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

"sanity time" ;)
I m interested as well
 
Right then ;)

Let me get a USB key, and I will be away!!

This time I will be able to play a large map (= more civs = more diversity), and I will stick with whatever the RNG gives me (Except the Hippus, and the Lanun, both of whom are crazy powerful civilisations. One can rush at you with 5 or 6 movement units, and gets double pillaging bonuses. The other can settle literally EVERYWHERE. I just find that playing as those civs makes the game too easy ;) )

And this time, as a back-up, I will also provide saves (incase my computer catches fire ;) ) with my games.
 
Yeah, keep it up. Your last mod test reminded me of how fun the Infernal can be, and I haven't played the cabalim for a while...
 
Right, so here is the first stop.

Before the Beginning
Before, or maybe outside, time itself​



The settings. Random, custom continents. This has always been mean to me, but it is also quite fun to play on :D It is mostly pangea, but there are often scattered islands, and normally 1 long continent in either the far north, or far south. Unfortunatly, this map makes the Fellowship of Leaves religion REALLY powerful... as it often spreads to 60% of the world before the second religion appears. Also, we aren't going to 'cheat' by founding the religion ;) I am planning on being GOOD vampires... by creating Basium, and spreading the Order.

(PS. The Civiliopedia says the Mercurian Gate requires the Infernal to be in the game... but that is not the case. I was fighting Basium in my last game, and only 1 civ had the tech for Ashen Viel, and the Infernal were some time away)

Not much synergy, I know, but I am tired of playing as Demons and Zombies ;)

Anyway, the first try found an old improvement ... with a new twist:


Letum Frigus (and quite a few Unique Improvements) now appear on mana sources (or create them?). Letum Frigus is always on a new, and unique, form of mana: Ice Mana. There are at most 2 sources of Ice mana at any one time: One from the Illian Capital, and the Letum Frigus.

The new spells are: Slow (The opposite of Haste): Gives the Slow promotion to most enemy units within 1 tile, which gives -1 movement, and has a 30% chance of wearing off each turn.
Summon ice Elemental:2 Strength, 2 Cold Strength, and 1 Ice affinity. +20% strength in snow, +10% in tundra, can't enter desert or Burning Sands, and is vulnerable to fire, and immune to cold
Snowfall, which has a plethora of abilities. It kills all fire, and smoke within 1 tile, and converts all those tiles to snow for 3-9 turns. It then damages all units within 1 tile, between 30-90% damage from cold damage, but can cause war, if it hits a neutral unit.

However... this is before time because of the following reason. This is the map of my world, at turn 50:


Great for the Illians... not so good for the Vampires.


And that is why... I got jammed on the northern continent ;) Oh well.

But I am starting again...

In the Beginning
Year 0 - Year 50​

Year 0: The starting position (Sorry for the lack of resources... but most are visible. The two sources of wheat are hard to see, however: One is 2N, 5W of the settler, and the other is 2S, 1E of the settler. I decide to settle 1 SW of the settler, simply because it gives TONS of early-game production. Combined with my world-spell, which gives +2 pop to every city, this means a rapid start. Teching is slow, however, as the gold is outside the BFC.

Year 4: I don't think I covered exploring lairs much... To explore a lair, all you have to do, is walk a unit onto the tile, and push the 'explore lair' button. This will use up all it's movement points, as well as it's spell casting abilities for that turn, so you are a sitting duck, if powerful enemies appear...

Anyway, in this year, my scout explores a barrow, to prevent skeletons from assaulting me early on in the game...

It fails, as the barrow still survives. Also, my scout is poisoned, which injures my unit, and takes longer to heal (The poison wears off if the unit is fully healed, however). Unfortunatly, it doesn't last long...

Year 7: The Clan is in the game, as they cast For the Horde. Again, FAR too early in the game... Just wait 100 turns or so, guys!!

Year 8: My scout is destroyed by a barbarian Griffon: 4 strength, 1 movement unit, withFlying (+1 movement, can fly over terrain like a gunship) It was no contest, with an injured, poisoned, scout.

Year 11: Event:

The crime rate has very little effect on cities nowadays, without the Ratcatchers Guild. It is an artifact of a by-gone era.

Year 20: Explore that barrow... nothing happens, not even a confirmation that something happens!!

