how to counter the mighty ritualist

Amask

Oogala Boogala
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so I started playing this wonderful mod
played two single player games just to get used to it, then moved on to multiplayer
so far I only played 1v1 against a friend of mine, on these settings

duel size pangaea
random climate, random sea level, random shoreline
non-raging barbs
quick speed

first couple games ended pathetically, in 10-20 turns, when capitals were destroyed with starting scouts/warriors because the other guy decided to risk it and not build a defender ASAP (you know, working that 1f 2h tile as opposed to growing)

then another game was ruined because my friend didn't know about the possibility of capturing animals, so I killed his worker with a lion before he could build a copper mine
he quickly got gg-ed

we had one interesting game that was decided by priest of leaves +1 poison damage spell

then came the new era of me owning him in the following way:
starting out by going for mining, then education or mysticism or calendar (depending on surroundings). Bronzeworking either now or right after mining, also depends on things
all the while pumping out warriors, then eventually axes, and putting pressure on him, fortifying in forests, all that wonderful stuff, while spamming cottages/mines at home...
ideally I build my capital near as many hills as possible, and switch either to max out production when needed, or as many cottaged tiles when production isn't needed (like when I feel that I already have enough army marching out)

whether or not I get agriculture depends on how many floodplains there are, or if there are reagents (+1 food) and such around...
animal husbandry almost never

then festivals too maybe
then go for the Ashen Veil
as soon as I get it, grab Rosier (takes 5-8 turns), build a temple, and start spamming fire II ritualists (also forgot to mention, reagents are needed, but they are usually found around your starting area; if not, ok, move that starting settler to make sure you have a source in the 150 (or is it 250?) culture radius or whatever the next one is (500?) ... creative helps... Keelyn)
obviously switch to sacrifice the weak
you can have a size 12 city working plain cottages or mines without wasting citizens on farms and such; productivity soars, as does your GNP

once I get 4-5 ritualilsts, the spam of sand lions starts
nothing my friend can produce at this point can counter an infinite wave of lions
(oh forgot to mention, summoner trait is needed, although I can see not having it and still owning; fing of flames is quite powerful by itself; and even if you don't accumulate x3 sand lions due to summoner, just one wave can also hurt, thanks to 5 str and those handy 3 movement points; and this EVERY turn)

I have successfully destroyed my friend in two games using ritualists like this, in one of them I almost lost to his moroi rush, followed by orthus axe horseman madly promoted running around pillaging my stuff)

he razed my second city (in that game I decided to build one 'cause the land was so good, normally I dont, just spam army to keep pressure on him while I aim for veil, and once unit costs hit, switch to cottaged tiles) with moroi-s, and had 4 cities of his own at this point

but when ritualists came, even with three times my production and a bunch more techs he couldn't beat wave after wave of sand lions

in the second game, he was Grigori and had 4 hero axes running around
it took me a bit longer to get veil this time 'cause I had to build a massive army to counter his, but again, once sand lions came, down those heroes went

right now the way I see it, that's the only possible way to go
massive amounts of free units this early, without having to age any adepts or anything, and str 5 units too, with 3 movement points
you can hide the ritualists deep inside your borders, and still strike with the lions
if no desert, no problem... either build one adept with scorch, or summon some imps and wait till you get one with scorch
if you don't want that, fine... 3 movement points that lions have should give you some flexibility... surely there is one desert somewhere in a 9 tile radius (or more with roads)

so I'm curious, what if next game my friend beats me to veil, what the hell would I do?
 
so I'm curious, what if next game my friend beats me to veil, what the hell would I do?

Suggestion (nope, I haven't tried it):
0) Ignore Veil
1) Choose a Magic Resistant leader.
2) Go for Summoning (Technology) - a handful of great sages can help a lot here.
3) Use Rings of Wardings in all your important cities.

A 19% survival rate prior to any units in your cities taking damage, plus being set up to create your own summoning wave (with adepts upgraded to Conjurers) could be an interesting counter-strategy.

But really, my understanding from those who do play multi-player often is that any strong strategy that peaks early enough should work.
 
1v1 is a brave style to play.

Every game you have the winner will be decided within 50 turns I would think. There is no other force at play if you figure out how to deal with the barb threats. Civ doesn't really make this environment fun. The more you ruin your opponent the better your game will go whereas in bigger games, even just with a lot of AI the more you ruin your opponent is effort that is detracting from your civ developing in other ways.

OTOH FFH is cool because you can really get a strong momentum going by having a war to promote your units and then you will have a powerful military advantage. If you are attacking someone who susses out your tactics (which I unfortunately do) they will be able to at least hurt your military machine so much that you won't get this advantage.
 
so I'm curious, what if next game my friend beats me to veil, what the hell would I do?

Use it anyway. The only thing the other person gets is the holy city. Of course if you only have one city and the other person has only one city, then of course ignore Veil otherwise you just handed victory over to the other person if religious victory was enabled.
 
no really aving it in one of two cities makes 50% so you dont win and adding another city brings it to 66% so it will take many more cities to win
 
so I'm curious, what if next game my friend beats me to veil, what the hell would I do?


I cannot test this and it might be patch dependant.
In one game against AI i build the pact of nilhorn early. I was happy about killing his units, before war was declared, my giants walked into his territory, ruining city defenses and suddenly were killed by hunters. According to combat log hunters got 75% bonus, although their ability is supposed to work against animals only and giants count as beast.

You should check this, but as sand lions are beast as well, they can be killed in large numbers by hunters. If you add the raider civ on this, give poison blade and 2 starting xp to hunters, his sand lions will be nothing more but walking xp for you're hunters and they will quickly level to combat 5 and lots of other stuff.
 
