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Mod Test IV: Fall From Heaven. Powerful Computer Version!

Well, should you intend to switch to Basium, I would suggest that you went for Order, so that your original civ becomes "good".
So that when you switch over to Basium, even if there's a lack of good civ's in the world to feed you Angels, you could forcibly declare war on evil civs, and hope that the death of your original calabim's units (which are now good) would feed some Angels to your war machine.
 
Well... I am lucky.

I won't update today (I will tommorow), but here is a quick summary:

Popping 2 lairs and a hut, I got:

111 gold, or something
A Octopus Overlords missionary (So if I wanted to, I could found Octopus Overloads)
A Fellowship of Leaves missionary (So if I wanted to, I could ALSO get Fellowship of Leaves)
A free tech (Smelting)

I also killed Orthus, and got his axe. Not only that, I won it on an attack, against a hero, at <20% odds. The guy got almost 50 experiance...

So I have 2 super (>50 experiance) moroi, a strong (~30 experiance) moroi, 2 missionaries (If I wanted to, I could have founded 4 religions by now!). Not only that, but I have (from memory) more points than the top 3 civilisations COMBINED!

I think the Gods hate me... this should at least have some challange in it ;) Its been an absurd game!
 
Too Much Luck
Year 250-300​

Year 253: Meet the Neighbours 3: Decius

Decius is an unusual leader... his traits are mediocre: Org / Raiders. Org allows him the standard -50% civic cost, but also unlocks the "Command Post" building, which usually requires a Great Commander. His Raiders trait gives him a free commando promotion on almost all unit-classes, as well as increased pillaging yield.

But what makes Decius so unusual? Simple, he is the leader of the Malakim. And the Bannor. And the Calabim.

Thats right... he leads 3 different civilisations! That said, the Malakim, aside from thier ability of powerful desert strength, are a rather weak civilisation.

He is friendly with both of the civs I have met so far... which is impressive!

Year 255: Build my first Adept. Adepts are spellcasters, and I love them, as they are GREAT units, especially with either body (Haste), or Fire (Fireball) mana. I will show you haste jumping soon... a great way to move over tons of heavy terrain. It effectively gives BOTH morale AND mobility promotions (In the BtS version).

Year 256: Barnaxus was killed. I suspect Orthus was the murderer. However, the Luchuip can repair him eventually, anyway...

Year 262: I found Order. Religion #2.

Year 264: Minister Kohn adopts Fend For Themselves, and Apprentiship.

Minister Kohn can take the place for any civilisation that has a city want to rule themselves event. Normally, it is an insanely terrible event (made much better with the "Team civilisations no longer have a research penalty rule invoked in 0.34). You either have a long period of disorder (akin to a slave revolt, but longer), and a large amount of unhappyness, or you lose a city, and lose big diplo bonuses with your friends (as if someone is pleased with the Minister, and friendly with you, they are still pleased with you...) In this case, Cassel decided to liberate the city, and create Minister Kohn. His traits (Agnostic / Phi), are TERRIBLE traits to boot.

By now I am haste-jumping: Basically, I move, use up all the movement points, then cast haste.

Regardless of the movement cost of the terrain, the haste promotion gives +1 movement. And because of the way movement works... 0/1 movement, turns into 1/2 movement, meaning that they get another movement point!

Year 267: I move my Palace to a more central location, considering further expansion (into the penensula)

Year 271: Invade a goblin fort... I heal, and...

Year 277:

A Zealot!! If I wanted, that could be religion #3!

Year 279: Move north, and attack the lair 2 tiles north of that... and... guess what?

I get a Disciple of Leaves. This is the Fellowship of Leaves religious guy: Which means, if I wanted to, I could get my FOURTH religion!

Year 282: I meet Orthus. He is fully grown as a hero, and then some, with his attacks against the Luchuip (and, by the looks of it, the Malakim too!)

16 base strength, with +25% city defence. It is very nasty!! Epic battle commences, including moving as many units to defend as fast as possible...

Year 288: Ortheus attacks twice, killing to Moroi. But because of that insane strength he has, he STILL is too strong for most of my units. Even my strongest unit has barely over 50% odds of victory. It doesn't look good, so I send a suicide unit to kill him (with 20% odds)...



291: I pop a hut, and grab Smelting. Seriously... WTH!? That is a LOT of research.

Smelting reveals iron. But unfortunatly...


Year 294: Decius goes into war mode, adopting Conquest, and Military State. I wonder who will be the target??

Year 299: I am spreading order, and I have 2 hunters escorting 3 Acolytes (Order Missionaries, which start with Medic I, like all Missionaries, and has 3 strength, like all missionaries). I get ambushed by a lizardman, and a bear, but I manage to hold them off. Healing will take only a second, with my Acolytes. But I hit turn 301, and thus I decide to stop now.

So there you go... I grab 2 missionaries, a free tech, and am pleased / friendly with all my neighbours. Not only that, the only civ I have seen the borders of are the Malakim, who are relatively close. The civ is up on the 'penensula' of visibility, in the far east.


Save attached. Sorry that it isn't much special... but nothing much new has appeared.
 
nice lucky streak you've got there ;). I still think you need to ramp up the difficulty level though, the calabim are meant to be late-game boomers, and you're already double the #2 score (even though those huts must have helped).
 
Nice review :)
Also I second you up the difficulty, it's way more fun to fight losing battles :)

As a result, a burning blood moroi has a 75% chance of dying, a 12.5% chance of turning barbarian (as the odds that the promotion disappears is equal to the chance that the unit 'flips out'), and only a 12.5% chance (1 in 8) of emerging unscathed. I can't see any reason I would use it...)

It's a kamikaze-spell. Once when I fought a losing long drawn-out war against Balseraphs I realized I never touched that spell so I tried it. Think of those units you send into certain deathish combat odds during big battles, that is when Burning Blood is awesome. Burning Blood actually turned that battle and it had been fought for like 100 turns going slowly closer to my core lands.
 
It's a pity I can't up the difficulty in the middle of a game :P Instead, I will do impossible things (or at the very least, highly improbable things :P)
 
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