Your Top Ten Tips for Your Favorite Civ

Interesting - I guess there isn't any way around the fact that strategies will fit players' personalities.

One issue that may be different in our experience has been that I've been recently playing on large maps. This may impact strategy since there are just plain more cities, more planar gates, and more nodes; I had about 35 mobius witches in my last game and had pretty much all of the promotions for level one that I needed. I admit I built an enchantment node for the happiness early, it can always be useful!

I am intrigued by your idea of buidling the tower of necromancy, I think you are right that this is a good idea. For the 'cost' of a few nodes, you do get a death node back and the strong promotion.

The Sheaim is one of the few civs for whom I don't consider body mana as necessary; they have so many non-living untis (pyre zombies, diseased corpses) that it isn't as important as for other civs; however, I admit that I build chariots since you always need some fast units. But since I build enchantment, don't need body, don't really need maelstorm (so many ritualists and pyre zombies), I'm willing to invest heavily in death. I also agree metamagic is good; it does add flexibility, allows you to change capured nodes, and dispel magic is plain good as a combat spell.

Best wishes,

Breunor
 
I think that Os-Gabella is significantly weaker than Tebryn. Tebryn's Arcane boost his adepts, magi and archmagi significantly. His also boost any Mobius Witches. When playing Spectre spam with Sheaim, I usually promote my adepts exclusively with Combat 1-5, Mobility and Spell Extension 1-2. That make their Spectre more deadly. I relied on the Witches for other spell spheres. If a Witches is too terrible in her spell selections, I just delete her and expect the next spawn is better.

While Os-Gabella is Industrious and build wonder more quick than Tebryn, the important wonder I have to have as Sheaim are (in order of importance) : Tower of Necromancy, Catacomb Libralus, Soul Forge, Crown of Akharien.

The Tower of Necromancy is a national wonder. I don't need to rush for it. Soul Forge is a world wonder but no leader I know has ever built it. I don't need to rush for it. The Crown is frequently built by the Amurites. If they are not present, I do not need to rush it. Even if they are, I can still acquire it after conquering Amurites using Spectre spams. :D Thus, the only wonder I need to rush is Catacomb Libralus (for easier Witches and Adepts). It does not that important to have Industrious.

IMHO, Os-Gabella should retain her Spiritual trait. With Spiritual+Summoner, she is on par with Tebryn. She will strengthen her Ritualists, making the Ring of Fire more deadly. Before BTS, this combo was even more powerful since Ritualists have access to summon spells at tier 2 (Summon Pit Beast, IIRC).

How about Hyborem? Well, I think Hyborem should get another trait, not Spiritual. Or heck, let Os-Gabella and Hyborem share Spiritual, Summoner! The Sheaim and Infernal are two very different civs!
 
Os-Gabella offers you more chances in a slower, political game, perhaps keeping some allies happy with the ashen-veil in reserve. The Sheaim have no economic traits, can fall behind on tech, and it's sometimes better to build up some infrastructure (wonders) than take on the powerhouse enemies directly. Tebryn has very little to offer in a patient game.
 
Os-Gabella offers you more chances in a slower, political game, perhaps keeping some allies happy with the ashen-veil in reserve. The Sheaim have no economic traits, can fall behind on tech, and it's sometimes better to build up some infrastructure (wonders) than take on the powerhouse enemies directly. Tebryn has very little to offer in a patient game.

This explanation is probably why it works for me - I like building on large maps. I play on immortal or deity, so for me getting out of the early game is the key.

Best wishes,

Breunor
 
On getting the tower of necromancy: Founding Ashen Veil and Esus (or capturing holy cities) will get the two mana sources, though I'm not sure how practicle this would be for higher difficulties (Ashen Veil is something a sheaim would likely aim for, but Esus I wouldn't be so sure of.)


Os-Gabella as spiritual might be more powerful than Tebryn, thanks to the Savant-->Mage upgrade path, in addition to the ritualist and other bonuses. (Though this would take more time the regular adepts, so I again am not sure how powerful it would actually end up being.)
 
Is there any reason the Sheaim can't go for the Altar victory?

I've got plenty of prophets, but for some reason I can't get the button to build the Altar to come up.
 
Sheaim Order
Spoiler :
"Brothers and Sisters! The world is corrupted by the great Seducer Agares! There is no way out from his clutches! Our world is doomed, our life is doomed and our soul is doomed! We will end up nothing but manes in his swamp of broken lands. Petitioners in his field of perditions! We will be his tools in further corrupting the world!"

(murmurs)

"We have to fight, Brothers and Sisters! We have to fight so our souls won't fall into the great Seducer's hand! There is no salvation. There is no redemption. For the world and for us. The only way is to fight and destroy! We have to fight Agares with all the might we have! We have to destroy all that we loves so there will be no world he could rule! We will defy him with total obliteration!"

(cheer!)

(something came up from behind the speaker)

(crowd : gasp!) "What is that!?"

