ArkhanTheBlack
Warlord
- Joined
- Sep 29, 2008
- Messages
- 153
Okay, after finding a fast solution for a Hyborem rush I was finally able to also perfect the Basium rush. For comparison I used the same setting like the Hyborem rush: Monarch, with aggressive AI and quicktech setting.
My first try was using two greater prophets to light bulb Priesthood and Fanatism similar to the Hyborem rush with Corruption of Spirit and Infernal pact. Unfortunately this attempt completely failed because you can't light bulb Fanatism before Religious Law was researched. Therefore I tried to change the strategy to a great sage for an academy and after that using sage + priest for a fast second great person of either GS or GP. However, their impact is not as big as it should. Letting a GS join the city is nice, but not really earth shaking. An academy for the second city is nice for Basium, but not really helpfull for the rush itself since the second city comes very late. GP is also nice for an altar or an order shrine, but also not really that helpfull for the rush itself. The perfect race for the rush seemed pretty obvious at first when looking at the Kuriotates: Philosophical for greater persons, expansive for the second city, extra happy for giant metropolis and finally adaptive philosophical trait for a change to industrial for faster mercurian gates production. It looks like they were born to summon Basium. And they are indeed quite good and I managed a rush in ~105 turns. During the building time of the gates I also researched order to give Hyborem a holy city and a good fundament for getting angels.
Well, 105 turns is nice, but compared to the 75 turns of the Hyborem rush it's actually pretty bad. The main problem is the high production time for the mercurian gates. Even with industrious trait it usually takes more than 20 turns to finish them. The Kuriotates are quite good for the Basium rush, but they are not the best. The main problem is 'building' something, and who do we call if something has to be built?!? Of course, call for the dwarves!!!
The true masters of the Basium rush are the Luchiurp with Beeri Bawl as leader:
They can do it reliable in about 85 turns. The Luchiurp have enchantment mana for +1 happy and Beeri Bawl is financial which ensures a good gold income for research and industrious... for not what you think
.
The strategy is tricky but also very reliable. It really took me some time to figure it out.
Focus with the Luchiurp on growth (flood plains, grassland) and gold (dye or similar plantation resources). We have to research education anyway, so cottages are available and we're not completely dependent on special resources. Starting place should (always) be hills/plains for the extra hammer. If you have a gold mine just place your city on it. You have to grow very fast and a gold mine doesn't give any food. This way you get hills, two hammers, and 3 - 4 gold with 2 food right from the start. There are more important researches than mining:
Go for agrarism and calender first. You need the farms and plantations very fast. Since the mud golems are so expensive that I'd suggest a name change to gold golem, just build one warrior so you have two with you starting unit. Then start a mud golem. At least they don't stop the city growth. Give priority to growth and a bit of production to get the mud golem fast. Then go ancient chants and mysticism. Build an additional 4 - 5 warriors after the mud golem until mysticism is finished. You might need them to deal with barbarians or scare of aggressive opponents.
As soon as mysticism is finished immediately change to god king, pacifism and agrarism and then build an elder council very fast. Next tech should be philosophy, followed by masonry. Employ a sage after the elder council is finished. The great sage takes a while since the dwarves are not philosophical. This gives you some time to build a settler for the second city. Make sure the city has reached its max size before that. The settler should be finished a few rounds before the great sage is finished.
When you get the great sage build an academy (this is obvious).
You should have researched masonry by now and therfore you should be able to trigger the world spell to get a dwarven hammer. Make sure that you have your second city by then so it also gets a hammer (It's not a must but we want a good city for Basium.). Use the hammer to create an engineer in both cities and then start the Bone Temle in you capital (This is not so obvious). The great person growth rate of one engineer is not really impressive if you are not philosophical and you've already built a great sage. 50+ rounds is a very long time. However, it also gives you time to build the bone temple which grants you +2 great engineer growth + it starts a golden age when finished which boost you GE growth rate to an impressive +12 per turn for 10 rounds. You should now be able to finish a GE right in time when you've finished research Code of Laws, Priesthood and Fanatism. You should also research roads before that to connect your cities and allow the GE a fast traveling to the second city later. Mining is also fast to research at that time.
