[FFH] Kultured Kuriorates

no but they cost no maintinence
 
Do the settlements provide any kind of bonus, money or anything beside culture and zone of influence ?
Well, like I said, if they happen to contain a building (by conquest or by priest) you can hire a specialist there, that will produce gold, science or culture. Buildings that give a gold, science or culture bonus (like Catacomb Librarus in former Svartalfar capital, that gives +4 :science:) also work. They also seem to produce trade routes.
 
Those number are pretty crazy, i ought to try them sometimes. I would try them in MoM though as i dont really play regular FFH anymore. In MoM they probably play quite differently due to the limitation in the number of improvements you can build.
 
Small update.

We start Summer and Winter palaces in our second and third cities, mainly for the culture.

Angel event:

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But these gentle, so-unlike-the-Mercurians angels failed to prevent the appearance of Stephanos:

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We chose Creative as a new Adaptive trait to expand the borders of our new possessions.

Before Stephanos spawned, we sent an expedition of Hunter, Settler and two Workers to settle a spot with a mana resource. Stephanos appeared, destroyed our Hunter (and converted it to Barbarian, since Stephanos has an equipment that has a 30% chance of converting the defeated units to your side). The Hunter, now Barbarian, run away to the wilderness, while our non-combat units were spared and managed to run away due to the Fear effect of Stephanos.

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Stephanos razes a settlement of ours.

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To prevent the horrible Conqueror from destroying more cities, a heroic team of Bambur, Arthedian, highly promoted Centaur Archers and Chargers rises to meet him.

Centaur Archer dies.
Centaur Charger withdraws.

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Centaur Archer dies.
Centaur Charger withdraws.

And Bambur delivers the finishing strike.

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So much for the First Horseman of the Apocalypse.

World-ending shenanigans receive a further blow:

Civ4ScreenShot0279.jpg~original
 
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Lol at your hunter
 
I've always liked the Svartalfar. They are my favourite nation on Erebus, flavour-wise. They are evil, yes, but they know how to be evil with proper glamour. Pity I fought them in my every AAR.
Civ4ScreenShot0285.jpg~original


The Hunters, driven to madness by Stephanos, were last seen here.
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And we finally found that city.
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Peoples all over Erebus line up to buy exquisite Kuriorate wool and jewellery.
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We are building quite a large army for defence purposes.
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When the Lanun offered Cardith to declare war against the Infernals, he agreed. The Infernals, located so near to the Kuriorate borders, were definitely a threat.

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And Cardith tolerates everyone, no matter how controversial the general populace finds him.

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Unfortunately, the Kuriorate offensive into Infernal territory was stopped by prevailing Infernal forces.

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Our Mages cast Blinding Light and Destroy Undead at the demonic forces, while Bambur and Arthedian send the demons back to Agares' Hell.

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And we have another Great Bard to celebrate our achievements.

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Blinding Light works wonders...

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However, it was not able to prevent the Infernal razing of our settlement.

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We attack the Infernal positions again.

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But their counterattack was brutal.

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We try to blind their forces again -

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But next turn, the remains of our army are destroyed.

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So we switch to the enlightened religion of the Empyrean, for more Sun II casters, and to Military State.

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We receive some gold from our ally:

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And quickly recruit Radiant Guards and Rathas, who stop the large Infernal armies.

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These moments were terse enough for me to forget to take screenshots, but 4 Sun II casters pretty much stop every Infernal army, while our highly promoted Centaur Lancers harass these armies, killing off their best champions. The Infernal Mages beyond the front lines try to break our cities' defences with summoned creatures, but they turn out to be unsuccessful.

Civ4ScreenShot0328.jpg~original


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Three more Blinding Lights stopped that army.

We sanctify the burnt down orphanage.

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For some reason, Falamar and Basium declare war on us without showing up to tell me about it. Amelanchier does the same, so probably it was an Undercouncil resolution.

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Hyborem, however, after our Centaur Lancers destroyed enough of his troops, is willing to talk peace.

That, though, is irrelevant, because we have Seven Pines in our territory.

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From now on, Cardith decides that he has enough of pointless war and violence.
 
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Damn I don't remember ever seeing infernals being so powerful when playing MoM.
They don't really need the +10 palace :hammers: I gave them long ago for as a compensation for late summoning. The AI now summons him just fine.

Plus, Hyborem had been probably fed quite a lot of Manes from all the killed units of Faeryl (she had OO in some of her cities), Falamar, Keelyn, Tebryn and Decius.

There's one thing, however, that made him weaker - if you look at the minimap, you might notice that there's a seemingly unsettled piece of land west of the Infernal lands. It's actually separated from Amelanchier by a narrow sea and is full of barbarian cities, and Hyborem is at peace with the barbarians. That small Orcish barbarian nation regularly sends Wolf Riders to me though Infernal territory. These riders are only a minor annoyance.

