Whats your favorite and least favorite religion in FFH?

The Veil is plenty strong when it comes to warfare, but they're somewhat lacking in the economics department. I mean, their second unique building, the demon altar (right?) has no economic application at all, compared to the Order's Basilica which gives a whopping -40% maintenence. Their temples are alright, I guess, but the lack of science-multiplying buildings hurt them. What's worse is that the Stigmata on the Unborn gives beakers instead of gold, requiring you to build the Crown of Akharein in the holy city to even come close to the benefits you get from the other shrines.
 
Yes, I think they should get something instead of demon's altar, then make demon's altar either a national wonder (still req AV), or incorporate the effect into the Stigmata. The only place I want an D.A. is when I build the soul forge.
 
With the AV i still get uber frustrated by diseased corpses...at least in .15k.

I just hate to see the drown, which are available SOOO much earlier, kick my diseased corpses A**. Consistantly. WHy are undead not immune to disease? I know this has been said, but Ive never actually seen the reasoning for why diseased corpses arent immune to their own disease?
6Str 2.5 tier units isnt great. Especially when they function much below that.
If they were CHEAP, then i see the point of flooding them across the fields and weakening the enemy, but they aint. So one after another lumber across a field and get slaughtered. (Again)
-Qes
 
There is only one way to truly serve and that is to serve the Old Ones of the cephalopodic conviction. They've got great flavor, a MASSIVE culture boost (essential for expanding your borders on higher difficulties, just bring a cultist to your new settlement and watch those precious 6 culture/round do their thing), slavery which gives access to a slight production boost and special workers with some luck, 10% military production bonus (temple), mutation for fun and profit, Saverous (fear, anyone?), +15% science with Asylums (you love 'em and you know it) and the potential for some real nasty amphibious shock troops (drown -> stygian guard).

All this as a BONUS to be allowed to worship great Chtulhu! GET DOWN ON YOUR KNEES AND PRAY, KNAVE! THE CHOSEN ONES WILL BE EATEN FIRST!

*ahem*

Least favourite got to be Leaves. I like Foreign Trade and Conquest better than Guardian of Nature, only reason to get them are Priest of Leaves for some terraforming if your civ cannot get druids. Also, religious wonder produces great turd... er bard points. Say no more. Go hug a tree on some astral plane, you nature worshipping sissies.
 
I rarely play leaves anymore (was drawn to them first with elves) but i want to try different flavors. I have discoverd that the Elves and druids are especially good at one thing - kicking Golem butt.

The reasonings are this. I had ol barney maxed out (first time), and I was pumping out Iron and clockwork golems as fast as I could, and i was in the LEAD. The second place was on a far continant with the elves. And the lesson I learned from the AI was simple. Tigers rock.
Its not that they're powerful, but if you've a LOT of druids, your almost always gaurenteed X amount of tigers, and the druids can still be doing a lot of damage with other spells. My uber ironmen would wade into battle, kill 80% of everything, but ALWAYS die eventually. The simple wave after wave of tigers was virtually impenatrable. Were I playing a human, and not the AI that I know how to exploit, then I would never have taken a single city. Not even when I landed 20 Iron Golems, 2 Repair Adepts, 3 Clockwork goldems and some gunmen on the far shore. Since it was an AI, i did take ONE city. But they pecked at me till death. And I must have killed at least 2 for 1, if not 3 or 4 for one lost. BUt tigers are uber. Other summons thrown at me were not nearly so annoying, because they couldnt come in any large number. It was all Tigers. Tigers also had the annoying capability to travel virtually cross continant, where as fireballs had limited ranges, and my ironmen would be able to hack their ways toward the druids, from as far as I could tell, the tigers were coming from a far distant source, and that meant a constant stream of foes. WIth no "promotions" for golems, there was virtually no way to heal them (since they went and killed my adepts first - despite my attempts to protect them).

So, ive learned that the Tigers have a very wonderful niche department of Golem Killing. At least en masse.
-Qes

EDIT: I did wind up destroying 4 cities. Of the elves, but with the amount of energy invested in that conquest, we (the elves and I) fell behind the other players, who continued to tech up peaceably. So while I was "Winning", i never kept the cities (raze) because I could never have held them. Needless to say, it was merely an entropic enterprize, in which all other civilizations benefited.
 
QES said:
So, ive learned that the Tigers have a very wonderful niche department of Golem Killing. At least en masse.
-Qes
Sand Lions > Tigers. As Thessa, it is absolutely frightening to see a hoard of Sand Lions taking down any city. Even though you need a desert square to summon the lions, its not hard to scorch an unused tile as needed. I had a group of 8 conjurers summon up a hoard of 24 sandlions, and constantly throw 8+ a turn at them, and win by pure attrition. Even better, the conjurers had nice defensive stackmates in the form of Guardian Vines. Speccing in Fire and Nature summons is just nuts, and the elves get both mana for free. Build another fire and nature node to give the promos for free, and your conjurers will be that much more insane.

IMO, the summoning trait is perhaps a bit overpowered currently from the standpoint that you have a easily renewable resource (just destroy any hurt units and re-summon them). Combine this with 3x the number non-summoning trait civs get, and it makes is pretty hard to fight. Even rings of warding only slow down the assault, but aren't greatly effective (unless you are a magic resistant civ).
 