Year 21: Explore the barrow again, and nothing happens, except that the lair is destroyed. No more skeletons (Which, later on, turns out to be a GOOD thing)

Year 22: Get another event. A flare of chaos mana appears, and my warrior can either be promoted to mutated, or not. This generally has a 40% chance of making the unit barbaric (eventually), a 10% chance of making the unit worthless, and a 50% chance of making the unit stronger.

Pros: Possibility of a future semi-hero (Very strong regular unit, which I focus on)
Cons: I might lose a valuable defending unit, and need to build a new one.

I choose to mutate it...


It gets promoted to "Weak". *%^@!!!! That sucks... as this makes my warrior from a 3 strength unit, to just a 2 strength unit! But at least it isn't barbaric.

Year 31: The Grigori are in the game, as an adventurer is born.

Year 43: A AI unit is somewhere in the west... a polar bear is injured (and promoted to combat II!!)

Year 51: With my weakened bloodpet, and my dead scout AND bloodpet (Who destroyed the lair in the south), I am not even in the top 8 civs in terms of strength.

Thats it for now!! I have gone WELL over 1 hour ;) Save will appear VERY soon... (But it is the save for something like Year 150... so many spoilers there)

[Slightly off topic... what is the penalty if you choose to execute the witch?? Is there a small chance of a barb witch-like unit appearing??]
 
Note to self: I think it would be MUCH better if each 'turn' represented a month in all future FFH games I document. That way a game lasts a much more realistic 83 years, 4 months, rather than 1000 years ;) Remember that we are rebuilding Erebus, not researching new things... so it's not that unusual to have a complete empire up and running in 83 years... I think... Oh well.

Expansionist Vampires
Year 50 - Year 150​

Year 56: My city pops to size 3. Since I had a lack of food resources, and a worker already out the gate, it is a reasonable assumption to assume every other civ has pop 3 too. So...

I cast River of Blood. Along with "For the Horde", River of Blood is a GREAT spell to cast early. The effects are simple: -2 pop in all other cities, +2 pop in all my cities. The only catch is that, as a world spell, it has a one-time use (2 times, if you complete the Birthright Regained ritual, which is a ritual that comes very late in the game)

This is great for me (Immediatly popping me up to the happy cap), and terrible for the AI (Immediatly moving them down to either 2 or 1 pop!)

Year 66: The people of Presper have claimed to have found a witch. They want you to order her execution.
Option 1: Give the people what they want: +1 :) for 10 turns
Option 2: We don't execute on the whim of the people: Nothing happens.

Unlike BtS, where all events have all thier effects listed, some events in FFH DON'T have all the effects listed. As a result, sometimes, you have to learn to read between the lines. I *think* executing the witch may cause a barb witch to appear later on (As any proper witch could cast a spell to protect her from fire :P), but I am almost definitly wrong.

Year 69: Grab an event (a FFH-only one) that gives +112 beakers to mining.

Year 76: I see a bear hut, in the tundra near my borders.

Year 77: The Lizardmen start appearing. They constantly come, raiding my borders. As 4 strength, 2 movement, recon units, they are hard to beat on the field, but with -20% city attack, when they attack my cities, they are easily defeated. They are Hunter replacements, which means they also can see invisible animals, and have +50% vs. animals

Year 80: The Lizardmen attack, I defend.

Year 84: WOOT! I got this event that I have only heard about in legends...


I get a great prophet (The alternative was something like +19 beakers towards mining -.- ). I use him to bulb Ancient Chants (The next tech on my tech path, which unlocks both monuments, and many awesome events)

So for 50 gold, I got something like 150 beakers! Not a bad deal...

Year 93: Sometime between now and then, I found my second city. It is caled Nubia, and is predominantly a poor (half the land is tundra) commerce (Gold, and much riverside grassland) city.
In the Year 93, I hook up gold to my cities.

Year 101: I am the 7th most cultured civ in the world... which doesn't tell me much...

Year 107: One of my bloodpets is killed by a lizardman, while defending on a forest, across a river. Oh, that sucks. And now, since in FFH you get tons of XP for attacking, and winning, at low odds, that Lizardman has become a threat.

