Sidar: some question about mechanics

stormyorky

Chieftain
Joined
Nov 15, 2007
Messages
97
First, I wonder what triggers Aeron's Chosen? One of my ghosts got this promotion, from what seems like random luck. What are the mechanics that choose what unit gets this promotion?

Second, I wonder if I need to upgrade my adepts to mages in order for them to reach 26 exp faster? Right now, im sitting on something like 30 adepts, ranging from 8 to 17 exp, but I feel exp progression is slow for them. Would it go faster if I make them into mages?
 
Aeron's Chosen is given to the assassin first to reach level 5 or 6. If you want it better make sure noone beats you to the poisons tech.
 
According to the manual, adepts have a 20% chance each turn to gain 1 exp (due to channeling 1) and mages have a 30% chance (from channeling 2). So you should promote adepts to mages as soon as you can afford the upgrade to reduce the time takes to reach level 6 (26 exp). In theory; assuming adepts start with no exp, they will take 10 / 0.2 = 50 turns (on average) to get 10 exp, and then if upgraded to mages they will take 16 / 0.3 = 54 turns to reach 26 exp. If you can boost the starting exp of the adepts then they take about 10 turns less for each 2 exp.
 
When waning units, I usually decide what i need more. Generally, unless my starting position is very production starved, I will wane my units as great sages or great merchants.

If I wane them as great merchants, I'll do so in my capital, and run godking. This, combined with the bazaar of mammon, gives my capital 150% gold, and you can add another 50% from tax office and such, for a total of +200% gold. This means that every great merchant would provide 21 gold and 1 food.

On the other hand, if I have a poor economy all around, I will wane them as great sages, and build an academy in the city. Running scholarship and getting the great library, my GS's will give 1 hammer and 9 science. Add an academy and a library, and that is boosted by 75%, putting them at 15.75 research. Later on I can add the crown of akherain to this, bringing that up to 24.75 research.

So what ends up happening when I start waning units? If I have a tiny empire, I will wane great sages so that my research can actually match my opponents. With a larger empire, I will choose two cities - my capital and a second city. Then I will switch back and forth between the two, settling great merchants and great scientists. Once I get to teir 3 units, I may take a third city (or use one of my current GP cities) and settle great engineers there until with the city is able to build a teir 3 unit in a single turn, with assistance from the heroic epic. As I am running godking, I may also do the same for my capital (without the heroic epic).

-Colin
 
When waning units, I usually decide what i need more. Generally, unless my starting position is very production starved, I will wane my units as great sages or great merchants.

If I wane them as great merchants, I'll do so in my capital, and run godking. This, combined with the bazaar of mammon, gives my capital 150% gold, and you can add another 50% from tax office and such, for a total of +200% gold. This means that every great merchant would provide 21 gold and 1 food.

On the other hand, if I have a poor economy all around, I will wane them as great sages, and build an academy in the city. Running scholarship and getting the great library, my GS's will give 1 hammer and 9 science. Add an academy and a library, and that is boosted by 75%, putting them at 15.75 research. Later on I can add the crown of akherain to this, bringing that up to 24.75 research.

So what ends up happening when I start waning units? If I have a tiny empire, I will wane great sages so that my research can actually match my opponents. With a larger empire, I will choose two cities - my capital and a second city. Then I will switch back and forth between the two, settling great merchants and great scientists. Once I get to teir 3 units, I may take a third city (or use one of my current GP cities) and settle great engineers there until with the city is able to build a teir 3 unit in a single turn, with assistance from the heroic epic. As I am running godking, I may also do the same for my capital (without the heroic epic).

-Colin

Keep in mind that if you have a holycity, that city will ultimately produce more gold, so you should build Bazaar of Mammon there. If you want you can move your capitol over there for the GK bonus, but I'm generally running something else by that time.
 
Does God King give +50% gold or commerce? I thought it was commerce, like Bureaucrazy in normal Civ, and wouldn't affect the output of specialists...

Also, are they +7 gold in FFH? I noticed you put +21 for +200%... did you mean 18 or have they been bumped up in FFH?
 
God King gives +50% :gold: (gold).

Normal Great Merchants give +6 :gold:; the Sidar have better specialists (except for Priests), and so they get +7 :gold: from Great Merchants.
 
God King: Damn... that really changes things! Thanks for the clarification.

Sidar have better specialists: I guess never reading anything about them is why I didn't know that! I've never chosen them or thought about chosing them, and I don't recall seeing them in any games I've played (I've only started maybe 15 games and finished or given up when I know I am winning but am bored on maybe 6 games).

That really changes things about God King! It gives a strong push to moving your capital to a non-AV shrine city if you have one, which fits with the idea of God King.
 
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