Mithrus said:
Sand Lions > Tigers. As Thessa, it is absolutely frightening to see a hoard of Sand Lions taking down any city. Even though you need a desert square to summon the lions, its not hard to scorch an unused tile as needed. I had a group of 8 conjurers summon up a hoard of 24 sandlions, and constantly throw 8+ a turn at them, and win by pure attrition. Even better, the conjurers had nice defensive stackmates in the form of Guardian Vines. Speccing in Fire and Nature summons is just nuts, and the elves get both mana for free. Build another fire and nature node to give the promos for free, and your conjurers will be that much more insane.

IMO, the summoning trait is perhaps a bit overpowered currently from the standpoint that you have a easily renewable resource (just destroy any hurt units and re-summon them). Combine this with 3x the number non-summoning trait civs get, and it makes is pretty hard to fight. Even rings of warding only slow down the assault, but aren't greatly effective (unless you are a magic resistant civ).

Thessa doesn't have the summoning trait in 0.16.
 
Civkid1991 said:
gasp!:cry: :( that was pretty much why i pick thessa

Yeah, I know she was popular for her combination of a powerful civ and powerful traits. But you must admit it made her kind of uber.

Plus (and an even bigger reason for me) she stole a lot of the Sheaim's flavor since she had their best feature in a less bland civ. Keelyn will probably be the only playable non-sheaim summoner leader (those crazy Balseraphs, always breaking the rules).
 
Kael said:
Yeah, I know she was popular for her combination of a powerful civ and powerful traits. But you must admit it made her kind of uber.

Plus (and an even bigger reason for me) she stole a lot of the Sheaim's flavor since she had their best feature in a less bland civ. Keelyn will probably be the only playable non-sheaim summoner leader (those crazy Balseraphs, always breaking the rules).

So what traits have you given her now?
 
I dont think that sandlions are superior outright to Tigers. For two reasons, A) sandlions disapear, which means, even with 3 turns, that you MUST keep summoning them. And its hard to "prepare". I like it when I have SOooo many bloody leaf priests, and then a few well promoted druids/summoners/archmages up front, with Yavin, or whomever. THen I can pump out close to 30 tigers, and afterword, i can use my druids for other things, only replacing the tigers that get lost. Tigers have numbers over lions, and I dont need to be in desert to make them. Especially useful for the elves who commonly live in lush wooded lands.
I just played them, and I had a memory leak CTD, but just before I had something close to 40 tigers, 3 of each T4 unit aviailable, 4 Heros 12+mages and conjurers, a score of cavalry, and 2 score fodder of pikeman. These were just about to cross into my VERY friendly neighbors who'd teamed up. They were slightly behind me in tech, but no where near prepared like I was.

Needless to say, I think my numbers of Tigers broke the game, I didnt even get to summon my tree ents yet.

--moved to bug thread--
-Qes
 
QES said:
I dont think that sandlions are superior outright to Tigers. For two reasons, A) sandlions disapear, which means, even with 3 turns, that you MUST keep summoning them. And its hard to "prepare". I like it when I have SOooo many bloody leaf priests, and then a few well promoted druids/summoners/archmages up front, with Yavin, or whomever. THen I can pump out close to 30 tigers, and afterword, i can use my druids for other things, only replacing the tigers that get lost. Tigers have numbers over lions, and I dont need to be in desert to make them. Especially useful for the elves who commonly live in lush wooded lands.
I just played them, and I had a memory leak CTD, but just before I had something close to 40 tigers, 3 of each T4 unit aviailable, 4 Heros 12+mages and conjurers, a score of cavalry, and 2 score fodder of pikeman. These were just about to cross into my VERY friendly neighbors who'd teamed up. They were slightly behind me in tech, but no where near prepared like I was.

Needless to say, I think my numbers of Tigers broke the game, I didnt even get to summon my tree ents yet.

--moved to bug thread--
-Qes

You say you like bulding up a reserve of Tigers? Well then sir do I have a deal for you. Simply worship the Octopus Overlords and mutate your Tigers during times of peace.

Summon a 5* Combat Tiger -> Mutate it -> If it is not now STR 5 (or something equally :drool:-y) then Disband it and try again next turn.

It's just that easy!

Now how much would you pay for a service such as this? Don't answer yet! Because we're also throwing in Burning Blood! You got an crisis on your hands? Nothing like two score mutated enraged suicidal cannon fodder units with elite combat skills to take the startch out of an enemy column. And we're throwing in FREE water-walking units, FREE Kraken summoning, and FREE culture boosts. A $299 value, all this can be had just for one easy payment of your brain. That's:

Your Brain
c/o Lunch Next Tuesday, The Deep.

Act now!
 
@Unser

Nice add.

But I dont summon my tigers until either A) just before a war, or B) in responce to a perfectly unprovoked attack, simply because I slept with some powerful so-n-so's sister.

The tigers, as it is, only come out right before and during a war, their job, essentially, is to die. Oh what a wonderful job they do if it too. They clog the fields, and nothing moves without my tiger MP's say so. The damage do'ers are my beastmasters and mages. All other t4's function as major stop gaps and hold points, litterally a wake, or FRONT moves through enemy territory, and cities are isolated for bombardment (fireball and normal), until submission ensues. Tigers never last long enough to put them through the riggors of such pains of the OO.
Besides, half the fun of the tiger aunslaught is that they seemingly emmerge from my vast forests. I got a city up to 43 population. It actually started to get unhealthy, so i even teched into Future tech once. It'd have gotten to I think 46 if perfectly healthy. This was a normal city, with 5-6 floodplains and TWO mithil mines. I was so proud, to bad it was the capitol i upgraded from a former enemy, and not one of my origional cities. The sidar actually had built the "Never unhappiness" in that city too, so i was pleasently surprized - though my happicap was at 43 <shrug>
-Qes
 
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