Year 111: I survive (My bloodpet now has combat II). I also get a promotion, I get Defender.
Defender has a simple ability: Doubles fortification bonus. From memory, that means in 5 turns you have a 25% fortification bonus, and in 10 turns, you have a 50% fortification bonus. As a result, it is only good for melee units, defending cities, and other places of strategic military importance

Year 113: Ortheus is created... and he is close...

This is both bad, and good. If Orthues attacks me quickly, I can get some decent defenders, and win the fight, and grab the axe. If he waits, and attacks someone else, then I have more room to expand.
But if he waits, and attacks me, then I am in DEEP trouble.
(Ortheus is explained in more detail in the previous game)

Year 117: I see goblins... but they are hill fort goblins:

The difference? Goblins are weak, 2 strength, 2 movement, recon units. Hill Fort goblins are strong, 2 strength (+1 poison strength), 2 movement recon units. They also are spammed (from a goblin fort), and are better defended (with a goblin hill fort archer, with 3/5 strength (+1 poison strength), 1 movement). Remember that poison strength poisons all units that survive combat with it, hampering heal rates, and making raids that much worse.
With at least 3 lizardmen camps, a skeleton, and a goblin fort on my tail, I am both going to be fighting for my life, and getting TONS of XP!!

Year 119: Kill a skeleton on a Barrow, in a desert. I then (after fortifying to negate the -25% defence penalty of desert), try to explore the Barrow...

Year 120: Meet the neighbours 1:

For a long time, I thought he was calling me a demon... but actually, he is calling me... living. "Fashioned Friends", as it turns out, refer to Golems (sort of like robots, for those entirely mythologically challenged), and that is the Luchuirp strength. And thier weakness. Golems are often MUCH stronger than thier non-golem counterparts, but they have the small penalty of NOT BEING ABLE TO LEARN PROMOTIONS. The only promotions they can get is from thier hero: Barnaxus (Who gives the Empower X promotion to all golems, where X is the level of combat Barnaxus has). However, with them being stronger (Their WORKERS have 2 defence strength!), and more resistant to most forms of damage, they are still a powerful adversery, and one of the best civilisations to live peacefully with.

Year 122: Satisfactorily fortified, my warriors pop the lair (Otherwise Garrim would have got it, with his scout). And out pops... a Hill Giant with, what I assume, is some sort of specter summoning power (7 strength, 1 movement, with a quite nice bombard strength), and 3 Ira's (3 strength, +3 Fire combat, fast moving, flying units that start tons of fires). My other warrior kills the barrow, and gets poisoned by a cloud of noxious gas. It isn't a good outcome, and both die the next turn.

Year 125: My weakened Bloodpet pops a hut, and gets gold (Yippee!! A good outcome).

Year 128:


Grab bronze working, but no bronze nearby. At least I have got my Moroi, however (Which are easier to promote to vampires, when I get some vampires, that is). The main reason, however, is to cut down forests, so that I can build cottages, which is my next target (With Education)

Year 144:

Wow. What luck. I have 2 Great Prophet events. This time, however, I have a dilemma. I can either bulb the Great Prophet, keep him, or settle him.

Bulb: I get a free tech, which is the best outcome for several turns. But then again, it isn't a great tech (Mysticism), and I am not focusing on it yet.
Keep: I can get a free religion later on. But there is no short term bonus...
Settle: Double production in my new city, and +5 GPT, allowing me to settle 2 or 3 more cities at 100% science. It also repays itself quite quickly... 10 turns!

I choose to Settle, as I don't want an el-cheapo religious win by grabbing the first religion ;)

Year 150: Grab Education. That was quick!! (Actually, at 24 turns, it was quite slow. But the next tech (Animal Husbandry) is quite quick: 14 turns!!

Year 151: I am the fifth most powerful civ.

In addition, I seem to have found copper, which lies just outside my borders: It is just in the top-right corner of this screeny:



The sad thing is that it is almost GUARANTEED that some civ will settle with it in thier BFC, and take it from me. So I start building a monument ASAP to get some culture flowing. Copper is a very nice metal to have!!

Save is attached in the previous post.
 
