Civ guide: Balseraphs

uberfish

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Overview

The Balseraphs are one of the more interesting and powerful civs in the game. Rather than being focused around a single powerful mechanic such as the Calabim are, they have a comparatively large number of unique units and buildings that support their "circus gone mad" theme.

They have a strong early game based around the special powers of their hero, Loki. Their midgame UUs have less base strength than the units they replace, but are compensated with powerful special abilities. Because the Balseraphs also lack a strong melee hero to spearhead assaults, they tend to rely more on magic than brute force. They begin with Air mana allowing them easy access to the Maelstrom spell.


Hero: Loki

Loki costs 180h and is available from the start of the game. He is unique among heroes in that he can't attack or level up. He comes with the Dance of Blades, Mutation and Charm Person spells. If you keep him with your main army you can use Dance of Blades to give them an edge with first strikes long before Adepts are available.

Mutation has about an even chance of making your units better or worse, but you can get some promotions from Mutation that you wouldn't be able to get any other way such as increases to base strength and the Cannibalize promotion. It is worth mutating most of your early military. The bad results can be consigned to garrison duty, suicide missions, or repeatedly fighting in the arena in the hope of getting enough experience to make up for their negative mutations. The good results can form a strong core of fighters to build around.

Loki's unique ability is to randomly cause revolts in enemy cities that he's in while draining 1 culture per turn from them like a gypsy wagon. This is most effective against newly founded cities or cities that just changed hands in an AI-AI war which don't have any culture yet. When the city culture is zero or less, the victim city can only work its own tile, and is extremely likely to flip to Balseraph control should a revolt occur. Taking advantage of squabbling neighbours is is a good way to get free cities, the key is to get Loki in quickly before an obelisk can be built.

Loki can also spy on rival city screens (and gives you 1 gold per turn from the gypsy wagon ability)

If you no longer have much use for Loki in the late game, you can dismiss him to allow you to build Shrine of the Champion giving all your new units 1 free promotion.


UU: Gypsy Wagon

Requires Carnival (Festivals), 90h

Drains 2 gold and 1 culture from any opposing city it's parked in. You get 1 gold back. Unlike Loki, you do need open borders, and they can't spy on the city screen or incite revolts. Their main purpose is to harrass civs you are at peace with by givinge you an edge in cultural border wars and culturally suppressing newly founded cities. 90 hammers for 1 gold per turn doesn't make these a great option for making cash early.


UU: Freak

Requires Freak Show (Festivals), 60h

This is an expensive warrior that begins mutated. You also need a 60h freak show to produce these. The trouble with the freak shows is that they give an innate 2 great bard points which you most likely don't want in the early game unless you are planning to found Fellowship of Leaves. Currently I would just skip these and use Loki's mutation ability.


UU: Acrobat

This is just a standard hunter with different graphics.


UU: Harlequin

Requires Carnival and Animal Handling, 150h

This Ranger/Mage hybrid replaces the standard ranger for Balseraphs. It begins with one less strength point but begins with Dance of Blades and Charm Person spells, and can be immediately promoted to cast Inspiration or Mutation if it starts with 2 xp.

These are excellent city defence units as they can cast charm person to hold off attackers, and maintain Inspiration in their city for 4 research in peacetime. If you want an offensive Harlequin it is best to upgrade it from a scout that has received good mutations or been through the arena for an XP headstart, as the 1 strength loss hurts quite a bit.

Can be upgraded to beastmasters and more importantly, druids while keeping their magic promotions. Always train your druids this way because they'll gain access to the Chaos and Mind spheres for Summon Pit Beast and Domination, which they can get with a much lower research and XP total than mages can.


UU: Mimic

Like the Harlequin, this unit is 1 strength point behind its standard counterpart, in this case the Champion. In return they get the unique ability to steal random promotions from enemies they defeat. The promotion stolen is totally random and they can steal spell effects (including negative ones such as Charm Person, unfortunately.) This makes the unit more suited towards building an elite core army than just mass low level unit flooding, as they start relatively weak but surpass the regular champion after winning a few combats due to their extra promotions. Low level mimics are best trained up by softening up the enemy with magic.

