The Momus Strategy

This was a very easy scenario, although i only play on warlords (1 step below noble) but it was easy as hell.

Of course you find it easy on Warlord difficulty, I'm sure most people would.
 
So, i tried the scenario out a couple of times. Lost at about turn 200~ two times. Then i went with empyrean. Oh god i love Vicars and Chalid. Crown and that pillar of fire are the best spells ever <3

417 turns.
You have displayed the leader capabilities of CTHULHU

Hell yeah.
 
(prince; original patch "zero" version)

Settled first two cities inland; didn't settle coast until i could "spring" the desert.

Random mutations were fun -- i have never played much with that spell before.

Spoiler :
just an observation I thought that in the first go-round Perp seemed to command a dogpile of the points leader.


After getting not too much traction early i gambled a little to get some libraries and a couple other civilian builds in. Ended up running a lot of science specialists in one city and got a tech lead even with 30-40% slider.

Used lots of air mages' AOE and drill arch/lbows to defend and random melee to mop up. Counterstriked at targets of opportunity especially when Perp called All War. After controlling about 1/4 of map I found i had to start razing to avoid being spread too thin. AIs resettled but not really recovered.

This bought some time for some more turns of civilian builds, switched out of some of the war civics. Got to mithril first & broke the strongest remaining AI capitol with stack of doom. Battle turtles did a great job holding the forts on the homefront with support from air mages. I didn't think mop-up was as bad as some of yall said, no worse than a regular game IMO.
 
Prince, patch D.

Rushing Empyrean + Chalid was the key. I was about 10 turns from building Chalid in my capital when everyone dogpiled me and took my second city. Four massive stacks were bearing down on my capital (defended by only a longbowman and a radiant guard) when I managed to pump out chalid. From then on it was just a matter of consolodating and slowly marching across the map raining pillars of fire left and right!
 
Mmmm.
Prince, patch A

Rushed every source of someone capible of promoting Chaos III I could think of. Dear god that spell is fun. Only iritating part is once in a while an archie has to walk back to the battle field (Stupid escape) Took my first civ with just the illusion summoning essus hero alone. *shudders* "Wonder: Pillar of Fire, Snowfall, "lost archos unit", air elemental, earth elemental." With twincast. God, that poor city.

In a side note :p I have a city with 5 penguins as a sideffect!
 
Monarch, patch c.

Built capital NW of starting location on hill. Got 2 copper in FC plus 3 flood plains. Switched immediately to God King and Nationhood. Capital built training yard (interrupted by worker when size 2) and siege workshop while growing to size 6. Initial tech path was OO -> Priesthood.

Settled other city SE near Calabim. Used supplies for library (risky, but kept both initial archers down there with a backup swordsman nearby). Built monument then archery range.

Once capital was size 6 switched to military state + conquest and pumped cats and swords in capital and archers in city #2. Took out the calabim the first time Perp called a free for all. By the time I'd finished them off (only kept capital) cultists were online and off I went. Tsunami is amazing; there are a few pesky inland cities but thankfully not many.

The Library was a big risk. If Perp had called a free-for-all right off the bat I may have been in trouble. On emperor or up I'd have gone archery range. Still it meant cultists that much quicker. Cultists are awesome on this map, you can get them fast, and they are mass producable.
 
One request for Kael and the rest of the FFH pantheon: Any chance you guys could re-release the original Momus map? I only had a chance to give it one try due to work, and while I certainly appreciate the smaller map (I did get far enough to appreciate the original would have taken forever) I'd love to have it for a rainy day.
 
Tried to play twice on the smaller map-gave up the first time, still working on the second. Since people were discussing religion, I actually find Order to be the best choice-the majority of the other players (in my games, at least) tended to go AV and hit me with hordes of diseased corpes-my first game ended with half my units diseased (which given the -30% strength, I personally hate). So the "cure disease" spell is really essential (and also nice for getting rid of the withered promotion tons of my units seem to come out with). The happiness from military units in Order is also nice, given the huge armies I end up building.
 
played it at monarch, strat that really worked well:

i used the cultists tsunami spell to declare war (is this supposed to be possible?) then just used an awfull lot of mages (19 mage, 4 arch, hemah, with fireball, or fire elemental)
and burned down every city i conquered

maxed out on starting xp in capital (even made guybrush die for the SotC) so my adepts could become a mage once i made them,
 
Immortal, no patches:

Instead of building the first couple of cities on the water, I moved northwest and settled the capital next to the 3 gem mines and Dunwitch next to copper and horses a bit northeast from there. You always have time to expand back to the water, but if you let Perp beat you in a territory race you're never going to expand there. Since Perp gets OO quickly, I got RoK. In a game where you're actually going to need to defend your cities a lot, Arthendain is priceless. With guerilla 2, combat5 and a few other buffs and promos, he quickly gets to around 50-55 effective defense strength in a hill city (and you're smart enough to only settle on hills, right?) Destroy undead is also excellent because you start right next to the very strong infernals and they use a lot of diseased corpses. The paramanders also get a bonus against demons, and since Sallos is the biggest threat to you from the start, RoK is a no-brainer.

