Religous Breakdown-Octopus Overlords

TinkerJohn

Chieftain
Joined
Feb 2, 2008
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This is a breakdown of the different religions, dealing specifically today with Octopus Overlords.

The Overlords are strong for only a couple things, but what they are strong about makes them competitive.

Temples. Their temples give %bonus to culture. Not too great. OO also allows for Asylums which give 15% more research and an unhappy.

Troops. OO gives the Drowned which are a basic strength 4 unit with water walking that upgrades to a strength 8 unit later. Great on an island map.

Priests. Their priests are not particularly special. They get Water Walking, and mutation to mutate cheap troopers. High Priests however have a VERY strong Combo with Krakens and Graft Flesh. Basically you can summon a permentant Kraken, get a cheap warrior or axeman, then combine them into a Kraken-Golem that is permenant. Then you can summon another Kraken the next turn and morph that into the golem again. Continue until monstrous. Baby's First Golem!

Hemeh. This guy can single handedly make OO worth it. He's a hero archmage in Arcane Lore who gets things like Twincast and other nasties. If you've heard of how powerful Grigori mages are, this guy is the same thing. He's also early in the tree of Arcane which makes him easier to get.

Saverous. Like all religions, OO gets a decent melee hero in the first technology tier. He's not great but he's not bad, he's a super swordsman that relentlessly gains exp.

Tower of Complacency Not a bad bonus. Its a world wonder that makes the city immune to unhappiness. You could combine it with slavery or vampirism for a city that can be infinitely pruned for benefits.

Thats the Pros of Octopus and why one would get it.
 
I find getting Saverous early is a pretty useful advantage, he's a sensatonal early city attacker. Am also a big fan of the holy building water mana to handle blight. Slavery a plus also, as is the tower of complacency which you would be unlikely to go for if not OO
 
I think Graft Flesh may work a little differently now. When cast, it produces an undifferentiated Flesh Golem and allows other units to merge with it. And it appears that each HighPriest/Inquisitor can only have one Flesh Golem (this might be due to a modmod I'm running).
 
Unfortunately it doesn't let you choose which golem to graft a unit to, which can be annoying if you have 2 in the same stack.
 
No, that is how it works. If you graft on any unit that is stronger, then you raise the strength by 1 point. Any unit grafted gives the golem whatever promotions are on it at the time.

Really? I can't seem to graft the "Sorcery" promotion or any high-level "Channeling" promotions onto it.
 
It specifically disallows channeling 1-3, Sorcery, summoning, divine, or racial promotions. It doesn't bother removing all the sphere promotions, since they would not allow spells without these other promos.
 
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