The best way to make use of this ability is to take promotions that your opponent doesn't use, such as taking mobility/city raider against the AI and hoping to acquire the generic Combat promotions by stealing them. High level mimics which manage to gain Hidden Nationality can become absolute monsters by going around and stealing everyone else's specialist promotions.


UU: Puppeteer

Mage replacement. Units summoned by this have the Puppet promotion, making them Not Alive and immune to poison and death. This is an extremely minor bonus. Since the balseraph palace starts with air mana, Maelstrom is most likely the route you'll want to go with tier 2 arcane anyway.


UU: Courtesan

This is a shadow with an increased chance to create a slave from combat, which is a fairly minor bonus as you probably don't need too many slaves late game, but moderately useful as you can have the slaves travel around with your stack to soak up assassination attempts.



UB: Arena

Training yard replacement. In addition to producing standard swordsmen, it lets you send units to fight in the arena. You have a roughly 50/50 chance of losing your unit or gaining a small amount of XP each time, so it's unlikely you'll produce an elite unit this way. The power level of the unit, unfortunately, does not seem to help it win fights. So don't risk your good units (or excellent mutations) this way.

The city will get a temporary +1 happiness bonus from holding arena fights, so it can be used to boost your capital's productivity a little if you're short on happiness resources.


UB: Freak Show

Requires festivals, 60h

2 Great Bard points, which can be a good or a bad thing. Enables slave cages and allows you to train Freaks.

Be careful with the great bard points on this building if you don't want early bards. Currently there is not much reason to train freaks, but later in the game these buildings are useful to build slave cages with. These convert your captured slaves into a happiness/culture source. You can build one cage for each of the four major races (human, elf, dwarf, orc)


UB: Hall of Mirrors

Requires Carnival, Alteration, 180h

This isn't currently documented, but as far as I can tell it has a random chance to spawn an illusionary summoned clone of an enemy unit near the city. It is more useful in the hands of the AI than a human player since the AI seldom has highly promoted units around.


Strategies

If you have a choice early in the game go with the melee unit line rather than horse/recon to get a head start on acquiring strong Mimics. The harlequin is better used as a defensive and support unit rather than a primary attacker.

The Balseraphs are well suited to training cheap warriors or scouts, mutating them and/or running them through the Arena, and upgrading the successes to stronger units. Later in the game they'll also want to train druids and beastmasters via upgrading from a harlequin. This can get quite expensive, so a strong economy is essential in order not to fall behind on research from upgrades.


Religion

Runes of Kilmorph works extremely well. You get extra cash to pay for your upgrades and it converts you to neutral, enabling druids. Also it's a popular religion with the AI making it easier to make friends. Their priests can also buff your mimics/harlequins to make up most of the strength gap between them and regular units.

Octopus Overlords is probably the best flavourwise fit. It enhances your already strong culture, and comes with two good midgame heroes that help fill gaps in your midgame lineup. If your likely battlefields are near water, Tsunami is a ridiculously strong area damage spell.

Ashen Veil is another strong choice. Sacrifice the weak combines well with the ability to get extra happiness from slaves, and you get the dreaded ritualists.
 
a note on Loki and his early use.

The guide fails to mention that Loki, when stationed in an rival civ's city, will steal 1gpt and add it to your treasury. This doesn't show up in the financial screen but you'll find that on the opponent civ's turn, you will get one gold. This is a great early tool to drop a rival's research by 10% to cover Loki's drain cost while you can maintain your 100% research rate while still accumulating gold.

Also: Loki can be used just like a spy. You can see into the rival's city screen, observe what they are teching, their production, their GPP generation, tile allotment, everything. He is VERY powerful for gathering information about your opponents.

Just thought i would add that.
 
Freaks aren't really Warriors, their Swordsmen. I say this because it costs 5 measly gold to upgrade them to swordsmen.
 