"This, my Brothers and Sisters, is our greatest weapon in defying Agares! He was one of brother. He lost his family to the Infernals. He lost his beloved son and have to fight him as Agares' minion! He lost all precious in his life and yet he is not give up and stood still in his defiance to the great Seducer!"

"Instead of despairing, he decided to embrace Junil's highest teaching. He dedicated all of his, all of his, to Junil, and become a holy soldier fighting in His Right Hand. He has become a Pyre Zombie, our newest holy warrior clothed in Junil's Flame! He is Junil's Wrath and he will deliver despair into the deepest pit of Hell! He will engulf the world in destruction, bring salvation to us and denying Agares's dream of conquering our world!"

(cheer!)

"Brothers and Sisters, I beseech thy! Take his mantle of excellence into your shoulders! Join our order and fight Agares with all you can! Join us! In the glory of Junil, I beseech thy! Join the Order of Pyre Zombie now!!!!"

(another cheer and instant rush into administrator desks)

***

(a throng of Pyre Zombies walked out of Galveholm, leaving the Holy City of the Order almost empty. The Prior stared at the walking army with unblemished pride and unconcealed envy.)

Oh, how I wished to be part of that army!

"Holy Father," an Acolyte standing beside him carefully address the Prior. "Shouldn't we at least Bless them before they march?"

The Prior smiled. His gaze still longingly ahead.

"No, my child. There is no need for us to Bless them. They walk in Junil's Armor right now. They are awash in Junil's Fiery Wrath. Our holy Bless is insignificant compared to the fire engulfing them."

The Acolyte nodded his understanding.

After the hordes had become no more than a dot in the horizon, the Prior sighed and turned.

"Come, we shall make another preparations for our Crusade. Let us see how is the progress with the Archmagi."

They walked down the temple's tower. After descending the stairs in silence, the Acolyte again addressed his superior.

"What are the Archmagi doing, Holy Father? There were terrible aura emanating from the mage guild. Whatever rite they are doing, it is clearly unholy!"

"Be easy, my child," the Prior laughed a little at the anxious tone. "The unholy aura is the proof that Junil Favors them and Grant them success. For so long we have cowed in fear of Agares' demons. Now, our Archmagi have success in gaining weapons to fight those damned demons. They are creating a ritual to summon and compel demons to fight in our stead. Once the result is satisfactory, they shall build the Planar Gate in all of our cities. Soon, we will have armies of demons fighting for us in this Crusade! Soon, we will win this war!"


Now, I know this might be more appropriate in Lore subforum but I-just-couldn't-stop-myself! Sheaim Order, ha!
 
Interesting - I guess there isn't any way around the fact that strategies will fit players' personalities.


The Sheaim is one of the few civs for whom I don't consider body mana as necessary; they have so many non-living untis (pyre zombies, diseased corpses) that it isn't as important as for other civs; however, I admit that I build chariots since you always need some fast units. But since I build enchantment, don't need body, don't really need maelstorm (so many ritualists and pyre zombies), I'm willing to invest heavily in death. I also agree metamagic is good; it does add flexibility, allows you to change capured nodes, and dispel magic is plain good as a combat spell.

I find the Sheaim one of the hardest civs to get a coherent army that can move together and attack effectively. Many of the units (including those from the Planar Gates) have different movement characteristics. Some can have mobility and some can't, some can be hasted and about half can't, one can't even use roads (Tar Demon). Most units get a range of movements from 1 and 2 up to 3 flying (Manticore) . The living ones can be hasted but not the undead and demons which together make up about half the army if you include skeletons and pyre zombies.

Most of the units, except catapults, can take the mobility promotion if they gain enough experience through combat but that does mean you tend to have at least one slow stack confined to 1 move per turn in enemy culture trying to find a target that can give them the necessary experience. In the late game my main combat stack tends to end up with 2 moves in enemy culture with either 2 move demons (succubus) and hasted minotaurs and pyre zombies with mobility.

Nevertheless the main striking force is usually my mages, mobius witches and adepts all with mobility and able to be hasted and so able to move 3 tiles in enemy culture if needed. They unleash a barrage of spells that summon a stack of spectres and then boost them with spells before sending them off on a raid deep into enemy territory. With summoner and the extension promotion spectres and fireballs can hit targets 6 tiles away and that means you can usually sit in one captured city while capturing another.
 
With summoner and the extension promotion spectres and fireballs can hit targets 6 tiles away and that means you can usually sit in one captured city while capturing another.

Thats the plan. Get some Eaters of Dreams and now you can consume the city to summon even more wraiths. Losing a city to a horde of PZ's and spectres is scary, 20+ full strength Wraiths coming out of it one turn later is purely horrifying.

And thats an awesome bit of text there Esvath.
 
How about the Dovello? I've never played them, never seen them as a major power in any of the games that I've played. Do they have anything to recommend them?

