How to summon the infernal quickly?

Passer2000

Chieftain
Joined
Aug 19, 2010
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I just summon tham when about turn 140. But I remenber that someone said he can summon them in turn 90 in average. Does anyone know how to do this so quickly?
 
Play as Hannah of the Lanun, it's definitely the fastest way. Their pirate coves and her financial trait make coastal tiles very powerful research tools.
 
Incorrect. Play as Cardith Lorda. Research Mysticism then Education then Knowledge of the Ether and then the Priestly line until way of the wicked and finally The Ashen Veil and Infernal Pact. All the while you are building elder councils while putting sages up and cottaging every space of land you can get while growing and making multiple cities.

When given the opportunity, you get the financial trait.
 
I think the first Adaptive trait switch is just before turn 100 on normal speed. There's not much point to planning for that as part of a strategy to summon the Infernals on turn 90.

Hannah is able to access tiles with 2 or more :commerce: as soon or sooner than Cardith Lorda because researching Fishing costs the same as researching Calendar, and is much less expensive to research than Ancient Chants + Education. Once both have access to those 2+ :commerce: tiles, Hannah's will be producing more :commerce: because she starts with Financial. Also, she is more likely to have access to high-commerce tiles because she can see and use Pearls. Finally, the +1 :food: Hannah gets from water tiles means that every coastal tile produces at least 2:food: / 3:commerce: for her, which means that as long as she starts near water she will have decent growth potential and :commerce: output.

Cardith Lorda does have a larger work radius for his city, and so can potentially reach more high-output tiles, but must invest more research to unlock easy access to :commerce: (ie Education) and is more sensitive to starting position (needs riverside plantation resources or riverside cottages to keep up with Hannah's :commerce: output). He will also likely need to research at least two techs (Calendar and Education, plus possibly Crafting and Mining if he must chop down forests to make his cottages) not in the path to Infernal Pact, whereas Hannah can probably do with researching only one (Fishing).
 
An other Civ to use is the Lurchip, with the financial leader. Fast working, self-defending Workers, Golem warriors, and Dwarven make it pretty easy, and to top it off there is the Golden Hammer world spell.
 
I just summon tham when about turn 140. But I remenber that someone said he can summon them in turn 90 in average. Does anyone know how to do this so quickly?

Not sure what speed you're using but I believe the fastest times people quote are on Quick and can't be achieved on other game speeds.


I'm not sure of the fastest way to get the Infernals but is that really the best way to use them? It could be a case of 'more haste giving less speed'. What about using the casting civ to get a head start by taking over its developed cities and resources (including wonders and shrines) and inheriting the techs it has researched. It seems to me that getting the Infernals too quickly might actually slow the game down as they have to research so many techs and build so much infrastructure. They need to build a powerbase before they can conquer large areas.

I tried using the Clabim with Flauros the first time I used the Infernals. In that game I managed to donate all of the large Calabim cities (except the capital) before taking over the Infernals including the second city with Ashen Veil shrine. It was far too easy from there onwards with several large cities and powerful demon units and I never bothered to finish the game. That was only monarch difficulty and was fun.

Recently, I used the Hannah of the Lanun to generate the Infernals. Here I held off finishing Infernal Pact until I had used Hannah to research several techs like Writing (building Great Library), Optics, Sanitation and Trade. That allowed the Lanun cities to be big, which means they are more useful for the Infernals. As Infernal cities don't grow each captured pop is (almost) worth a mane later. This time the donation trick didn't work but I used the Infernal troops to conquer the Lanun cities wiping them out before taking on other civs. A small advantage of using the Lanun to generate the Infernals is that you start with Seafaring, which gives ships +1 movement and the ability to use black pearls as a source of 5 commerce and trading to other civs. Existing pirate ports, built by the Lanun, can be taken over and will grow to useful 2H6C tiles for the Infernals, but new ones can't be built.

Lanun are definitely a good way to generate the Infernals quickly and with head start as long as the map has good coast and seafood resources.
 
It seems to me that getting the Infernals too quickly might actually slow the game down as they have to research so many techs and build so much infrastructure. They need to build a powerbase before they can conquer large areas.

Not really. Hyborem, Rosier, two champions and a rusty imp can conquer quite a lot! If you wait around for a powerbase it might never happen.
 
it might still be useful to pick up some quick advances like mining and education, to give the infernals an economic start when they are founded.
 
