MagisterModmod : My Wicked Game

youtien

Lyricist
Joined
Aug 25, 2008
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Taipei
I think there should be a thread where we can share all those overpowered game. Here my Deity Duke Sallos's Sidar comes:

Theocracy-Sacrifice the Weak-apprenticeship-conquest = 13 xp; form of titan + command post+training yard = 5 xp, stable = 2 xp, tower of alternation =4 xp for arcane units, Nox Noctis = 8xp for recon units. Chm leader need only 20 xp to lv 6 and wane. Got Tower of Mastery on turn 210 or so, then there were unyielding orders + abundence for every city. Got domination victory soon, completed tech tree on turn 236. Pity that I only got 4 ice and creation mana, I wanted 5 of each.
 

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There are a couple things I've found that are kind of unbalanced in my opinion.

One is the Cult of the Dragon. So far the only civ besides whatever Acheron is I've seen get it are the Kuriotates because that is what their world spell does. A Wyrmhold can be built by the Sheim, Ilians, and the Lanun in addition but I have never seen the event that makes one of theirs the holy city. Maybe if you kill Acheron and get his horde or something, but Acheron never seems to spawn by the Ilians in my experience.

But if you get the Cult of the Dragon you can build Dragon Fanatics and send them to a neighboring civ. The evangelize feature lets you evangelize to units over and over. Eventually you convert all the ones that aren't immune, and those eventually become barbarians.

I have reduced neighboring civs several times to smoking nests of disruption. Once thriving civs become unruly with several barbarian cities in their territory. I saw one game recently where I converted Arthendain to the Cult.

In a past rev of the mod, I used this and managed to get Bambur to join me. That game I was Runes so I picked him up as a hero. Usually I go leaves with Kuriotates, so I don't know if that still works. I can't remember if I had Eurabates stirred from slumber in that game though.

Another thing is this whole approach to Rites of Oghma. Yesterday I played a game into the 500's. I was on a continent all alone, and wasn't about to try and cross an ocean to conquer a couple of pretty big Svart and Khazad empires.

People including me were doing that ritual right and left. Initially I tried for a Tower victory. I got three Towers (the ai doesn't seem to build them), lacking only the Creation mana needed for the Tower of Divination.

No such source was availabe to me. I was the Hippus and conquered the Luchiurp so I had the holy city for Runes, and was lucky enough to have ice mana.

If you don't have a civ with that mana (Luchiurp and Kuriotates are two), have Eurabates' bones, or a node you are sol for the Tower. Same thing goes for Ice I guess.

But if I had that, the Tower victory would have been totally trivial.

Also either I don't understand what the 5% bonus does for great person growth or it is busted.

I had 20+ spirit nodes. I had so many I got bored running around making those.

With those nodes I ran Republic and Pacifism for about 50 rounds and got maybe two sages out of it. I had decided to switch to an Altar victory, but the rounds took so long to finish I quit.

I almost never play the Sheim, or use death magic, but in a conquest game 30 or so death nodes would be unstoppable. Well any civ using death magic I guess. I know my Djinns were pretty fearsome.

Incidentally I had one mana node of each type save creation, two of some of them, 9 or so earth nodes, and 20 to 25 spirit nodes. And I had about 10 raw nodes I never turned into anything.

Almost all techs were completed except for the ones I've never found too useful like Rage.
 
I saw that and forgot about it.

I don't know what the deal is with Empyrean in this mod. I guess a lot of disciple are in lairs or something. But in other mods Empyrean is founded late. This one I've seen it occur very early.

Unless you have some pre-req techs out of the way I've found it very difficult to found a religion.

Popping lairs is suicidal in the early game (maybe that's why I see so many civs die early, aside from Orthus).

I usually don't start popping lairs till after about round 200. Too risky beforehand.

I have noticed that the ai has much better luck than I do with that. Sneaky b*stards send scouts out to pop lairs I have warriors camped on while I'm not looking. Only reason I can think of for a lair to disappear when I haven't popped it.

To make it short, I think your odds of discovering Empyrean are poor, especially when Varn is in the game.

Never got to found Esus either. Maybe if I beelined it, but I usually have other needs that seem more pressing. I guess if you designed a strategy around Esus it would work, but it's always seemed to me you go that way just to get Nox Noctis. The religion itself seems pretty weak compared to the others.
 
To make it short, I think your odds of discovering Empyrean are poor, especially when Varn is in the game.

Your odds of founding Empyrean are supposed to be poor if Varn is in the game.
 
Can't you simply disenchant any node and build a creation node?

Creation mana can only be found or gained via buildings. You can't make creation nodes. It's to balance out its powerful effects.
 
AV (Sacrifice the weak) and creation mana work really well indeed but then how can it be... the worshipers of Agares the god of entropy have the ability to use the antagonistic sphere, the creation :p
 
Well, none of the other religions prevent you from using the spheres opposite their god's precept.

In my modmod you do need more of any particular type of mana in order to get free promotions if the sphere is opposed to your state religion.


At least before the fall, all of the opposing spheres were meant to be complimentary rather than antagonistic.
 
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