The Momus feedback

Just finished this myself. I felt it was too long, but not *overly* difficult. I set up my cities almost exactly like Kiwi Tyrant up there, except I had an extra city on the peninsula. Set up a defensive wedge on my right side, then built up waiting for war. My stacks frequently found the enemy's SoD trying to sneak by, and took them out. 2 cities focused on Boarding Parties (later switched to Longbows to defend new cities), one on siege, one on religion (RoK), and one on magic which later filled spots. With siege, it was an easy... but loooooooong... game.

Early hero helped. As did the Spring spell & economic techs. Wish I knew about the secret ending, though. :( I stomped the Luchuirp before going for a final Infernal city on the far coast that was acquired by early conquest.
 
I started the game and rushed Runes of Kilmorph, since I figured Foreign trade was useless, and I needed a stable solo economy. This worked very well, especially since it allowed me to remain neutral and druids helped me greatly. The main problem I had during conquest(after knocking out the Infernals before they get champions atleast), is that perpentachs culture destroy any chance that a lot of cities will ever grow, and he easily absorbed 4 of my conquered cities in no time. The Mercenary wonder really helped this game get past conquering Malakim, Amurites, and Infernal. Infernal lands also have really great production. I was running God King in the begining to steal a lot of the nice early wonders, especially Heron Throne. The first 100-200 turns were pretty much turtling and trying to get as many adepts and mages with Maelstrom and fireballs to whittle down those stocks, and the two Kilmorph heroes REALLY helped, especially since Bambur can repair catapults. Another great thing about running Kilmorph is getting Iron weapons before anyone else with wonders, and trading one of those iron to Perp is usually a good idea.

Oh, don't know if this is a bug, but turn 405 in both my playthroughs(warlord and Monarch difficulty) was tremendously slow, but all turns before and after were fine.
 
I played this scenario a while back, and I really enjoyed it (it was actually the first real game of FFH I ever played). The first time I played it, I lost a truly epic war to the Infernals, and then in my second game, I won, but I found to be a bit too easy after the Infernals were gone. I never fought Perpentach, as I did not get the event.
 
Finished this quite smoothly on Noble. The start was a bit rough, but I had a very weak Civ to the right from me. Basically, I played very defensively and beelined to OO and Priesthood. The first phase existed of using Drowns to steal workers (even if you don't get them home, it still slows the others down). I also lucked out on being able to found two other religions, allowing me to build up several temples and stack Priest specialists in one city to get a few levels of the Altar early on.

Once I got to Stygian guards and Cultists, the game was pretty much over. Tsunami works wonders on this map and the water walking makes it so that you can send out small stacks of cultists without any support to destroy enemy lands and pick off weak units for free exp.

The only real problem were the Amurites, though mostly because I aimed for them early on (the were directly above me). They only had one city, but on top of the defending stack was a very high level Firebow with magic resistance/immunity.

Don't think I've seen anything else than All vs Lanun or All vs All though, except for an All vs Beeri run that lasted much longer than Beeri did.
 
I ran this on noble difficulty. It was easy at the start. Perpentach forced everyone against the Hippus. They were weakened but not destroyed. When the Momus forced them all against me, I destroyed the Calabim and Hippus. I won out the end. I'd give it an 8.9/10. Very enjoyable. I was thinking of hosting an RP multiplayer game with a theme like this in mind.
 
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