I haven't checked recently, but in .16 I know sand lions were not animals and hunters didn't get any bonus. I believe Kael or someone on the team said they were essentially lions made out of the sand and animated.
 
I cannot test this and it might be patch dependant.
In one game against AI i build the pact of nilhorn early. I was happy about killing his units, before war was declared, my giants walked into his territory, ruining city defenses and suddenly were killed by hunters. According to combat log hunters got 75% bonus, although their ability is supposed to work against animals only and giants count as beast.

the reason it works against hill giants is that the "animal" class is not what it looks for. they had vs animal promotions in vanilla without an animal class
i believe it has to do with the ai and maybe the unittype- im not sure though- but i know that the animal class has nothing to do with it
 
Code:
[SIZE=2]<Class>[B]UNITCLASS_HILL_GIANT[/B]</Class>
<Type>UNIT_HILL_GIANT</Type>
<UniqueNames>
</UniqueNames>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_BEAST</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_HILL_GIANT</Description>
<Civilopedia>TXT_KEY_UNIT_HILL_GIANT_PEDIA</Civilopedia>
<Strategy></Strategy>
<Requires>NONE</Requires>
<Advisor>NONE</Advisor>
[B]<bAnimal>1</bAnimal>[/B][/SIZE]
Yes, Hill Giants are animals.

Code:
[SIZE=2]<Class>[B]UNITCLASS_SAND_LION[/B]</Class>
<Type>UNIT_SAND_LION</Type>
<UniqueNames>
</UniqueNames>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_BEAST</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>INVISIBLE_LAND</SeeInvisible>
<Description>TXT_KEY_UNIT_SAND_LION</Description>
<Civilopedia>TXT_KEY_UNIT_SAND_LION_PEDIA</Civilopedia>
<Strategy></Strategy>
<Requires>NONE</Requires>
<Advisor>NONE</Advisor>
[B]<bAnimal>0</bAnimal>[/B][/SIZE]
Sand Lions however, are not.
 
Looks to me like neither are animals but rather beasts, however the AI stategy treats giants and not sand lions as animals, meaning they will not invade your territory with them.
 
This should be changed, the pact of nilhorn is rather useless otherwise, because it is normally finished, when hunters appear.

Yeah they are not UnitCombat_Animals my mistake, the <bAnimal> just seem to be for making them part of the animal spawning phase.
 
The other player could go for horsemen (if they have horses, of courses) and pillage reagents, followed by cottages, etc.
The ritualists are probably all in one stack, so a mage with contaigion or another RoF caster, given mobility, followed by a few hunters could knock them down.
The best way is to hit early, I guess. Don't need to take them out, pillage everything, and you should be able to get some better units before the ritualits come out.
 
I've been told that assassins are the thing to do against magic using units (especially those that can easily dedicate one or two sandlions for self-protection). I don't know how that works out, tech-timing wise.

I still believe that the summoning trait is too powerful at THREE times the summons; two would be plenty. What this boils down to, though, is a question of scouting. Ritualists are especially powerful because they can be built right away and don't need to be upgraded from adepts. (and boy, you should have seen .21 ritualists, back when ring of fire could still KILL enemy units. A stack of 10 ritualists would win you the game, even if your enemy came with something like 500 arquebus. This, fortunately, has been fixed). So you need to know when your enemy is going for them. Deny him reagents, if possible, or destroy roads so the reagents don't spread beyond his capital. Also, iirc sand lions can only be summoned on desert, so your enemy will also need to bring at least one adept with him (meaning he needs to research KotE and build a mage guild) unless there's a conveniently placed tile of desert in your lands (and if there is, there's always spring, but then YOU have to take one step down the mage branch).

In short, your advantage is that your enemy needs to invest down the priest line (find reagents, hook them up, research priesthood, build temples) while you don't. So for one short moment in the game you're more powerful than him. With experience and good scouting you *may* be able to catch that moment and use it to your advantage.

Generally though, this is very much a situation where the game is decided before a win condition is triggered. If your enemy builds a sufficiently big stack of summoning priests and manages to put pressure on you with them, it may already be game over.

Have you ever tried playing a bigger game with a few AIs added in? Sure they add another element of randomness (something that's always undesirable in MP), and you'd better turn off tech trading unless you want to go tech-peddling every round, but I find it can be quite fun, especially with the alignments idea of FFH.
 
so far me and my friend decided to play with no summoning trait
and no altar
and no elves (the thing here being that "elvish" promo lets you collect 70&#37; or more of the goody huts on a duel map with the double forest movement; I got tracking on the 10th turn once... guess how that game ended; also, FoL and elvish improvements are just too good, especially if only one of the two can get them, and for the other player to get FoL JUST so that the elf player can't is, well, predictable/annoying to have to do)
no ashen veil is also being discussed
and no barbaric trait (don't see it working out well in 1v1)

anything else you guys know of that we should add to the "don't do it or you'll own so much that the game will be a huge waste of time" list?
 
and for the other player to get FoL JUST so that the elf player can't is, well, predictable/annoying to have to do)
wouldn't work anyway. All players who research the religion founding techs get a disciple of that religion even if they don't get the holy city.

I don't think barb trait would be too strong unless you put on raging barbs, but it's easy enough to avoid if you want. You still have 17 civs to choose from.
 
also, FoL and elvish improvements are just too good, especially if only one of the two can get them
You can capture elven workers and (with slavery or taskmasters) capture elven slaves to build your own forest improvements. You still won't get Ancient Forests without FoL, but the elves can't maintain their monopoly if you go for it. For the scouts, they still don't fair well against most animals and the lack of a starting warrior leaves them open to an early rush (especially on Duel maps, especially with Doviello who get 3 beastmen (+20% city attack) and 1 scout).
 
I'd be surprised if flesh golems had any significant effect in a two-player game o_o
 
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