Combined civilizations

Pickly

Prince
Joined
Jun 5, 2009
Messages
535
This is more a fun set of ideas that any actual suggestions. These are some ideas for interesting/fun combinations of different civilizations.


Kuriotates/Elves: a 3-ring city, surrounded by enclave+ancient forests, with Guardian of Nature to supply enormous amounts of happiness. In addition, if the Ljosalfar archer bonus would apply to Centaur archers, this combination gets some nice military forces as well.

Lanun/Calabim: Most advice for the Lanun involves running them with slavery and conquest to work off excess population. with this combination, however, why not work it off with governor's manor production and vampires? Excekllent troops, more flexibility in civics, or your money back. :)

Sheaim/Balseraphs: combine the melodious, high pitched sounds of puppets with the rhythm of planar gate spawns, for a unique auditory experience.

Infernals/Mercurians: It's a win/win, no matter who wins, you will be the ultimate winner with free soldiers and workers. There might be some difficulty with religions though...
 
The last one is possible and good for a laugh. The top two just sound horribly overpowered.
 
Several games ago I gave Tolerant trait to Cardith... and yes, just one Kuriotate-Ljosalfar City can change the game.
 
The top two just sound horribly overpowered.

Oh sure, overpowered synergies were something I was thinking of for these types of civilizations. (These aren't meant ot be serious, so a nice ovewrpowered combination fits right within these sorts of combinations I've dreamed up.)

(Seems odd that not a lot of other people have thought of these sorts of combinations while playing.)
 
Well i don't mean to speak badly of the first choice but you don't need a conbined civ to get that... in my last game i just walled of the elves with settlements and waited for them to upgrade all their terrain. once they had i launched in and took their land and placed my nice shiny last city in the middle of a patch of anchient forest and towns. 50 turns later i was top of the game with my shiny enclave ancient forest city. I even took the nature religion for the laughs but with all those ancient forests you don't really need any extra health.
 
You guys do understand that these aren't meant to be serious, right? (Just some fun ideas)
 
Falamar and Sandelphon.

Build your capital in a :hammers: heavy coastal location. Expand alone the coast, grabbing at least two high :food: sites. Found the OO in one of these :food: sites. tech archery for lumber mill. Switch to FoL and get as many ancient forest lumbermill tiles as possible.

Found AV in the other :food: heavy coastal city. Prioritise getting the great library in this city. Tech Mind Stapling and Taxation and run Republuc and Cast System. Get scientists running in the AV city, switch to OO and get the Tower of Complacency there. In the OO city, get the Bazaar and run merchants. All other cities should be :hammers: based (with Gambling Houses and Conquest). Activlet hunt barbs and get as many level 6 units as possible. Level 6 > Shade > 35 :science: per turn in your AV city. Beeline Arcane Lore to run Scholarship.

You will have defense early with Drown and Archers. Once you have scholarship your AV city should go over 1500 :science: per turn. Your OO city will provide enough :gold: to upgrade all your units. And you will have all but two cities focussed on :hammers: to make unit (with 10 :) from the Gambling Houses).
 
Alexis and Sandalphon

-get a GP farm very early, later get a military production site as well.

more great people, better soldiers

If your into melee, grab ROK for Arete bonus ... otherwise grab FOL for more population = more specialists

Alternatively a Magical Sidar could be attained with Dain and Sandalphon

(same results can be aquired using Unrestricted leaders, and merely removing Sandalphon for his partner)
 
Falamar and Sandelphon.

Build your capital in a :hammers: heavy coastal location. Expand alone the coast, grabbing at least two high :food: sites. Found the OO in one of these :food: sites. tech archery for lumber mill. Switch to FoL and get as many ancient forest lumbermill tiles as possible.

Found AV in the other :food: heavy coastal city. Prioritise getting the great library in this city. Tech Mind Stapling and Taxation and run Republuc and Cast System. Get scientists running in the AV city, switch to OO and get the Tower of Complacency there. In the OO city, get the Bazaar and run merchants. All other cities should be :hammers: based (with Gambling Houses and Conquest). Activlet hunt barbs and get as many level 6 units as possible. Level 6 > Shade > 35 :science: per turn in your AV city. Beeline Arcane Lore to run Scholarship.

You will have defense early with Drown and Archers. Once you have scholarship your AV city should go over 1500 :science: per turn. Your OO city will provide enough :gold: to upgrade all your units. And you will have all but two cities focussed on :hammers: to make unit (with 10 :) from the Gambling Houses).

This is probably a stupid question...but do you mean have them join the city as a great sage specialist:confused:
(the level 6 shades that is)
 
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