My Calabim Guide

Paragraphs, paragraphs - getting a bit wall-of-texty in parts, there. Plain old line-breaks are fine, too.

It'd also be a good idea not to type these things out while pretending you're chatting on your instant messenger application of choice, if nothing else to stop my eyes from bleeding...
 
Paragraphs, paragraphs - getting a bit wall-of-texty in parts, there. Plain old line-breaks are fine, too.

It'd also be a good idea not to type these things out while pretending you're chatting on your instant messenger application of choice, if nothing else to stop my eyes from bleeding...

At the risk of being a grammar nazi, I have to agree. It seems like there's a lot of good information in there and lots to discuss but I quit after the first few paragraphs due to illegibility.
 
Paragraphs, paragraphs - getting a bit wall-of-texty in parts, there. Plain old line-breaks are fine, too.

It'd also be a good idea not to type these things out while pretending you're chatting on your instant messenger application of choice, if nothing else to stop my eyes from bleeding...

At the risk of being a grammar nazi, I have to agree. It seems like there's a lot of good information in there and lots to discuss but I quit after the first few paragraphs due to illegibility.

Yeah, I found it somewhat difficult to read myself.
 
try separation it into sections like
calabim and religions
calabim and the overlords
calabim and weakness to sun
and using the tab key for paragraphs

what kenken meant-the special effect of sacrifice the weak is that your cities eat 1/2 the food(this would stack with farms to have a 4x effect!)
 
few things i do as calabim in the mid to early game that your looking at.

1 - you want to rush for vampires and dont get too distracted however there are 2 techs to get on the way there. festivals so you can get a +3 gold per city and a +1 happy per city, and the animal tech to see horses and boost food production.

2 - once you can see horses and get aristocracy going build your 3 national units.

3 - build bloodpets and never stop building bloodpets. these are your food supply in the future and until you get there you can overwhelm any attacker with massive numbers.
 
To add to important techs besides Feudalism:
  • Festivals - As daladinn says, the happiness from the Building festivals is nice to have, although its quite expansive to build. It's also needed if you have any captured animals you want to add to the city for additional happiness. The biggest reason I find is for the market, which is a cheap building that adds +3 :gold: and -1:science: , which is very nice. And will make it easier to put science on 100%. Flauros build these extra fast too, with his financial trait.
  • Sanitation - Gives +1 food on Farms, excellent for the Agricultural/Aristocracy combo you are gonna be running for most parts of the game. Public Baths gives +3 :) and +1 :yuck:. Also, you can build Aqueducts, which can be nice to have with its +2 :health:. And you can remove jungles if you have any.
  • Knowledge of the Ether and Priesthood - So you can build adepts and Priests early enough to get experience. This isn't needed if you don't feel you are gonna need them. But for long games at least, they can be nice to have even with vamps running the show.
 
I agree that Festivals is very important for the early game for any civ. It allows rapid early expansion.


My experience with Calabim is somewhat limited. What I have observed is that Alexis' Philo trait, combined with the sage points in the capital and breeding pits for extra food makes for awesome GP strats.

Great Sages can come early and fast, allowing the Calabim to develop a strong arcane line of troops in addition to teching towards Vampires. Before unhappiness is under control, there's no reason not to run specialists if you're Alexis. Elder Council and/or a Library in the capital with a Breeding Pit can pump out a lot of Sages quickly. Using one Sage to put an Academy in a God King capital will supercharge research in the early game.

After that, Great Sages can lightbulb a strong arcane path while not slowing down a beeline to Vampires. Build several Fire I Adepts early to gain XP. Tech to Sorcery right after Vampires and upgrade to Fire II Sorcerers for bombarding cities.

Stacks of Bloodpets, Vampires, and Fire Sorcerers make a monster army in the mid game.

====

Alternately, if you want to go for an early, pre-Vamp war, you can run Merchant specialists. Settled Great Merchants provide great cash flow for an early expansion and additional food for population growth. Lightbulbing econ techs can keep the early expansion going as well.
 
Back
Top Bottom