I bet that Orcs in these cities view Hyborem as a benevolent protector against the evil Humans, Elves, Angels and what have you.

The story continues:

We select the Philosophical trait as our Adaptive, adopt civis that give maximum culture, and hire a lot of artists.

Civ4ScreenShot0351.jpg~original


Agarse the Magician, famous for his magical fireworks he uses to light the city of Avelorn:

Civ4ScreenShot0353.jpg~original


Cardith is fine with a Veil temple in Naggarond. Every temple increases local culture, and every religion should be welcome to the diverse land of Kuriorates.

Civ4ScreenShot0356.jpg~original


Dianchete, famous for her epic poem about our great society:

Civ4ScreenShot0358.jpg~original


In Season 512, our capital officially goes Legendary. Naggarond follows soon, and finally,

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Great Story:clap::goodjob:
I really admire your skills(emperor)! So I would like to ask you a couple of questions, as the FFH2 forums seem dead.
1.What does the Ascension ritual do? Must be something very epic, because of the drawbacks the Draw gives.
2.When was the Infernal Pact researched in your game? In my game it is past turn 300 and still the Infernals haven't arrived.
3.Why isn't the combat log shown?

Do the settlements provide any kind of bonus, money or anything beside culture and zone of influence ?

Trade routes too.


Those number are pretty crazy, i ought to try them sometimes. I would try them in MoM though as i dont really play regular FFH anymore. In MoM they probably play quite differently due to the limitation in the number of improvements you can build.

Updated sizes-
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1.What does the Ascension ritual do? Must be something very epic, because of the drawbacks the Draw gives.
Creates a strength 60 unit (ascended Auric Ulvin) who can cast a powerful Snowfall spell. Unfortunately, Auric can't gain promotions. Probably not really worth the cost, though might be fun for roleplay.

2.When was the Infernal Pact researched in your game? In my game it is past turn 300 and still the Infernals haven't arrived.
I modified the AI to summon him earlier, so can't say for sure. Are there any Ashen Veil AI's on your game?

3.Why isn't the combat log shown?
No idea :lol:
 
Great Job here ! :D :clap:

In my current MoM game i play as Bannor and made it my self imposed goal to try to stop the Armageddon. So far im not sure ill make it :P
The Sheim summoned the Infernals a bit before turn 300. 50 turns later i exterminated the sheim but the AC keeps rising. Its now at 63, im trying to go kill Hyborem but the RNG gods dont want me to.
The infernal appeared in a remote area of high wilderness only reachable by boat and there a huge army of wild beast around their city. Several Allosaurus, an army of treant and Acheron the red dragon is strolling right outside DIS. :shifty:
 
1.What does the Ascension ritual do? Must be something very epic, because of the drawbacks the Draw gives.
Creates a strength 60 unit (ascended Auric Ulvin) who can cast a powerful Snowfall spell. Unfortunately, Auric can't gain promotions. Probably not really worth the cost, though might be fun for roleplay.
it's worth it for the fun factor. the acension ritual also does one other thing: it gives the equipment Godslayer to the player with the highest score who is not allied with you. the godslayer gives +3 strenght and a +1000% strength bonus against units with the avatar racial promotion (only Auric Acended has it, and in FFH frozen and RIFE, don't know about fall further, you can get Taranis Acended)
 
it's worth it for the fun factor. the acension ritual also does one other thing: it gives the equipment Godslayer to the player with the highest score who is not allied with you. the godslayer gives +3 strenght and a +1000% strength bonus against units with the avatar racial promotion (only Auric Acended has it, and in FFH frozen and RIFE, don't know about fall further, you can get Taranis Acended)

From the wiki.
Ascension is a ritual that can only be built by the Illians. It is the fifth and final Illian winter ritual; it is available at Omniscience and it requires that the Draw ritual be completed. When Ascension is completed, Auric Ulvin will ascend to godhood. The Illian player will receive Auric Ascended, and the highest scored player that is not allied to the Illians will receive the Godslayer.
Auric Ascended is a god. His presence means that Auric Ulvin has managed to become the next God of Winter, succeeding Mulcarn.

Auric Ascended can only be summoned once the Illian winter rituals the Draw and Ascension have been completed. He has 30 base strength, plus 30 Cold strength, as well as a powerful Snowfall ability, which increases the spell's range to +2 and makes it possible to kill enemy units outright. Auric is very powerful, but he will die if he ever fights a unit wielding the Godslayer; even if he defeats that unit, he will die afterwards.


If Auric Ascended is killed, the Illians will lose all of their leader's traits.
 
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