my defences...
508: My defences in my capital are down to 5%, and the Elves attack. They have TONS of mounted units... but my two iron Longbows hold them off, and quite comfortably.
Most mounted units have 3 or 4 movement!! So that makes them VERY dangerous in the right hands. Also, there are no units that start off with '+X% vs. mounted'. Or... at least none which I can see...
515: Capria created Valin Phaneul.
Valin is the polar opposite to Rosier.
6 strength (+2 Holy), 3 movement, 25% withdrawl chance, +40% vs. Demon, mounted hero, and -2 to the AC!!
He will abandon the civ if the Bannor change thier state religion.
522: Trade "Convert Ashen Veil", and "World Map" for Mathematics, with the Doviello, which I have recently met. Now I can see the world again!!
523: It seems as if the Hippus don't make many friends:
But they HAVE expanded...
527: The Ratcatchers guild has been founded in my city... but it soon leaves for better lands, and greener pastures (and honestly, when MY pastures are red and grey, ANYWHERE has greener pastures than the Infernal
)
This turn, I do a clever move. I make peace with the Elves, for 10 turns. This is 10 turns in which the Bannor will have no friends... so it is the perfect time to strike!!
528: The Ratcatchers guild moved out of my city.
529: Digit creates the Trojan Horse...
9 strength, 1 movement, hidden nationality, can explore rival territory, can carry 4 units, can only defend.
530: Declare war on the Bannor...
531-535: This was an intense battle. I landed, and the only defenders was a Order missionary, and an Order Priest. However, there were small problems.
The priest could cast a spell which gave an extra +1 holy strength to all units on that tile. This meant I was fighting 3 strength, +1 holy missionaries, and a 4 strength, +2 holy priest.
Then, it appears that that same spell, gives +20% vs. demons. Which, incedentally, it what ALL my units are...
So it was NOT an easy fight, despite them using 'un-usual' military units. My Hyborem had
90% odds to win.
However, that spell wears off after combat, so my Hyborem was able to pick them off with ease after I sent two waves of champions at them.
535: BIG trade with the Clan: I get Festivals, Warfare, Message from the Deep, Tracking, World Map, Stop trading with the elves, all for Necromancy, and Corruption of Spirit.
With that trade, I adopt Conquest (instead of Foriegn Trade), which gives me food -> hammers bonuses, nice with all this worthless grassland around me, and +2 XP for all units.
Also, Magnadine is made. Who else, but the Hippus -.-
Magnadine is ANOTHER mounted hero: and a strong one!!
11 strength, 4 movement, can use all types of weapons, 50% withdrawl, Immune to Fear, heals all units on the same tile an extra 10% per turn.
Seriously, that is one overpowered Hero!!
536: Trade Optics, for Military strategy. I get Military Strategy...
537: Grab peace with the Bannor, and just in time!! I also get 290 gold from this war.
538: Magnadine, the strongest Hero I know of... is killed!! Stupid Hippus!! How did they pull THAT off?? It was a freaking 13 strength unit!!
539: I cry BUG!!
Obviously if you are not at war with a civ, and that unit has hidden nationality, then combat odds are not displayed. I attack anyway... 8 strength vs. 6.5 should be easy...
542: When Capria adopts Conquest, Military State, and Republic, you just KNOW there is a war a-comin'. And I wonder who they will attack??
543: A weird event: Playing as the Infernals, worshiping a demon, and killing all people who are weak, obviously leads to us 'Easing [the elderly and the children's] suffering'
I have no other choice. But the bad part is that this KILLS 1 POPULATION. For the infernal, that is terrible!!
545: Research Engineering. I beelined it for this reason:
I then airlift a Great Engineer into that city, and then complete construction in 1 turn.
SWEET!! Now I am finished, I have a three tile city to work!! Now... if only I had the culture...
548: The Clan are just as technologically stupid as me... so I trade Sanitation, for Alteration, and a world map.
551: Fellowship is stable at 24%, but Ashen Viel is up 4, to 28%. I don't want the Hippus to run away with a religious victory!!
Now... where to go? I need to keep up my war efforts... I will probably travel south to Stratus. That city has Marble, and hellified Marble turns into Sheut Stone, giving +1 strength to ALL units!
Alternatively, I could go for a city with cows or horses, which, when hellified, turn into Nightmares: giving +1 strength to all MOUNTED units!!