Freaks aren't really Warriors, their Swordsmen. I say this because it costs 5 measly gold to upgrade them to swordsmen.

well 5 measly gold and a significant tech detour for the early game... Not only that, but your paying 60 H + initial building cost for a mutated unit that only has good promotions about half the time. So really, equating them to swordsmen is kind of misleading since you generally keep/make extensive use of 100% of your swordsmen, where as you will, at best, only use 50% of your freaks (implying a 60h waste per good freak produced :thumbsdown:). That, combined with the early tech detour and the additional building costs (you still need an arena to upgrade to your freaks from the freak show) make their implicit costs a lot higher then those of the swordsman. This is why it's nearly universally better to mutate warriors and scouts. I mean if we are going to compare costs of production, they cost as much as a mimic since you essentially have to throw half of your freaks away (since statistically you only get one good freak for every 2, i.e. 120 h investment +5 gold for upgrade).
 
One thing I really like about the Balseraphs is that they get a UU in 3 mid-game branches: Mimic, Harlequinn, and Puppeteer. Gives you a lot of choices depending on your start, neighbors, etc. BTW, what does being a puppeteer do, anyway?
 
BTW, what does being a puppeteer do, anyway?

Nothing useful.

It gives the Summons the Puppet racial promotion instead of angel, demon, elemental, etc., that they would otherwise have. This stops the units from being alive and makes them immune to death and poison damage, but so would the summon's default racial promotions. It does mean that your demonic summons will not be weak to holy damage, but it also means that your angels and demons will not be resistant to fire, and thus cannot move though tiles with the flames feature.


The main effect of the Puppet promotion is purely cosmetic: it causes the summons to have smaller bodies and giant heads, and makes their voice an octave or two higher.
 
Aha. That's . . . disapointing.

I think puppeteers should be able to get the command promotion line. Seems fitting for the servants of Perpentach to be able to overwhelm the minds of the weak.
 
Hmm..that could be interesting. It could be a little tricky though, since currently only disciples can get the promo. You could give the UU the command 1 promotion, and then allow command 2-4 for both unitcombats. (That would actually mean that Puppeteers can only have Command 1, but archmages upgraded from them have the command 2 and 3, and 4 if you follow the Order)

You could also just give them a chance to capture slaves, like Taskmasters and Courtesans have.


I was also thinking it might be nice to give them a "Marionette Show" spell, that gave temporary happiness in the city and/or created a temporary happiness/culture granting building (not that the Balseraphs necessarily need another happiness boost, but it does fit the theme). If it also granted a little arcane xp that could be cool...
 
well 5 measly gold and a significant tech detour for the early game... Not only that, but your paying 60 H + initial building cost for a mutated unit that only has good promotions about half the time. So really, equating them to swordsmen is kind of misleading since you generally keep/make extensive use of 100% of your swordsmen, where as you will, at best, only use 50% of your freaks (implying a 60h waste per good freak produced :thumbsdown:). That, combined with the early tech detour and the additional building costs (you still need an arena to upgrade to your freaks from the freak show) make their implicit costs a lot higher then those of the swordsman. This is why it's nearly universally better to mutate warriors and scouts. I mean if we are going to compare costs of production, they cost as much as a mimic since you essentially have to throw half of your freaks away (since statistically you only get one good freak for every 2, i.e. 120 h investment +5 gold for upgrade).

Hmm, this isn't true though. You actually get useful units out of mutation more than 50% of the time. Even more, when you consider the borderline units that will turn useful via the arena.

If you have access to Cure Disease, this gets even higher.

You really do this so that you can have an efficient core of good units, so you can have a strong military without paying for a big one. If you really need the units 'for sure' then just build swordsmen.

I'm not quite sure how you see the Arena as a major tech detour. You generally need mining, and bronze working can upgrade your standing army just by researching it. Or did you mean that the Freak Show was a major tech detour??.
 
Hmm, this isn't true though. You actually get useful units out of mutation more than 50% of the time. Even more, when you consider the borderline units that will turn useful via the arena.

If you have access to Cure Disease, this gets even higher.

You really do this so that you can have an efficient core of good units, so you can have a strong military without paying for a big one. If you really need the units 'for sure' then just build swordsmen.

I'm not quite sure how you see the Arena as a major tech detour. You generally need mining, and bronze working can upgrade your standing army just by researching it. Or did you mean that the Freak Show was a major tech detour??.