Not sure what speed you're using but I believe the fastest times people quote are on Quick and can't be achieved on other game speeds.


I'm not sure of the fastest way to get the Infernals but is that really the best way to use them? It could be a case of 'more haste giving less speed'. What about using the casting civ to get a head start by taking over its developed cities and resources (including wonders and shrines) and inheriting the techs it has researched. It seems to me that getting the Infernals too quickly might actually slow the game down as they have to research so many techs and build so much infrastructure. They need to build a powerbase before they can conquer large areas.
Hyborem and the 2 starting champions are a powerbase in of themselves. If summoned Quickly Hyborem can topple nearby Civs without too much trouble. If I'm going to delay Summoning Hyborem it's usually just to research Priesthood which lets me get Ritualists which sometimes helps my conquering such that it's worth delaying some turns.
 
Hyborem and the 2 starting champions are a powerbase in of themselves. If summoned Quickly Hyborem can topple nearby Civs without too much trouble. If I'm going to delay Summoning Hyborem it's usually just to research Priesthood which lets me get Ritualists which sometimes helps my conquering such that it's worth delaying some turns.

I agree with you on Priesthood and ritualists, it is very useful to have those early to support your other troops. The 40% damage they do to defenders makes mosts cities much easier to take. The two starting champions are pretty weak with a later generated Infernals so I base my main army around ritualists, diseased corpses and chariots, and they work well together.

Getting other techs, before generating the Infernals can speed up conquest a great deal. The tech rate of early Infernals is poor and the cities they capture are small due to lack of Sanitation and multiple religions. For instance waiting until you have Horseback Riding enables all troops (except catapults) to get the mobility promotion, doubling their speed in enemy territory.

Capturing a lot of little cities early, isn't that useful. The productivity of Infernal cities is directly proportional to their size and I've found capturing a couple of size 20 elf cities a real boon. It takes time for the elves to grow them and if I'd attacked earlier they would only be size 10 or whatever and their cottages would not be matured into towns. Also once you get to about 20 cities, with other civs also spreading Ashen Veil the Armageddon Counter hits 30 and that ruins all subsequent cities with Blight. From then onwards you don't capture any more large cities.
 
Capturing a lot of little cities early, isn't that useful.

Raze the ones you don't need and you'll get some manes. The infernals are so bad at settling cities that capturing some cities in an early war has to be an improvement.
 
Razing good cities doesn't give manes, evil and neutral cities do give 1 or 2 manes. That just doesn't begin to compare to capturing a size 20 city.

I don't agree that settling Infernal cities is all that bad, either :(, except in the very early game. In fact, I find that late game with sufficient techs and proper civics it can be profitable to settle Infernal cities to grab resources and make a nice profit from trade routes. For 212 hammers you get an instant size 3 city with a ton of free buildings (worth over 800 hammers). With Trade and Currency already researched and the Obsidian Gate that's 4 trade routes and on an offshore landmass; 4 domestic trade routes can easily give 20 commerce trading with big cities (captured or built up with manes). If the city has a couple of plains hills or workshops it can build the temple of Ashen Veil, for 3 :science: 1 :gold: (100% bonus from Spiritual) and a market and that city is then very profitable. Running Scholarship and Caste System means any specialists get +2 :science: +2 :culture:.
 
I don't agree that settling Infernal cities is all that bad, either, except in the very early game.

I suppose they're only bad at settling if you compare them to another nation, any other nation ;).
 
I suppose they're only bad at settling if you compare them to another nation, any other nation ;).

You clearly have a strange interpretation of late game economics. For 212 hammers invested not only do you grab resources better than any other civ, but that investment is repaid much faster in terms of :science:, :gold:, and :culture: than other civs can hope for.

After Blight has struck the Infernals have no problem meeting the population requirement for for Domination. Getting enough land area is the only problem. That can be done by a combination of conquest and cost effective settling ...
 
You clearly have a strange interpretation of late game economics.

Who said anything about the late game? Any nation can build cities to claim a win in the late game. The infernals aren't any better at that than anyone else. When it matters, the infernals are poor at settling as they can produce numerous military units instead of a settler, or a world wonder instead of two settlers.
 
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