I usually take it a step further, and have Order Kurios with Unyielding Order in every city![]()
My usual strategy with the gate is to put it far away from the core of my empire. Since I play on huge continent maps, there's usually another continent full of opposing civs to contend with. I'll either capture or settle a city, and then try to pop the gate there. It's easy if you have a Great Engineer handy, of course. I've never switched to Basium.the gate is really nice, but loss of autonomy can suck.
I would agree that the Gate is probably best with the Kuriotates (and potentially fastest with the Luichuirp).
The gate is, while an awesome wonder, still very much a measured decision. Will culture overlap prevent certain important tiles from being worked? Will the AI (if you switch) allow you to take enough old cities to become viable? Will the AI be a competent war ally? If you don't switch, will Basium and his stack of angels sit in the city and not help you on campaign?
Since I've only ever played More Naval, that may have biased me.I think that for it to *always* be worth it you should at least be running More Naval AI mod or Erebus in the Balance. (either that or two humans involved).
Just forget for a moment the idea that you have a teammate civ, which can research parallel tech paths, represent you on the overcouncil, and so forth.
Interesting... I haven't really had that problem. Basium will get me in a war right away quite often, but once he's established himself he's been reasonably well-behaved for me. This may be a function of where I put him on the map.And someone who will bring you in every possible war
I haven't really had problems with that, aside from Basium wandering off alone in earlier versions of More Naval, which is something Tholal has fixed. In my experience, Basium uses his forces with all the subtlety of a jackhammer, and doesn't always go for the most strategic target, but hey, one massive stack of angels marching on my enemies is considerably better than zero.will misuse his unit in lose them stupidly
He hasn't been particularly settler-happy for me, but even if he was, it wouldn't be a problem with the way I play him. I basically treat the Mercurian palace like a fourth palace - I have my base palace, the winter palace, the summer palace, and the Mercurian palace. If I get a city near the Mercurians, I will give it to them unless it has a wonder I really want, or if I need it for the Obsidian Gate link.settle in any troublesome location
Now I'm just confused... I've always been able to get Basium to give me whatever I want on the diplomacy screen, no questions asked. In fact, I usually take the earth and life mana away from him in his first turn. (Which is one of the nice things about the Gate - I think of the 1 free life and earth mana as part of the wonder.), and need two of every strategic ressource instead of one.
I certainly haven't found this to be the case. Granted, I usually get it first, but one notable exception was a game where the Kuriotates built him, and they proceeded to work together to dominate the main continent of the game. It took Chalid, and a LOT of Iron Golems, to defeat them.More importantly, it cripple an AI creating it far more than it would ever help you.
Now, this is an interesting perspective. I've never really seen the benefit of summoning the Infernals. They're not teamed with you, so if you create the situation where they will be powerful, eventually you will probably have to defeat them yourself, right? Plus, there's the annoying hell terrain to deal with. One each of the hell versions of the resources is nice, but is it worth having to put together a crew to sanctify the rest of your land?In that, I prefer far more invoking some infernal. In Magister modmod you can even invoke three of them and they can't take over your city if you summon them which make them even better.![]()
I haven't really had problems with that, aside from Basium wandering off alone in earlier versions of More Naval, which is something Tholal has fixed. In my experience, Basium uses his forces with all the subtlety of a jackhammer, and doesn't always go for the most strategic target, but hey, one massive stack of angels marching on my enemies is considerably better than zero.
Now, this is an interesting perspective. I've never really seen the benefit of summoning the Infernals. They're not teamed with you, so if you create the situation where they will be powerful, eventually you will probably have to defeat them yourself, right? Plus, there's the annoying hell terrain to deal with. One each of the hell versions of the resources is nice, but is it worth having to put together a crew to sanctify the rest of your land?
If Hyborem's whisper couldn't affect the summoning civ, that would make them much more attractive, for sure.
I usually find that if decent warmongering is going on, he can have a pretty nice stack of angels pretty quickly. The Mercurians have had the highest power graph value of any civ in several games I've played, both when I summoned them and when others did so.You describe exactly the problem. He have a pretty weaksauce army compared to your average continent spanning empire and will definitely try to take on any army that happen near him.doktarr said:Basium uses his forces with all the subtlety of a jackhammer, and doesn't always go for the most strategic target, but hey, one massive stack of angels marching on my enemies is considerably better than zero.
Well, it really depends on the value of the city you lose, right?Like any AI you might say, but losing a city for that doesn't amuse me.
Again, this is highly dependent on the value of the city you are surrendering. But taking the Mercurian Mana away from them doesn't really hurt him that much - it just means that he won't build any mages.Also, if you steal from him all resources, he won't do anything worthy. And losing a city to gain 1 earth and 1 life is almost never worth it, especially since it remove even more of Basium potential.
I generally play with a doubled Armageddon counter, for this exact reason.Well, I never seen the AC go above 30 if I weren't actively raising it. So no hell terrain problem.
Interesting. I like this idea. Maybe I should try summoning him a bit more.And I can actually raze them as soon as they aren't useful as distraction anymore. Their army are usually pretty weak, like the Basium one, and if they are not, it mean they have bought you 100+ turn because they were busy invading everyone. Normally, you have done something on thoses 100 turns![]()
Or just snuff him out before Malvolent Designs, right?In base FFH, just don't get any Ashen veil city![]()
(Hey, we're back on topic! Best wonder for the Elohim = Infernal Palace.)
Why? The Catacomb costs 600Amurites: The Catacomb is key, obviously.
Why? The Catacomb costs 600and the Mage Guild costs 60
each, both Amurite leaders being Arcane. You don't want to produce adepts in more than 10 cities, do you? The Catacomb may be worth for Os-Gabella, but otherwise it's just a poor wonder.
Also: I think any civ can profit from the Guild of Hammers. Yes, the Dwarves probably get morefrom it in average, but so do Elves or vampires or anybody else running
enhancer civics, like Arete, Guilds etc.
Well, I'm afraid you didn't understand me. I wasn't saying the Cave of Ancestors was bad, I said sinking 600Move those sixty hammers into Caves of the Ancestor and you'll start producing mages, not adepts. It is a way of using one high hammer city as a means to save hammers in other cities.
Not quite. In fact the Guild of Hammers is exactly what you claimed the Catacomb of Libralus to be: using a highYeah, but the Luchuirp use forges to make iron golems so it is significantly more valuable for them than other civs.
Hmm, Lanun with Slums, Heron Throne, Overlord Wonder that gets rid of unhappiness, ... and then after you build the Overlord Wonder, switch to AV for Sacrifice the WEAK
= massive Oceanic city of DOOM!!! (I christen it, Neo-NegaShanghai)
add lots of health resources + lots of trade routes for devastating effect![]()