Flesh Golems - What Fun!

vyapti

Prince
Joined
Mar 14, 2002
Messages
339
Location
Eugene, Oregon
I'm playing the Calabim for the first time. I've got a continent to myself, a number of pop-farms and a distant continent split between 4 civs. Victory is assured and I'm in no hurry, so I started playing with Flesh Golems.

I've got a stack of Cultists and Ritualists with 26+ xp and 3 ea of Inquisitors and High Priests.

First, I leveled two new vampires in my pop farm for the combat 1-5 promotions and golemed them with 2 OO High Priests. I'm thinking I'll make an army of Krakens.

Then I merged a OO High Priest with a Ashen Veil Inquisitor, both vamps, for a unit with access to 7 magic speheres and Summoning, Sorcery and Divine.

I used two new vamps (sucked some pop for xp) and two new ritualists to get 'out-of-the-box' units with Combat V, Summon Nightmare/Sand Lion and Fireball

I'm also thinking of making a golem out of Losha and a Ashen Veil inquisitor. A Bad Ass dude with Pillar of Fire, Meteor Swarm, some nasty summons and an immortal with Heroic Str II, that can convert units it kills.

What else have people done with Flesh Golems. The possibilities seem endless.
 
I remember making a flesh golem that coud train units to cast spells with the doviello, was really nice having my huge army of beastman able to summon a huge army of skeletons (or cast escape to protect my capital when needed) But they fixed that as only the amurites are supposed to do that...
 
Haven't tried it yet but when I start a real game as the Hippus and finally manage to go the distance, I plan on grafting Flesh with Magnadine and a Druid with Chaos 3, turning key enemy units into barbs with rage and then capturing them, not sure I can attack and cast a spell the same turn though, makes me wonder if I'll be able to go over the 3 unit limitations on national units? If so, it's probably going to be overpowered, like many other graft flesh options :)
 
Even if you could cast a spell and attack in the same turn, magnadine's capture ability isn't promotion-based - you'd lose it on grafting him to another unit. Not to mention that unless you've captured a balseraph druid, you'd need to already have madea golem to get a chaos 3 druid.

Also, to the Op, two things. The Losha golem will lose the immortal promotion teh first time it dies, and won't be able to regain it (since it's not gained via another promotion). And second, how did the OO/Veil priest golem get sorcery? The only units with both sorcery and divine are druids and Leaves priests.
 
Haven't played a game long enough in the current version of FFH, but I think I remember in earlier versions Druids could pick up regular spells sphere's that you had mana for, is that no longer the case? Meaning leveling up a druid to the point they have Chaos 3 before grafting would be easy enough to do. But yeah, if the barbarian converting isn't promotion based then the idea probably wouldn't work, but it sounded good on paper :)
 
Also, to the Op, two things. The Losha golem will lose the immortal promotion teh first time it dies, and won't be able to regain it (since it's not gained via another promotion).

Does a hero unit 'die' when it's grafted. I wonder if you could build Shrine of the Champions afterward.

And second, how did the OO/Veil priest golem get sorcery? The only units with both sorcery and divine are druids and Leaves priests.

Unless I'm mistaken (which is likely) I thought all my vamps had Sorcery and Death. . . maybe that's just wishful thinking.


Another thought, can you graft naval units in a city? Make a golem with the Cargo promotion, Mobility and Navigation?
 
Unless I'm mistaken (which is likely) I thought all my vamps had Sorcery and Death. . . maybe that's just wishful thinking.
It's only the vampire units proper, not any units that have been gifted vampirism.

Haven't tried it yet but when I start a real game as the Hippus and finally manage to go the distance, I plan on grafting Flesh with Magnadine and a Druid with Chaos 3, turning key enemy units into barbs with rage and then capturing them,
Not a bad strategy, but I don't see how it is improved by combining the units, rather than using a priest and hero.
 
I was figuring then I could rez Magnadine and essentially have 2 units converting barbs to my cause :) Tried it tonight and it doesn't work though, like Geejo pointed out he lost the converting ability, damn powerful unit though, but I rezzed Magnadine and just started him over.
 
I like just keeping it simple... graft archmages to highpriest to combine their spell knowledge; and graft together infantry with complementary promotions. (Spartatoi-Marksmen or Spartatoi-Flurry have pretty nice utility; but there's something more fundimentally satisfying about splicing Paladin-Berserkers.)

The downside? Now my best casters, and best city raiders, look the same. I sort of wish that flesh golems had some different art based on something arbitrary like, say, their strength value. Or whether or not they have channeling 3.

Anyway: Make sure you do your grafting in the town with Soul Forge! :)

and yeah, I agree there should be a limit on # of fleshgolems. Otherwise it pretty much gets you around all the other limit caps.
 
Oh hey- that reminds me. What exactly does the soul forge do other than provide death mana? I remember seeing once it captured a soul. But there was nothing in the wiki, f its in the civopedia, I didn't think to look there back then, and I'll forget by the time I get home...
 
Oh hey- that reminds me. What exactly does the soul forge do other than provide death mana? I remember seeing once it captured a soul. But there was nothing in the wiki, f its in the civopedia, I didn't think to look there back then, and I'll forget by the time I get home...

It provides bonus production everytime a unit dies within a tile of the city it is in.
 
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