I get a great prophet (The alternative was something like +19 beakers towards mining -.- ). I use him to bulb Ancient Chants (The next tech on my tech path, which unlocks both monuments, and many awesome events)

:cry: I was close to crying when I saw this line~
Great People can bulb to ~1000 beakers
If you had a very lucky "free" (oh well 50 gold) prophet early I'd just settle him into the capital for a nice +2 hammer +5 gold bonus :lol:
That or save him to bulb a religion later to make sure u grab the holy city

But wow you have the devil's luck to get 2x Prophets =D
 
Year 122: Satisfactorily fortified, my warriors pop the lair (Otherwise Garrim would have got it, with his scout). And out pops... a Hill Giant with, what I assume, is some sort of specter summoning power (7 strength, 1 movement, with a quite nice bombard strength), and 3 Ira's (3 strength, +3 Fire combat, fast moving, flying units that start tons of fires). My other warrior kills the barrow, and gets poisoned by a cloud of noxious gas. It isn't a good outcome, and both die the next turn.

Great writing, would be really helpful to new players. The Ira's you mention above are Azer's. Ira's are much stronger (8+4 IIRC).
 
Oi!! That bulb saved me something like 30 turns of techs.

I think that is the reason why I am so far ahead... Plus, that monument allowed me to get the gold (IE. +1 pop, and 9 commerce), again, over 30 turns faster :D

That bulb was a no brainer. Without it, I would be 30 or so turns behind ;)

Now I have a problem... I am so far ahead of everyone, I need a fun way to both teach new peoples, as well as making it balanced... (I think it is mean I am so far ahead :P)

ANd I will edit the Azers again ;) Sorry about that...
 
I either do very bad, or very very good in this mod...

IE. I die before I even get iron working (Or am reduced to 1 city), or I survive and become the strongest civ in the world ;)

So, it is hard to put where my difficulty is... but I might do Prince next time ;)
 
one of the current downsides to the mod is the way the AI handles the newly implemented features: rather poorly. Even though the AI is improving, it can't use some of the civ's synergies nearly as good as humans can. The general basics of the game (REXing, rushing etc.) they know quite well ;).

As far as i can see, the main reason you have trouble with the game half of the time, is the starting position you pick. You'll realise sooner or later that an (almost) all-forest start (like your first starting position) means a tough game, while a more open postition will allow you to get some commerce going a lot faster, thus resulting in an easier game. If i'd find a starting position like in your first example posted above, i'd eighter move my settler, or restart :p.
On another note, mysticism is far from a mediocre tech, it's one of the main focus points in the early game. You eighter go for education (cottages, CE) or mysticism (elder councils, SE) early game, to ensure a viable source of commerce/science (possible alternatives are fishing if you're lanun, or mining or calendar if you've got the resources nearby). Setting up a source of commerce ASAP is vital to a good early game, both for advancing the tech tree and paying for the expenses of expansion.
 
I think so... when I can run a CE as the Grigori, and still get quite well off ;) So I will move up to Prince.

In the meantime, I guess we can play around a little in this game ;)

Exploration
150-250​

156: Barnaxus is built. Barnaxus is a Hero, and a Golem, and the only Golem that can get experiance. He gives power to all other Golems (All Golems get a Empower (+10% strength), for each combat (+20% strength) promotion Barnaxus has). Barnaxus is a UNIQUE HERO, for the Luchuip civilisation.

163: This is the state of the world (With all sources of copper, and horses revealed)

I have no horses... and mounted units are FAST in this mod (They vary between 3 and 4 movement. Hippus are incredible, getting between 1, or 2 movement... this is why I hate the Hippus so... with thier worldspell, they can move 5 strength units across your entire empire!)

168: Nubia accidentally goes over it's happy cap.

169: And in these two turns, I get 3 forests.

177: Finish construction of a Brewery. Breweries are expensive buildings, that are river-side only. However, thier bonus is quite nice: +1 :) for each rice, corn, and wheat.

179: Finish construction of my Moroi. Moroi are 4 strength units, 1 movement, and can use any sort of weapons (Better than bloodpets, that can only use bronze weapons). Moroi have 2 new abilities, that regular Axemen don't have... Firstly, they can be gifted Vampirism at level 4 (Instead of level 6), and they have the Burning Blood spell, which gives them +20% strength, and +1 movement, until the promotion dies away. There is a catch, however... there is a 75% chance that the unit dies the next turn. Also, there is a 10% each turn after that, that the promotion is lost, and a 10% chance each turn that the civ 'flips out', and turns barbarian. 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...)