The 'detour' I mentioned (which is not the arena) is derived from three things:
a) Festivals, while a nice tech, is generally low priority, coming after Bronze, Eductation, Writing, exploration, and quite a few other techs depending on your civ/strategy. While the tech cost is not "major", it does slow you down since there are more immediately useful technologies, especially in the very early game when your research is typically less then 20 :science: for the first 20-50 turns. Thus, there is an opportunity cost associated with acquiring festivals early and forgoing more essential techs in order to produce freaks.
b) Freak shows are another aspect of the 'detour', as each city that will produce freaks will need to make a 60 hammer investment before producing said unit. Tis may not seem like much, but in the early game this can matter, as all of these small delays do add up. Furthermore, Freak shows pollute your gpp pool very early on. This problem can be circumvented, but that is yet another nuisance for your civ.
c) Calendar, while also a nice tech, is only situationally useful in the early game pending resource availability. It may or may not be profitable to research this technology asap in order to produce freaks. Therefore, this could also be factored into the 'detour', as it is yet another cost of building freaks.
Thus, there is a quite significant detour involved in producing freaks in the early game , and quite an increase in average total cost per freak produced as compared to swordsmen.

I completely agree that mutation is useful in producing a strong core of units. Also, our definitions of 'useful' units may differ, as some of the promotions acquired from mutation can be of different value to different players (e.g. the light and heavy promotions), and some players may differ in opinion on units with sa mix of positive and negative promotions. In my experience, there is a 50% or greater probability of having a unit that has either broken even or suffered as a result of mutation. You are correct in stating that mutation does give you useful units more than 50% of the time; however, they are not always improved units. I have has plenty of units where the value of the promotions have canceled out (e.g. Strong/weak, mutation and no other promotion, heroic strength+enervated, dieseased, and some other weaknesses, etc.). In these situations, the unit is still useful, but has gained little to nothing from the mutation, as if the mutation has never occurred. It is my belief that that a loss or 'break even' with mutation happens more than 50% of the time.

So when I said, there was a 'waste' in producing a freak that could equate the cost of production of said unit to that of a mimic, I was referring to the fact that there was a significant chance of gaining a negative advantage or no advantage which would imply a waste in terms of initial setup costs (buildings), opportunity costs of acquiring the technologies in place of other, probably more useful technologies, and the raw amount of additional beakers spent in pursuing Festivals and possibly Calendar (as this may or may not be a good tech to pursue depending on the situation).

There are additional costs of making freaks which are really not justified when you consider a much simpler method of acquiring mutation. Loki+Bronze Working yields little to no waste in terms of :science: or hammers, and yields better results as poor mutations result in a loss of a mere 25 hammers as opposed to 60. Also, Loki+Bronze working makes the opportunity cost of producing freaks quite large in and of itself quite large given the efficiency of the former and the relative inefficiency of the latter.
 
Strat: Domination

Warning: this is risky, a game can be decided on an unlucky initial domination against an army (MP). SP it's golden (because the AI will not destroy you for a crappy, eg. 4 warriors, domination to start fight). Beware Eids.

Scout + Arena = 9-10xp, upgraded to harlequin (promote mobility 1 and perhaps 2, mind 2), upgraded to druid (promote mind 3).

Techs
Basics needed
Fol (ancients are too good)
Empy (build radiants/ratha during switch to empy for neutral align)
Knowledge of Ether (Adepts are nice)
Animal Handling
Change religion back to FoL
Hidden
Festivals (Golden Age while growing from Guardian Happiness or after)
Commune
Sorcery (mages are not so important, for mana I like air for maelstrom or body for haste)

Army
4 druids with domination and summon pit. Rarely 1 with vitalize at home.
Yvain
The above can move 3 (druids can move 4) and enjoy relative safety on peaks while leaving peak to dominate and then back where yvain waits (with command 3 and heal).
Non-peak:
Kithra
Radiants/Rathas (blind is nice)
Harls for defense (promoted guerilla and forest and they charm)
Baron
adepts/mages (haste, maelstrom)


It's so funny in MP when you take someone's Hemah, Chalid, dwarven Druids or Archs and they $%@%$#@ gg

You get to keep dwarven druids, arches, mages, etc and start casting crazy stuff and because you dominate enough defenders you needn't bring much in the initial attack. Often, you can empty a city in 3 turns while building a defensive army (was theirs) that they cannot hit.