In my game, about half the civs went OO and the other half AV, which allows for an obvious exploit: Casting destroy undead with an undead unit nearby immediately declares war on the injured civ. It probably works with maelstorm/tsunami as well, easily allowing you to declare war on whomever you wish. I personally didn't use it, but it's there just FYI.

There's a lot of mana on the map, and with conquest+apprenticeship and maybe theocracy you can get mages quickly. Thus, for magic I recearched necro. Entropy gives you rust which is an incredibly powerful defensive spell at 1st level. It can stop a city assault on it's own. Shadow 2 should be useful (a buff that ignores terrain defence) but I don't think it worked as advertised. Then, you build death nodes all the way and get the Tower of Necromancy. Once you've got your corner cleared (the Hippus and Sallos) which should be doable with RoK, you should have enough for 10strength specters to take care of your offensive needs.

From here on it's archers and Arthendain on defense, Guybrush, Bambur cats and swordsmen/paramanders along with scepters on offence. Don't forget that Bambur can heal catapults on the go, which means you can kamikaze them at full strength on every city you take. I actually lost Bambur pretty early (I'm very proud I didn't reload) and still managed to roll.

If you've dealt with the demons and lost Bambur or Arthendain, you might consider a switch to Empy to get Chalid and Rathas which are more useful than paramanders against non-demons.

I got lucky with a tech or two at the start from goody huts but was subsequently dogpiled twice in a row because I led the score. In general, I think the scenario is very beatable even on Deity, you just need to be ready to defend a dogpile at all times and have an offensive stack ready BEFORE war is declared.

One last thing: Guild of 9 is absolutely the best wonder in the game for defensive purposes. You can keep just two archers in every city, and they turn into 8 defenders within the 2 turns it takes the enemy stack to reach you. Since I had Arete and conquest+apprentice throughout the game, it means 6 strength 7 mercs with guerilla 2, plus the two archers. That saves you the time and upkeep on having 6-7 archers in every city, and requires only around 500 spare gold at all times. The gold is also easier with RoK temples.

Just my 8 cents, have fun.
 
Couple other notes:

No barbs = Lunatics never go rogue.
Slaves upgrade to Lunatics.
Lunatics and Slavery are both OO.
Tower of Complacency+Heron Throne+City of Slums+Lanun sea food+Coves = good times on the beach.
Get an early adept to turn your beaches/oases into plains.
 
I've actually seen a worker of one of the other civs go barb, hasn't happened to me though and I have a lot of crazed units. Hey, I won't say no to an extra move and 20% strength :)
 
emperor patch E
run all military civics
stacks of catapult and swordmen/boarding party
fortify your empire at calabim'end
attack the other end as soon of possible.
a bit long and no brainer but it does the trick
 
Wait, so I didn't have to keep my insane units on dangerous suicide missions? :wallbash:
 
One request for Kael and the rest of the FFH pantheon: Any chance you guys could re-release the original Momus map? I only had a chance to give it one try due to work, and while I certainly appreciate the smaller map (I did get far enough to appreciate the original would have taken forever) I'd love to have it for a rainy day.

Download the original FfH 040 file again and install somewhere else than where it proposes. Then, go into that folder -> Assets -> XML -> Scenarios and you should find it there. Rename and place it in the PublicMaps folder of your real FfH 040 folder.
 
Dear gods I forgot about Pirate Ports... :blush:


Anyway, I tend to settle in locations that will let my cities connect water-ways. First few games I settled near the inner sea that connects to Perp, but the stupid Kraken prevent me from using any resources out there. Instead I plop 1 settler right in the desert for my capital so I connect the Maelstrom to the Krakens. The other settler I move up just beneath the mountain to create a nice chokepoint that Sallos cannot cross into my territory, and connect another waterway to the Krakens.


Supplies goes for a Library since they are expensive and I won't choose to build one any time soon. First thing I build is a Mage Guild, then pop out an Adept to clean up the desert and create a fire node. Strategy from there is just to get Conquest + Apprenticeship + Theocracy, then if I can get Form of the Titan I am spitting out instant Fireball Mages. I basically suck at war, so Fireballs are all I can work well with :)

The one game I did win I was cursed with a no Mithril, no Gems, no Reagents map :( I had gone RoK and was counting on Earthquake to help with taking out city defenders.


Primary target early game for me is always Sallos. He is the biggest competitor IMO.
 
Uploaded the original momus map for convenient access (just hoping that i'm not breaking any rules :rolleyes:)

Trying out the new map as we speak!
 

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