Beautiful, Choriston. I love it. I do like Lunatics a lot in the game I'm playing. Basium also has the Raider trait, which I now realize has made my life quite a bit easier. I've also been hitting mobility 1 with my first promotion every time.
Your approach has the obvious virtue of getting rolling relatively early in the game, because no big midgame techs are required (I think Mind Stapling is the biggest ticket on the list). Using Pact of the Nilhorn to get early mobile siege is a nice touch, too. On the flip side, Basium's Lunatics are crazy cheap, and they turn into Angels when they die. So I'm getting two reasonably strong units, one of which often starts with a lot of experience, for 33 gold and a slave. It's sort of ridiculous.
I really want to get the Baron in my game as well, but mainly because (if I'm reading the code right) werewolves are now beast units instead of animal units, so Mercurian werewolves will generate angels on death. So I can eventually get to something like a quadruple win mechanic (kill an opposing unit, chance to generate both a werewolf AND a slave, turn slaves into Lunatics, get angels if/when either Lunatics or werewolves die). I will probably never build any melee/archery units all game long.
I managed to break the back of the Ljosalfar last night, losing maybe a third of my Lunatics in the process (but hey, more angels for me). Once they start getting kills the collateral damage keeps things rolling. The Kurios now have their full 5 cities, two of them heavily forested former elf cities, all of them landlocked. Once I get to Astronomy I'll cross my fingers and hope that they give me some airships.
Chalid is almost built, which will be great when I have to turn back to the Bannor and finish them (which, judging by the power graph, is going to mean dealing with a serious stack of doom). However, this means no more Asylums for me, so when I start fighting on other continents I will have to deal with the annoyance of shipping slaves back home. Even with airships it will be a pain - only the Nexus would really make things easy for me. I'll probably reach that point in this game, though, as things have consolidated a lot and the Sheaim look pretty strong. I don't see a quick easy steamroll in my future.
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The Warrior->Drown->Stygian upgrade path is really fun and effective, but as it requires Fanaticism it's more of a midgame strategy than the early/midgame strategy you have outlined. You build and build and stock enough warriors to discourage anyone from attacking, then when the upgrades open up you upgrade en masse and go on the attack. On the right map Stygians and Cultists can just roam along the coast, mowing down everything. The last time I really leaned into that strategy I was playing the Luchuirp, and I combined Stygians/Cultists with golems loaded on boats to use as a kind of mega-arcane barge that could offload onto land to hit interior cities.
Your approach has the obvious virtue of getting rolling relatively early in the game, because no big midgame techs are required (I think Mind Stapling is the biggest ticket on the list). Using Pact of the Nilhorn to get early mobile siege is a nice touch, too. On the flip side, Basium's Lunatics are crazy cheap, and they turn into Angels when they die. So I'm getting two reasonably strong units, one of which often starts with a lot of experience, for 33 gold and a slave. It's sort of ridiculous.
I really want to get the Baron in my game as well, but mainly because (if I'm reading the code right) werewolves are now beast units instead of animal units, so Mercurian werewolves will generate angels on death. So I can eventually get to something like a quadruple win mechanic (kill an opposing unit, chance to generate both a werewolf AND a slave, turn slaves into Lunatics, get angels if/when either Lunatics or werewolves die). I will probably never build any melee/archery units all game long.
I managed to break the back of the Ljosalfar last night, losing maybe a third of my Lunatics in the process (but hey, more angels for me). Once they start getting kills the collateral damage keeps things rolling. The Kurios now have their full 5 cities, two of them heavily forested former elf cities, all of them landlocked. Once I get to Astronomy I'll cross my fingers and hope that they give me some airships.
Chalid is almost built, which will be great when I have to turn back to the Bannor and finish them (which, judging by the power graph, is going to mean dealing with a serious stack of doom). However, this means no more Asylums for me, so when I start fighting on other continents I will have to deal with the annoyance of shipping slaves back home. Even with airships it will be a pain - only the Nexus would really make things easy for me. I'll probably reach that point in this game, though, as things have consolidated a lot and the Sheaim look pretty strong. I don't see a quick easy steamroll in my future.
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The Warrior->Drown->Stygian upgrade path is really fun and effective, but as it requires Fanaticism it's more of a midgame strategy than the early/midgame strategy you have outlined. You build and build and stock enough warriors to discourage anyone from attacking, then when the upgrades open up you upgrade en masse and go on the attack. On the right map Stygians and Cultists can just roam along the coast, mowing down everything. The last time I really leaned into that strategy I was playing the Luchuirp, and I combined Stygians/Cultists with golems loaded on boats to use as a kind of mega-arcane barge that could offload onto land to hit interior cities.