BlakeTheDrake
Warlord
- Joined
- Jun 27, 2010
- Messages
- 131
One of the things I really like about FfH is how the addition of mages, World Spells, Unique Terrain, special rules, Hero Abilities and the Armageddon Counter - among many other things - allows for a much deeper approach to warfare and victory. Sure, the old method of building up a huge army and screaming 'WAAAAARGH!' at the top of your lungs still works just fine, but there's a certain satisfaction in pulling off a clever series of interlocking tricks and plans to take full advantage of your own strengths - and the enemy's weaknesses - in a way that would have made Sun Tzu give an acknowledging nod at least.
What sort of Machiavellian plots of diplomacy, deception and deceit have you pulled off?
What prompted me to start this topic was, of course, the clever trick I just pulled off in an 'Epic' scale game I was playing. I'm playing as the Illians, and aiming for Auric Ascendant (who DOESN'T?) It suits me well since I have an uncontrolleable love for overpowered and unique units, which probably also explains why I went to such extraordinary lengths to push one of my units to Level 15 so I could rescue Brigit...
The 'catch' of Auric Ascendant is, of course, The Draw. Halfing population in all cities and damaging all units, while simultaneously declaring war on all other civs and disabling diplomacy. Nothing to sneeze at... especially since your newly-reduced population will slow down the construction of the Ascension. However, I had a plan... one that had been brewing since the earliest turns of the game, when my scouts located the Nine Pines.
It was a classic turning-point - as the final turns ticked away on the construction of The Draw, I was in a tight spot - embroiled in a war on two continents, with mounting expenses from overseas properties and a large standing army, combined with having been recently forced to switch away from Aristocracy due to a surprising early-onset Blight. (Probably brought on by numerous razings - the AI's tendency to build cities close together and my own dislike of 'shared' spaces means lots of rubble whenever I invade.) My treasury was dwindling, my research was slowing, and while my army was kicking ass, it was clear I wouldn't be able to keep paying for it for much longer... and worse, one of the battles I was caught in was against my close neighbors and former-best-friends, the Svartalf, whose borders were hitting mine in enough places to make a coherrent defence nearly impossible - and who had so far functioned as a convenient buffer against the military-obsessed Khazad Dwarved. (Who, despite being the smallest empire out of the survivors, had the second-biggest standing army, due to their frequent skirmishes with the Svartalf.) So basically, even if I DID win through the Svartalf territorries, I'd just be facing a dwarven army which was already annoyed with my obvious evilness, and getting annoyder with every tick of the Apocalypse Counter.
Then, The Draw was finished. Heavy damage all through, and several sudden declarations of war. My overseas properties were so heavily mixed with the Balseraph's huge territories that I was instantly surrounded almost per-default. And those same properties were the main source of several strategic resources, including horses, mithril and gunpowder - the main reason I'd set up shop over there in the first place, and stubbornly clung to them despite the cost.
And, in the same turn, I activated Nine Pines, enforcing Peace by divine decree. I rapidly followed up with several games of Somnium, and sent a few gifts of technology to the more annoyed civ-leaders, quickly restoring harmonious relationships. Then I activated Stasis, and started building the Ascension in my best-producing city (throwing in the ritual for summoning the White Dragon too, just for good measure. I then slotted in Phoenix Blood in a lower-producing city, timing it to finish one turn after the Ascension. Oh, and since I had a few cities left over, I started work on 'Birthright regained' too, just for kicks - and finished it just a couple of turns after the previous Stasis wore off.
And just to add an entirely unexpected cherry on top, another city had been working on the Forge of Souls (or whatever it's called), and finished it a little while later. It turned out to be the 'favorite Wonder' of the Svartalf, and combined with the whooping I'd given them earlier, and the fact that they were now cut down to half size and sandwitched between me and the vengeful Khazar, caused them to offer themselves up as a Vassal State.