In my game the GE was finished in round 83, fanatism in round 84 and then the mercurian gates in round 85. You don't have order yet, but at this early time it isn't really needed, and it also shouldn't be a problem for Basium to research it himself.
My first try was using two greater prophets to light bulb Priesthood and Fanatism similar to the Hyborem rush with Corruption of Spirit and Infernal pact. Unfortunately this attempt completely failed because you can't light bulb Fanatism before Religious Law was researched. Therefore I tried to change the strategy to a great sage for an academy and after that using sage + priest for a fast second great person of either GS or GP. However, their impact is not as big as it should. Letting a GS join the city is nice, but not really earth shaking. An academy for the second city is nice for Basium, but not really helpfull for the rush itself since the second city comes very late. GP is also nice for an altar or an order shrine, but also not really that helpfull for the rush itself. The perfect race for the rush seemed pretty obvious at first when looking at the Kuriotates: Philosophical for greater persons, expansive for the second city, extra happy for giant metropolis and finally adaptive philosophical trait for a change to industrial for faster mercurian gates production. It looks like they were born to summon Basium. And they are indeed quite good and I managed a rush in ~105 turns. During the building time of the gates I also researched order to give Hyborem a holy city and a good fundament for getting angels.
Well, 105 turns is nice, but compared to the 75 turns of the Hyborem rush it's actually pretty bad. The main problem is the high production time for the mercurian gates. Even with industrious trait it usually takes more than 20 turns to finish them. The Kuriotates are quite good for the Basium rush, but they are not the best. The main problem is 'building' something, and who do we call if something has to be built?!? Of course, call for the dwarves!!!
The true masters of the Basium rush are the Luchiurp with Beeri Bawl as leader:
They can do it reliable in about 85 turns. The Luchiurp have enchantment mana for +1 happy and Beeri Bawl is financial which ensures a good gold income for research and industrious... for not what you think

The strategy is tricky but also very reliable. It really took me some time to figure it out.
Focus with the Luchiurp on growth (flood plains, grassland) and gold (dye or similar plantation resources). We have to research education anyway, so cottages are available and we're not completely dependent on special resources. Starting place should (always) be hills/plains for the extra hammer. If you have a gold mine just place your city on it. You have to grow very fast and a gold mine doesn't give any food. This way you get hills, two hammers, and 3 - 4 gold with 2 food right from the start. There are more important researches than mining:
Go for agrarism and calender first. You need the farms and plantations very fast. Since the mud golems are so expensive that I'd suggest a name change to gold golem, just build one warrior so you have two with you starting unit. Then start a mud golem. At least they don't stop the city growth. Give priority to growth and a bit of production to get the mud golem fast. Then go ancient chants and mysticism. Build an additional 4 - 5 warriors after the mud golem until mysticism is finished. You might need them to deal with barbarians or scare of aggressive opponents.
As soon as mysticism is finished immediately change to god king, pacifism and agrarism and then build an elder council very fast. Next tech should be philosophy, followed by masonry. Employ a sage after the elder council is finished. The great sage takes a while since the dwarves are not philosophical. This gives you some time to build a settler for the second city. Make sure the city has reached its max size before that. The settler should be finished a few rounds before the great sage is finished.
When you get the great sage build an academy (this is obvious).
You should have researched masonry by now and therfore you should be able to trigger the world spell to get a dwarven hammer. Make sure that you have your second city by then so it also gets a hammer (It's not a must but we want a good city for Basium.). Use the hammer to create an engineer in both cities and then start the Bone Temle in you capital (This is not so obvious). The great person growth rate of one engineer is not really impressive if you are not philosophical and you've already built a great sage. 50+ rounds is a very long time. However, it also gives you time to build the bone temple which grants you +2 great engineer growth + it starts a golden age when finished which boost you GE growth rate to an impressive +12 per turn for 10 rounds. You should now be able to finish a GE right in time when you've finished research Code of Laws, Priesthood and Fanatism. You should also research roads before that to connect your cities and allow the GE a fast traveling to the second city later. Mining is also fast to research at that time.
In my game the GE was finished in round 83, fanatism in round 84 and then the mercurian gates in round 85. You don't have order yet, but at this early time it isn't really needed, and it also shouldn't be a problem for Basium to research it himself.