.02
 
An important note about freaks is that they can get melee only promotions (city raider) and keep them all the way to beastmasters. A CR3 beastmaster is available much earlier than tier 4 melee units, and he's got DoB and a personal charm that is hard to resist. Right now I'm playing a 19 civ huge immortal domination game, and the entire world is against me because I'm a badass with death mana and the other 13 civ continent switched to RoK and declared war on me (turn 300). However, I've got an army of 7 mimics with 3 moves (light, mobility) and at least 12 promotions plus 3 beastmasters with CR3, all moving 9 tiles on enemy land (I got aggressive and raider for 50 turns early on) and taking an average of more than one city per turn. They dont even need to heal, regen and cannibalize take care of that (I mutated warriors until I got those promotions + crazed, waited for them to turn barb and took the promotions). Honestly, I didn't expect it to be so easy.
 
16 scouts + arena = 2 scouts with 12+ xp, 2 scouts with 12xp = 2 Druids with mobility1 and mind3

2 vicars -> druid (got empy to change align and grab radiants anyway) = 2 Druids with Heal and Crown (and promote nature for vitalize)

Radiants Upgrade to Mimics, a nice (if currently broken*) unit if you are into the melee line.

* FREE promos every kill is silly. "Hmmm... level 3.... what should I take... Oooo Shock TWO!" Give me a break.
 
Don't Mimics have a chance to copy a promotion they already have, thereby failing to get a free promotion?

So when they get to high level, they have a hard time copying anything, both because few enemies have new promotions, and when they do you probably end up copying plain old Combat IV anyway.

At low levels they gain promos quickly, but that is presumably balanced by a lower base strength.

I usually mod them to always steal new promotions though, but I play for fun.
 
Don't Mimics have a chance to copy a promotion they already have, thereby failing to get a free promotion?
Yes, that's correct. It is annoying when your Mimics copy Combat II again and again and again. Or worse, a negative status promotion like Charmed or Wither.
 
I find I often have more interesting games with the Balseraph by changing my empire around to suit Perpy's traits. I'll go all magic if he is arcane, but switch to no magic all melee for aggressive or raiders. This is by far the most fun to play of all the civs.
 
16 scouts + arena = 2 scouts with 12+ xp, 2 scouts with 12xp = 2 Druids with mobility1 and mind3

2 vicars -> druid (got empy to change align and grab radiants anyway) = 2 Druids with Heal and Crown (and promote nature for vitalize)

Radiants Upgrade to Mimics, a nice (if currently broken*) unit if you are into the melee line.

* FREE promos every kill is silly. "Hmmm... level 3.... what should I take... Oooo Shock TWO!" Give me a break.

So, what, like this happened one time, and now you think it's absolutely broken? Mimics start off weaker, and their primary ability is tied to victory, two things which don't workout well. Sure, if you get a nice war machine going they promote a bit faster, but they're still working off a base of 5.
 
So you mutate them to strong and get 6 strength. Even if you can't wait only for strong ones, with iron they're only 7 strength against 8, a measly 14% behind. That means that a lead of one promotion is enough to make them better than a parallel unit, and they usually have more than one. Much more. If they could get barrage and do collateral then they would truly be a game breaking unit. By the way, I've yet to kill a mage with them. Do they steal magic promotions? I hope not, that would also overpower them beyond control.
 
So you mutate them to strong and get 6 strength

I hadn't realized the mutate spell now allowed you to specifically choose your promotions (/sarcasm).

And 1 promotion advantage won't necessarily allow a 5 to equal a 6. Combat 1 6 is a 7.2. Combat 2 5 is a 7. Just an example.

I've generally found that mimics are a good outlet for a tech advantage, since they level nicely, but are otherwise only about as good as a normal champion.
 
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