181: Research Hunting. Hunters, BTW, are GREAT scouts. As well as being as strong as an axeman (or moroi), if you don't have copper or other metals, they have an additional movement, and +50% vs. Animals. However, as recon units, they lack several cool promotions (Especially March, and City Raider promotions)

188: See the Hill Giant I unleashed in turn 122. Yes, he does have Death 2 (Summon Spectre), and he is quite strong from the battles we fought on the desert...

189: Change civics:


194: I get a GREAT event (This popped 3 times before in one of my previous games... on the SAME TILE!!)


201: Overwhelm a Skeleton, and get to his barrow. I still need to heal...

No surprises there... I am the most advanced civilisation too...

206: Discover "Knowledge of the Ether". This has far reaching consequences... my favorite unit (And the unit that I will almost abandon in my next game ;) ), the Adept, is released. The Adept is the most versitile unit in the game. IMO, it honestly should lose 1 strength to become strength 2, but it is a cheap spellcaster, which can cast so many, and varied spells, it is a fast replacement to seige...

Also, I explore the lair (from Year 201), and... the remains of past expeditions rise up to fight me! Fighting on a -25% terrain, with 25% fortify, its like fighting on grassland. And there are 2 skeletons... the odds aren't great, but they are plausable...

207: My moroi wins the battle, and walks away stronger than ever. This is going to be a GREAT game!!

210: After healing, I explore again...

Woot!! Experianced players will now be rolling thier eyes, and asking if I have 'random seed on reload' set. However, I didn't know about the ... bonus. All I see is "Woot!! +1 :), and +1 :gold: (Some religions give other bonuses than just culture. The Runes of Kilmorph is VERY materilistic, and thus give me a gold bonus!). So I move it to my major commerce city (The one with all the floodplains, and settle him.

213: The unit comes on... bunkers down... and I notice something... a small star... sure enough:

Oops >.> Oh well... I guess this will fund the crazy ideas of the people playing :P

216: Meet the neighbours 2:



The Gregori are... special. They have the Adaptive trait, giving them free reign to change one of thier traits. They are also Agnostic, preventing them from researching (and thus founding / spreading / building temples for) religions. Thus, they are forced to stay as Neutral Alignment for the rest of the game. They have a few unique units to allow them to offset the lack of religious units, as well as getting free Explorers (Free heroes that can be promoted to almost every unit), and several buildings that increase the chance of getting Explorers.

216: Rantine is built, a Clan of Embers Unique Hero. Rantine is a 4 strength, 1 movement hero. He gets +25% vs. Melee, making him a GREAT early game raider, and as a result, can kill quite a few neighbouring civs. This makes the Clan a great early rush civ (Akin to the Incans, but without good traits, and abilities, in the late game. Rantine can also convert barbarian cities, as long as Rantine is the strongest unit in it (which is almost always)

230: Find a Unique Feature. These things give BIG bonuses. Some, however, are quite nasty, like this one. If I get too close, I risk having gargoyles appearing, and attacking me.



239: Research the tech for Governors Palace (Calabim replacement for Courthouses). These things are surprising... they give +1 :mad: !! But the -25% War Weariness makes up for it, as well as the ability to make Vampires.

243: The Luchuip have Cartography: Meaning they can build the Pact of the Nilhorn Wonder (Making 3 Hill Giants), as well as opening borders, AND trading maps.

244: Hook up copper, thus now I can get bronze weapons (+1 strength). Now my Moroi are 5 strength units!

245: A great city site is discovered... 2 gold sources, AND floodplains

246: I slip. I try and get a warrior promoted to Combat II... and...

I cast buring blood. &*%(... that sucks. So I take his +1 movement to good use, and send him on a suicide mission. Hopefully, he can find some other civ, before he 'flips out'.

249: I send the Moroi north, before he is killed by a bear, but he doesn't find anything new...

250: As if my luck wasn't good enough, I pop copper, in one of my mines.

251: I am the most powerful civ in the world, with the best economy. All my demographics (except the bottom 3) are top of the world. I have tons of land to expand in, relatively docile neighbours (Although the Luicurp, with thier golems, are very tough nuts to crack, as thier golems are strong, even without (or probably, ESPECIALLY without) combat training.

Map:


Demographics:


Now, the easy thing to do in such a manner, would be to restart. But I already have... 4 times. And that is enough. So... given a entirely limitless budget, what do YOU want to do, in this game? What features do you want to show off to new players (Obviously, the Malakim have to be able to do it ;) )

So... shoot away!! I will do anything that increases the knowledge of the newer players!
 