So basically, my remaining forces, with Wilboman, Brigit and the White Dragon in the lead, are now camped in various Svartalf cities, ready to attack the dwarven lands the moment their God joins them - and meanwhile, all the other civs are hamstrung by spending 'bout 20 turns late in the game (where both production and research is usually quite fast) producing absolutely NOTHING, even as I busily rebuild my economy (surprisingly easily, since the cut-down populations actually reduced the upkeep of my expensive overseas colonies) in preperation for the final war... my biggest worry being whether I can pull off a Conquest Victory before I wind up with a Domination Victory. All thanks to one well-timed 'Peace' spell...
What sort of Machiavellian plots of diplomacy, deception and deceit have you pulled off?
What prompted me to start this topic was, of course, the clever trick I just pulled off in an 'Epic' scale game I was playing. I'm playing as the Illians, and aiming for Auric Ascendant (who DOESN'T?) It suits me well since I have an uncontrolleable love for overpowered and unique units, which probably also explains why I went to such extraordinary lengths to push one of my units to Level 15 so I could rescue Brigit...
The 'catch' of Auric Ascendant is, of course, The Draw. Halfing population in all cities and damaging all units, while simultaneously declaring war on all other civs and disabling diplomacy. Nothing to sneeze at... especially since your newly-reduced population will slow down the construction of the Ascension. However, I had a plan... one that had been brewing since the earliest turns of the game, when my scouts located the Nine Pines.
It was a classic turning-point - as the final turns ticked away on the construction of The Draw, I was in a tight spot - embroiled in a war on two continents, with mounting expenses from overseas properties and a large standing army, combined with having been recently forced to switch away from Aristocracy due to a surprising early-onset Blight. (Probably brought on by numerous razings - the AI's tendency to build cities close together and my own dislike of 'shared' spaces means lots of rubble whenever I invade.) My treasury was dwindling, my research was slowing, and while my army was kicking ass, it was clear I wouldn't be able to keep paying for it for much longer... and worse, one of the battles I was caught in was against my close neighbors and former-best-friends, the Svartalf, whose borders were hitting mine in enough places to make a coherrent defence nearly impossible - and who had so far functioned as a convenient buffer against the military-obsessed Khazad Dwarved. (Who, despite being the smallest empire out of the survivors, had the second-biggest standing army, due to their frequent skirmishes with the Svartalf.) So basically, even if I DID win through the Svartalf territorries, I'd just be facing a dwarven army which was already annoyed with my obvious evilness, and getting annoyder with every tick of the Apocalypse Counter.
Then, The Draw was finished. Heavy damage all through, and several sudden declarations of war. My overseas properties were so heavily mixed with the Balseraph's huge territories that I was instantly surrounded almost per-default. And those same properties were the main source of several strategic resources, including horses, mithril and gunpowder - the main reason I'd set up shop over there in the first place, and stubbornly clung to them despite the cost.
And, in the same turn, I activated Nine Pines, enforcing Peace by divine decree. I rapidly followed up with several games of Somnium, and sent a few gifts of technology to the more annoyed civ-leaders, quickly restoring harmonious relationships. Then I activated Stasis, and started building the Ascension in my best-producing city (throwing in the ritual for summoning the White Dragon too, just for good measure. I then slotted in Phoenix Blood in a lower-producing city, timing it to finish one turn after the Ascension. Oh, and since I had a few cities left over, I started work on 'Birthright regained' too, just for kicks - and finished it just a couple of turns after the previous Stasis wore off.
And just to add an entirely unexpected cherry on top, another city had been working on the Forge of Souls (or whatever it's called), and finished it a little while later. It turned out to be the 'favorite Wonder' of the Svartalf, and combined with the whooping I'd given them earlier, and the fact that they were now cut down to half size and sandwitched between me and the vengeful Khazar, caused them to offer themselves up as a Vassal State.
So basically, my remaining forces, with Wilboman, Brigit and the White Dragon in the lead, are now camped in various Svartalf cities, ready to attack the dwarven lands the moment their God joins them - and meanwhile, all the other civs are hamstrung by spending 'bout 20 turns late in the game (where both production and research is usually quite fast) producing absolutely NOTHING, even as I busily rebuild my economy (surprisingly easily, since the cut-down populations actually reduced the upkeep of my expensive overseas colonies) in preperation for the final war... my biggest worry being whether I can pull off a Conquest Victory before I wind up with a Domination Victory. All thanks to one well-timed 'Peace' spell...