DemonMaster
A.K.A. Fenhorn
Today, I (finally) played the crush them all civ, Sheaim. So I very soon become the most (the very most by the way) powerful of all and I made my war every now and then and won all of them. I created the Infernals (but I didn't switched). In my game 8 civs were good, 1 was neutral and two were evil, 3 with the infernals, but they are so small and tiny (at least at first) so I don't count them. Then:
On turn 300+ something I realized that the apocalypse is near (yes I knew It was high). So I thought, yes, the hell with it, and then at 100 all hell brakes loose (literaly). I knew that city pops are decreased more than half of the units will die or something like that (we go back to this later). I was at war when it happened with a civ that I now don't remember, it was yellow and I think it's leader started with a c. That is not that important. I had alot of units, mostly spell-casters and strong demons (and my three giants, which are very good for breaking down city walls) and Rosier. After the apocalypse I had nearly nothing (yes nothing) left. I had a tar demon, a couple of pyro, a mobius, and some succubus. Ok since this was my first apocalypse I thought, I'm not the only one (and I wasn't), starting to rebuild. A couple of turns later I at least had one unit in each city and a handful of extras from the gates (mostly guys called r... something), but then I saw a couple of angels (3) and a guy called herald ... something. To make a long story short (heh, it was short) they did a remarkable comeback.
This is a strategy I almost never play (normal or FfH), so I'm not so good at it (wasn't that obvious). So how much units are actually killed when AP triggers. So a question is AP. ever good for any other civ than the infernals? I can't say that I had read everything in the civilopedia or on the wiki, but is there any meaning of trigger AP if you play for example Shaeim (with AV religion of course)? Is there any units that I should have built that are not lost? Is there any civic that helps? Meaning it is very hard to play a Sheaim, go to a war and not eventually start hell.
PS
By the way, this is the best mod I ever played (above including), so a big thanks to you all for making this.
On turn 300+ something I realized that the apocalypse is near (yes I knew It was high). So I thought, yes, the hell with it, and then at 100 all hell brakes loose (literaly). I knew that city pops are decreased more than half of the units will die or something like that (we go back to this later). I was at war when it happened with a civ that I now don't remember, it was yellow and I think it's leader started with a c. That is not that important. I had alot of units, mostly spell-casters and strong demons (and my three giants, which are very good for breaking down city walls) and Rosier. After the apocalypse I had nearly nothing (yes nothing) left. I had a tar demon, a couple of pyro, a mobius, and some succubus. Ok since this was my first apocalypse I thought, I'm not the only one (and I wasn't), starting to rebuild. A couple of turns later I at least had one unit in each city and a handful of extras from the gates (mostly guys called r... something), but then I saw a couple of angels (3) and a guy called herald ... something. To make a long story short (heh, it was short) they did a remarkable comeback.
This is a strategy I almost never play (normal or FfH), so I'm not so good at it (wasn't that obvious). So how much units are actually killed when AP triggers. So a question is AP. ever good for any other civ than the infernals? I can't say that I had read everything in the civilopedia or on the wiki, but is there any meaning of trigger AP if you play for example Shaeim (with AV religion of course)? Is there any units that I should have built that are not lost? Is there any civic that helps? Meaning it is very hard to play a Sheaim, go to a war and not eventually start hell.
PS
By the way, this is the best mod I ever played (above including), so a big thanks to you all for making this.