Go for a duel Tower/Alter victory! :D
 
It might be good to show some of the more obscure synergies with the Cabalim and religion - Octopus Overlord has a unique wonder (Tower of Complacency) that prevents a city from being unhappy, and the Order's high preists (National unit, limit of 4) have a spell that does the same. This allows you to feed your vampires to your heart's content without worrying about unhappiness. IIRC, the unhappy penalty persists much longer than 3 turns - I thought it was 10 or more, so it does have a large effect.

The Law I spell - Loyalty - will prevent your Moroi from 'flipping out', so that's a good one to cast on everyone. Also, and I'm not really sure on this one, but I think the '70% chance of unit dying at the end of turn' for burning blood is broken, so BB + Loyalty = extremely powerful.

Getting Losha Vales (sp?) and Vampire Lords would give you a chance to introduce the immortality promotion, which is always fun.
 
[...]
Now, the easy thing to do in such a manner, would be to restart. But I already have... 4 times. And that is enough. So... given a entirely limitless budget, what do YOU want to do, in this game? What features do you want to show off to new players (Obviously, the Malakim have to be able to do it ;) )

So... shoot away!! I will do anything that increases the knowledge of the newer players!

You could switch to Basium ASAP. This could perhaps make it a bit more difficult because you have to start from the scratch with him - at least city-wise.
 
tough especially since he's evil (untill he switches order), and both neighbors met are neutral. Basium relies on good nations in the world to go to war and feed him units.

i agree with hbar: this seems like a good oppertunity to try out some of the more late-game possibilities in FFH. A stack of vampire lords, brujah's and vampiric paladins, along with sphener and a vampiric heroic strenght 2 valin phanuel is simply an amazing stack, expecially if you combine it with 4 vampire lords turned lich.
Shame this game isn't played as the illians, they need a good early game to survive the onslaught created by their rituals to last enough to finish auric ascended.
 
*Thinks*

Why not do all 3 ^.^

I will switch to Basium, AND do a duel Tower / Altar Victory... I think it is not entirely impossible...

Plus, I will play around with synergies (I was going Order anyway ;) )

Basium will pop out relatively quickly.

PS. I heard somewhere not to build the Mercurian Gate wonder in your biggest, and best, city. Is that only if you plan not to go Mercurian??

(Finally... I wonder how hard it will be to pop both the Infernal, AND the Mercurians, in the same team? Go to Infernal Pact, research the tech to release the Infernal, go to Orders From Heaven, turn Good, and then go to Fanatisism, for the Mercurian Gate (And the Vampiric Hero))

But I think releasing both Infernal and Mercurians, as well as a dual Tower / Alter victory is going to be quite hard...
 
*Thinks*

Why not do all 3 ^.^

I will switch to Basium, AND do a duel Tower / Altar Victory... I think it is not entirely impossible...

Plus, I will play around with synergies (I was going Order anyway ;) )

Basium will pop out relatively quickly.

PS. I heard somewhere not to build the Mercurian Gate wonder in your biggest, and best, city. Is that only if you plan not to go Mercurian??

(Finally... I wonder how hard it will be to pop both the Infernal, AND the Mercurians, in the same team? Go to Infernal Pact, research the tech to release the Infernal, go to Orders From Heaven, turn Good, and then go to Fanatisism, for the Mercurian Gate (And the Vampiric Hero))

But I think releasing both Infernal and Mercurians, as well as a dual Tower / Alter victory is going to be quite hard...

You'd need to research the AV tech, switch to AV, research infernal pact, switch, research order, adopt order to become good, and then build the mercurian gate. After building up your empire as the mercurians (with hyborem as your ally), you could head out for the victories. Not exactly sanity time ;)

The tough part will be getting all that finished before one of the AI's researches order, or builds the gate. Your former calabim civ expecially will be a tough contender.

About summoning basium: build the gate in the best city IF you're going to switch, so you have some production and commerce to start with. IF you're not switching, don't build it there (use a great engineer instead), since it will mean the loss of your best city.
 
Oh... I'm not going to switch to Hyborem, I am just going to release them to the world... I will only go from Calabim -> Mercurians, however.
 
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