Malakim strategies?

autopsy-turvey

Chieftain
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Dec 17, 2005
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I've never played the Malakim before and looking them over them seem pretty bland. Anyone have any ideas for strategies with them? I was thinking of taking financial for the adaptive trait and going all farm aristocracy with the financial/philosophical combo but I can't think of anything beyond that. I guess sand lions maybe but Sheims always going to be better at that them. Ideas?
 
First, Financial is the non-permanent trait that Varn starts with, which adaptive lets him change. Creative is the one that he keeps. You can't have both Financial and Philosophical with him.

Sheaim are better at summoning in general, but Sand Lions can now only be summoned by Malakim mages, with no promotion prereqs. Militarily the Malakim do quite well in deserts, but unfortunately such terrain is not conducive to a good economy.
 
I wrote a short post in another thread about Malakim.

http://forums.civfanatics.com/showpost.php?p=6720509&postcount=10

That's really all I care to say about them. Note that you can't get Fin/Phi with Malakim because creative is their permanent trait. Cre/Fin or Cre/Phi but not Fin/Phi. Bummer, eh?

That is too bad :/

Maybe I'll just skip the malakim. Any thoughts on what other leaders might be suited to aristocracy? My first thoughts would be the fin/org vampire and the fin/agg dwarf but maybe I'll try the Kuroates with financial as their adaptive trait
 
Malakim are a bland civ.

They have a few advantages:
1. Good leader traits. Cre/Fin is good early and Adaptive allows for some flexibility. (It would be better if the adaptive trait replaced Cre rather than Fin though)
2. Sand lions. All of their mages get Summon Sand Lion free, no promotions necessary.
3. Sun mana from Palace. They're the only civ that gets a free sun mana this way, so it makes Chalid and Aurealis summoning stronger than usual.
4. The Overcouncil. Their national hero, Teutorix, gives +1 vote in the overcouncil, giving Malakim the ability to dominate the overcouncil. However, Teutorix is at a very strange place on the tech tree for a religion-centered civilization...

Malakim can focus on the arcane line. Take Arcane or Charismatic with your adaptive trait. Use Sand Lions (the only other tier2 summon aside of spectres) and later Aurealis as your main offensive units. With an extra sun mana you can get also get Sun spells like blinding light for free easier than another civ could.

Or, go down the religious line, use Chalid + Empyrean priests and try to use overcouncil to pull other civs into your wars. This isn't really a uniquely Malakim except for the additional sun mana, though it's easier to get experienced priests with their world spell. Of course it's easier to control the overcouncil with Teutorix, but he's on a completely different tech line.

So, how balanced are they? I don't know >_> They're a fairly vanilla civ and lack the interesting mechanics of other civs. They're not the worst civ *cough* Kuriotate *cough*, but they could maybe do with something extra.

hmm yah thats pretty much what I was looking for

I think they def need some work, as it stands now they're even blander than the unfinished illians
 
That is too bad :/

Maybe I'll just skip the malakim. Any thoughts on what other leaders might be suited to aristocracy? My first thoughts would be the fin/org vampire and the fin/agg dwarf but maybe I'll try the Kuroates with financial as their adaptive trait

Kandros Fir works amazingly well with Aristocracy, Sanitation, and Plains Farms. 2 f, 1 hammer, 4 gold per tile.
 
Why did you replace Ringtailed's name with mine when you quoted his post?

Even stranger, the quote links back to your post. I guess he was going to quote you, then changed his mind and decided to quote Ringtailed instead, and just deleted the quote body and copy-pasted the text.
 
Note that you can't get Fin/Phi with Malakim because creative is their permanent trait. Cre/Fin or Cre/Phi but not Fin/Phi. Bummer, eh?

A simple edit can change this. Just reverse the order of the traits in the Leaderhead file.
 
So, what's the rationale behind making Creative the permanent trait? It gets a lot less useful in the late game.
 
I think an improvement to the Citadels would be a nice bump for the Malakim. I've only ever built a handful. Usually, by the time I have the production to spare I'm no longer in danger of anyone invading so they serve no use. If they provided some sort of other bonus, they might be more viable and more flavorful. The potential boosts are legion - culture, commerce, revealing invisible units (which seems very Malakim), etc..


Strategies: Has anyone tried a Cre/Spi combo for a culture slam? Between cheap cultural buildings under each and shifting to +culture civics as possible it seems like they would be a decent candidate for that.

===

On a technical note...

Has anyone ever had a Citadel of Light function in a game? I built some in coastal cities in 0.30 with the idea of holding off barbs and HN units from plundering. I can't recall them ever actually producing a fireball. Do (or did) HN units not trigger them?
 
Here another Malakim strat , posted in another thread.
Arcane Malakim with Sand lions, and "almost free" Strenght of Will.
http://forums.civfanatics.com/showpost.php?p=6843617&postcount=3

Malakim + Divinination Sorcery Magic (check palace mana set) (do not confuse with Divine Magic) = power
Cha trait, Divinination defenders (Inspiration, Hope each city mage defenders), Combat promoted mages with sand lions, using metamagic as 1st node, building Tower of divination and buying Archmage tech.
Best considered is Order religion b/c of Blessings for mages, who have combat 5 already, and free law mana from holy shrine (it help to get ur tower of divination right after you resereached arcane lore, which will require only spirit mana from you to build - all others you have from palace of from Code of Junil.
 
Militarily the Malakim do quite well in deserts, but unfortunately such terrain is not conducive to a good economy.
You are right, this "advantage" did almost never make sense. I did hope that Malakim get their own economy of advantages to desert areas (e.g. plus food and work). Then the scorch spell and the desert promotion would make a good, specific sense (economically and for defence).
But maybe it's not too late ...
 
Has anyone ever had a Citadel of Light function in a game? I built some in coastal cities in 0.30 with the idea of holding off barbs and HN units from plundering. I can't recall them ever actually producing a fireball. Do (or did) HN units not trigger them?
When being attacked they produce a fire ball per round (proven and seen in
.22/23) to target on enemies.
Maybe they do not work above water??
 
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