Blue Ghost
King
- Joined
- Sep 5, 2016
- Messages
- 710
Hello CivFanatics! Blue Ghost here, maker of fantasy civ conversions for Vox Populi. This will be my first photojournal on the CivFanatics forums, and I hope it will be up to the quality expected here. I am using this opportunity to show off the Fire Emblem civs I’ve been doing VP conversions for over the past year, as well as hopefully tighten up my gameplay a bit and get some strategic advice from the veterans here. All the civs involved in this game are taken from my first Vox Populi civpack, which you can find a link to here.
The civilization that I am choosing for this playthrough is the Theocracy of Plegia, as led by Validar. To quote from the Fire Emblem Wiki:
Now a look at our unique gameplay traits:
As stated, all civs present in the game are hand-picked from my first Fire Emblem civpack. I will be giving a quick introduction to each as they show up, but I won't be fully detailing their unique abilities. You can see the link above for full descriptions.
Aside from Vox Populi and the Fire Emblem civpack, the only other two mods are using are Civ Names by Policies and Fire Emblem City-States. Both are purely aesthetic and have no effect on gameplay.
Settings are Immortal difficulty, Planet Simulator map, standard size, standard speed. I've only played a couple of Immortal games so far, and I'm not fully comfortable with the difficulty yet, so there's a good chance that we will fail terribly. As well as a good chance that I'll need the veteran players here to help me out.
No tech trading, research agreements enabled, transparent diplomacy. All other settings are as default.
The only other thing to note is that I disabled the additional starting units from the AI handicaps. I don't mind the AI getting bonuses to be competitive, but I prefer to start out on an even footing at the beginning. Vox Populi goes a long way toward that, but I like to take it one step further.
We have here a grassland start, with perfume and gems as our luxuries. I can either settle in place, or move to the hill to the west for a bit more early food from the marsh. A lot of flat plains and grassland around means horses are likely to be nearby, so I will be starting off with Animal Husbandry, and if all goes according to plan, rushing Military Theory for some early horsemen.
Spoiler Civ Description and Initial Thoughts :
The civilization that I am choosing for this playthrough is the Theocracy of Plegia, as led by Validar. To quote from the Fire Emblem Wiki:
So, we have here your run-of-the mill fantasy villain. Which means that any atrocities we may be committing on our way to victory will be entirely in-character.Fire Emblem Wiki said:Validar is the leader of the Grimleal, the religious sect worshipping Grima in Plegia, and is trying to expand Plegia by force… As the leader of the Grimleal, he is extremely loyal to Grima and is willing to do whatever it takes to ensure his liege's ressurection, even at the cost of his own life. This fanatic loyalty of his has seen Validar committing acts of a grievously heinous nature, some of the more prominent including murder and brainwashing.
Now a look at our unique gameplay traits:
Plegia's UA is oriented toward an aggressive, religious-focused playstyle. We gain faith from kills like the Aztecs, but unlike the Aztecs, we do not have an early UU, which means that we'll have to rush some military techs to farm faith from barbarians. Our early gameplay will be focused on maximizing our UA: We will have an aggressive start with Authority, focused on hunting barbarians and early war to get our religion as soon as possible, and when it's up, we will try for a spree of early conquest to get a culture snowball going. Conquered cities being automatically fully converted means we will be saving a lot of faith that would otherwise be spent on missionaries and inquisitors, which will allow us to enhance our religion and get religious buildings up sooner, as well as to save up to faith purchase our UU in the medieval era.UA: Grima's Truth
GainFaith from kills. Captured cities instantly convert to Plegia's major religion, and gain 30
Culture and
Gold for each citizen converted this way, scaling with Era.
Our UU is a Crossbowman replacement that can be purchased with faith. Its high defensive CS, and ability to self-heal on kills, makes it a durable unit capable of standing on the front lines. We'll be aiming to continue our early aggression at least into the medieval era, where we can use our faith income to spam these Dark Mages.UU: Dark Mage (Crossbowman)
Available at Guilds
+5CS, +1
RCS
Nosferatu (heal 50 HP when killing an enemy unit)
Can always be purchased withFaith
Our unique building is a national wonder, representing the altar at which Validar sacrifices to his dark god. The Dragon's Temple city will siphon food from all our other cities into into itself, granting as much food as the Hanging Gardens with just five other temples built. It also gains food and production on kills, which will incentivize us to keep up our aggression throughout the game. This wonder is going to dictate our long-term game plan, which will be a wide empire with a particularly strong central city. This will enable us to engage in some Tradition-like wonder spamming in the late game, possibly even transitioning into a cultural victory.UB: Dragon's Table (Grand Temple)
Does not require Temple
Grants free Temple and Great General in city
All temples get +3Faith, +3
Culture, +3
Gold, -2
Food (up from +2
Faith, +2
Culture)
+2Food for each owned Temple
Gain +10Food and +10
Production in city when killing an enemy unit, scaling with era
Spoiler Settings and mods used :
As stated, all civs present in the game are hand-picked from my first Fire Emblem civpack. I will be giving a quick introduction to each as they show up, but I won't be fully detailing their unique abilities. You can see the link above for full descriptions.
Aside from Vox Populi and the Fire Emblem civpack, the only other two mods are using are Civ Names by Policies and Fire Emblem City-States. Both are purely aesthetic and have no effect on gameplay.
Settings are Immortal difficulty, Planet Simulator map, standard size, standard speed. I've only played a couple of Immortal games so far, and I'm not fully comfortable with the difficulty yet, so there's a good chance that we will fail terribly. As well as a good chance that I'll need the veteran players here to help me out.
No tech trading, research agreements enabled, transparent diplomacy. All other settings are as default.
The only other thing to note is that I disabled the additional starting units from the AI handicaps. I don't mind the AI getting bonuses to be competitive, but I prefer to start out on an even footing at the beginning. Vox Populi goes a long way toward that, but I like to take it one step further.
Spoiler Starting location :
We have here a grassland start, with perfume and gems as our luxuries. I can either settle in place, or move to the hill to the west for a bit more early food from the marsh. A lot of flat plains and grassland around means horses are likely to be nearby, so I will be starting off with Animal Husbandry, and if all goes according to plan, rushing Military Theory for some early horsemen.