Zechnophobe
Strategy Lich
Saved games attached at bottom.
Something I tried in my last game or two was a mercenary 'rush' of sorts. First and formost, recall that Currency (Guild of the Nine) and Mathematics (Gambling Houses) are both close on the tech tree, and are the two requirements for Taxation, a fantastic tech.
If you build gambling houses, and pump gold to fund mercs from the guild of nine, you end up with a large happiness bonus, and a military, while letting your cities build other things. If you do this fast enough, your Strength 5 mercs are going to be stronger than the defensive units you go up against.
Attached are two saves from a Khazad game using this strategy. Note that the Khazad are an odd, yet weirdly perfect choice for this. When you don't need military, the money overflow goes towards even more production and happiness via vaults. They can also pop the mother lode for a few extra mercenaries when times are tight. Note that this was never the case in the game I played.
Highlights:
1) Finish Taxation on turn 202, giving me a great economic advantage.
2) You'll notice in the first save some pretty big cities, considering the lack of luxuries. Then you'll notice the 50% tax rate and gambling houses in each city.
3) When under attack by a large stack of Clan troops, I found the guild in the defending city, and move in 3 or 4 hawks from elsewhere to recruit mercs to the city. The city defends easily.
4) Bambur + Stonewarden can give 'green' mercs +30% strength via enchanted blade and bless.
5) Notice in the final save, if I'd ever needed more military to win against a powerful force, I could have literally recruited 100 mercenaries to help fight. Those mercs would have had Mithril.
6) Game settings were Standard size map, pangaea, standard speed, no AI build requirements, and no Orthus.
Something I tried in my last game or two was a mercenary 'rush' of sorts. First and formost, recall that Currency (Guild of the Nine) and Mathematics (Gambling Houses) are both close on the tech tree, and are the two requirements for Taxation, a fantastic tech.
If you build gambling houses, and pump gold to fund mercs from the guild of nine, you end up with a large happiness bonus, and a military, while letting your cities build other things. If you do this fast enough, your Strength 5 mercs are going to be stronger than the defensive units you go up against.
Attached are two saves from a Khazad game using this strategy. Note that the Khazad are an odd, yet weirdly perfect choice for this. When you don't need military, the money overflow goes towards even more production and happiness via vaults. They can also pop the mother lode for a few extra mercenaries when times are tight. Note that this was never the case in the game I played.
Highlights:
1) Finish Taxation on turn 202, giving me a great economic advantage.
2) You'll notice in the first save some pretty big cities, considering the lack of luxuries. Then you'll notice the 50% tax rate and gambling houses in each city.
3) When under attack by a large stack of Clan troops, I found the guild in the defending city, and move in 3 or 4 hawks from elsewhere to recruit mercs to the city. The city defends easily.
4) Bambur + Stonewarden can give 'green' mercs +30% strength via enchanted blade and bless.
5) Notice in the final save, if I'd ever needed more military to win against a powerful force, I could have literally recruited 100 mercenaries to help fight. Those mercs would have had Mithril.
6) Game settings were Standard size map, pangaea, standard speed, no AI build requirements, and no Orthus.