Unusual, yet fitting, religion/civilization combinations

Onionsoilder

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Mar 19, 2007
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Quite simple, really. Post any civ/religion combos that rarely occur, but seem to fir quite well regardless. I noticed particular one my last game: OO Balseraphs. When you think about it, they match up well(both have a tendency for using mind magic, slaves, etc.)
 
Malakim/Empy. Empy is the most fitting religion due to scenarios and lore, but I find that the perks the Malakim recieve from it are not really exclusive to them. Sure, they recieve sun palace mana for Chalid, but the disciple military is better with water walking cultists, crusaders, or paramanders. Besides, they can rule the overcoucil with Teutorix and Basium just as easy as anyone else with Chalid.

I've always wondered if the Octupus Overlords and Doviello have any connections, due to Saverous's pedia'.
 
Khazid and FoL.

Usually Khazid go for RoK because of their gold fetish. FoL actually works well for them though, though not to the extent that it does for the elves. Putting trees down in low production cities, then swarming it with workers to build a logging camp before it turns into an ancient forest provides +1 food and +2 hammers. Add in thier +90% lategame production, and the added food and happies to make it work, and it actually comes out surprisingly well. On top of that, you can still get the benefits (goldwise) of having RoK in every city. The other major advantage is it gives the dwarves a unit with vitalize, which they would otherwise normally never get (can't use anything bigger than an adept, and their druids cast earth spells, not nature spells).

The second benifit can also be gotten with OO or CoE, but the benifits of trees outweighs the meager benifits that running OO or CoE gives you.

-Colin
 
Fellowship of Leaves + Orcs.

Orc workers have just enough fire resistance that they're willing to walk into a forest fire. Once they're in the forest fire, they can build a farm/cottage/mine/whatever. Then when the fire goes out, they get a New Forest on top of the improvement which will eventually turn into a forest and then an Ancient Forest.

They can't Bloom on top of existing improvements, but I think it's kind of funny and appropriate that Bhall's worshipers get to have the same goodies that the Elves do - they just have to set stuff on fire to get it. :)

...as a side note, other civs can do this too, but they have to park their workers on Smoke to make it happen since non-orc workers aren't hurt by forest fires, they just refuse to go into the tile when it's on fire.
 
...as a side note, other civs can do this too, but they have to park their workers on Smoke to make it happen since non-orc workers aren't hurt by forest fires, they just refuse to go into the tile when it's on fire.

Wow, nice. All my civs can be elves now...
 
Wow, nice. All my civs can be elves now...

It's possible, but very time consuming and annoying. I'd only do it in a One City Challenge/Kuriotates game and even then, I'd have to be going for something special to make me want to go through all that work. Keep in mind that you need several workers all parked on the tile so that they can complete the tile improvement before the fire goes out because burned forest will get removed by the improvement.

Only the fire itself will not be removed, so you need to get in there after the fire starts with an Orc worker (or you'll be wasting an enormous number of worker turns), make your improvement and finish it all before the fire goes out. You can also do this by hiring a zillion slaves and then just throwing all the non-orcs into hurried building production or into human/elf/dwarf cages.

Also, don't cast Water-1 near these fires until they go out on their own. Fires that go out on their own are replaced by burnt forest which turn into new forest, etc. Fires that are put out by Water-1 are not replaced by burnt forest.
 
Luchuirp and OO is a personal favorite of mine. You get a slightly better version of the standard melee line to roll alongside your golems, which also means highly promoted warriors from the early game will have something to do. You get a neutral alignment, meaning you can have dwarven druids. You don't have to worry about the drawback of asylums so much since the backbone of their army, the golems, can't be crazed, and they're a great building otherwise. Blasting workshops are on the same path as Hemah.
 
I love how the first few posts are actually completely standard religious combos, but anyway, some great input here. I did not know of the trick to build in smoke, but it does seem time-consuming - a better idea I liked from someone in the FF forums was to have fawns/satyrs be able to build in forests for any civs, so FoL is more usable. As for an input of my own; I know many others know of this combo too but Order Calabim rock pretty well - you'll never have to worry about the side effects of feasting and can get Vampires upgraded to Paladins which still retain their other abilities.
 
Luchuirp and OO is a personal favorite of mine. You get a slightly better version of the standard melee line to roll alongside your golems, which also means highly promoted warriors from the early game will have something to do. You get a neutral alignment, meaning you can have dwarven druids. You don't have to worry about the drawback of asylums so much since the backbone of their army, the golems, can't be crazed, and they're a great building otherwise. Blasting workshops are on the same path as Hemah.

I'd never thought of this and I try to play every civ with OO. Another trick would be to use the Luchuirp habit of spawning lots of Engineers to rush the Tower of Complacency for an early Great Person cradle. The only difficulty would be having enough specialist slots to make it worthwhile.
 
Order/Calabim

Vampire Paladins and Valen FTW.

Social Order + Breeding Pit + Governor's Manor + Pillar of Chains = hammertime.jpg
 
I have a special fondness for OO/Calabim. Sure Drown, Stygians, and Saverous can't be made vampires, but Krakens can. Plus the Tower of Complacency works well with a super-farm city, and kidnapping poor people for prophesies works well with the Calabim flavorwise.
 
Flauros has the preference for OO and CoE in the XML. And Vampiric Krakens sounds like fun.
 
I have a special fondness for OO/Calabim. Sure Drown, Stygians, and Saverous can't be made vampires, but Krakens can. Plus the Tower of Complacency works well with a super-farm city, and kidnapping poor people for prophesies works well with the Calabim flavorwise.

So that's what happened to the Aifons...
 
Balseraphs and RoK. Run Loki around flipping cities and use Markets and Temples of Kilmorph to fund the maintenance.
 
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