Few Doviello hints: (Not really experience and I play at rather low difficulties, but it should give some basic idea of Doviello gameplay. I play WildMana, so some of the specifics might be incorrect. I'll try to keep it as general as possible!)

1) Play Mahala, because Charadon (Aggressive & Barbarian) doesn't have the same synergy. Being allied to Barbarians is "handy", but only really useful if you're Clan of Embers since you'll have Rantine to convert Barbarian cities. If you're playing with high barbarian presence, the barbarians might be pounding your neighbors rather hard making them easier to conquer, but where's the fun in having them do the pounding?

2) If you followed 1), then you're Raider/Ingenious, both immensely strong traits for the Doviello. Cheap upgrading will allow you to bring your army up to date at every key tech and raider lets you invade the lands of your targets and keep up momentum.

3) Economically, the Doviello have nothing special working for them. Early on, you'll have some starting money from Ingenious. This, and some lucky money from goodie huts, will allow you to run a small deficit for quite a while early on. Money isn't important at this stage, so don't worry about it.

4) Warriors are generally a waste of hammers so you're inclined to build the absolute minimum needed for defending. The Doviello is (on of) the exception(s) on this: those lowly warriors can be cheaply upgraded to Sons of Asena. So cheaply that building warriors and upgrading them is much quicker than building Sons of Asena directly. The 10% city attack isn't bad either.

5) Fight barbarians and animals. Not only will you gain precious experience that carries over when you upgrade your units, but you can also get random promotions. The first few promotions are hard to reach as most barbarians and animals have the same strength, but once you have the first few, the rest will roll in easily. I find that having a few high levels and many low levels outweighs the benefit of many mid level units, especially when targeting cities. You'll want Combat and Shock.

6) Once you reach Bronze Working, you're going to need some cash to upgrade all those Beastmen you've been pumping out. If you can found a religion and get its holy building, then spread it. If it's RoK, get some temples up. On higher difficulties, that's not an option though. The easy alternative is declaring war to the first neighbor to get his workers and start pillaging. Making the Beastmen work to finance their own promotion seems oddly fitting for a tribe of savages. If you run out of things to pillage, move on to the next Civ and let the first rebuild.

7) If you've teched up to Bronze working, the upgrading can start. If you have the money, upgrade all of them, leave some defense and let the rest head for the nearest neighbor. On higher difficulties, you might not have a tech lead on everyone so pick on weaker foes first. If you lucked out on getting Copper really close, your 5str SoA will make quick work of their 3str warriors. If you're low on cash, upgrade the high level ones first and move the slider down for some quick money. After all, this is your key tech, so better make the most of it.
At the moment you tech Bronze Working, there might be several weaker Civs. By the time you've conquered one, there might not be, so it can be in your best interest to take on several weak Civs at once. This is where your World Spell comes in handy: it basically doubles your army. Time it well (After every Beastman is upgraded to SoA, when you've connected Copper, ...) and your army should be sufficiently large to spread around.

8) Before attacking a city, think about whether you're going to take it over or raze it. In the latter case, you might as well do some quick pillaging. Send out single unit stacks to pillage outlying improvements, because attacking you would cost them several units. Your opponent should have mostly Warriors, so your Shock&Combat should easily beat them. (SoA with Bronze (5str, +10% city), Combat I (+20%) and Shock I (40%)= 5*1.7=8.5, while fortified Warriors on a mountain with Combat I don't even have 6.) If they have some high experience units, you might have to suicide some 0xp units.

9) Once you captured/razed your first few cities, you should have the income to upgrade warriors consistently. You should be pumping out beastmen at a high pace and send out pillaging parties to Civs you don't feel comfortable attacking head-on. Your palace gives -40% War Weariness, so you can easily wage war with several Civs. Pillage as if your life depends on it, because it probably does. Also mind that every city can directly start producing any unit, so a freshly captured city can start refilling your ranks as soon as it's pacified.

10) Remember, your moment of glory is at Bronze Working. After that, it just goes downhill. You have barely any +% buildings, so large cities won't benefit you much. Spread out quickly and build those Markets & Councils (and RoK temples!) to sustain your economy, but more importantly: keep pillaging! You can't lag behind if your rivals can't get ahead!

All in all, the Doviello are straightforward. Basically, they are a human-controlled Barbarian tribe: savage warriors ravaging your lands early on, but they just can't keep up with the others. If you can't take out half the map before T3 comes, it's over.
 
I checked this thread a couple weeks ago for a Sidar guide and I don't think I came across any help for them. I know to grab councils and libraries (and the great library) early game and to get caste system and scholarship late game but I always fizzle out and get bored in the mid game.
 
I checked this thread a couple weeks ago for a Sidar guide and I don't think I came across any help for them. I know to grab councils and libraries (and the great library) early game and to get caste system and scholarship late game but I always fizzle out and get bored in the mid game.

Someone posted up an aggressive Sidar strategy earlier in the thread based on waning units. It's worth searching for.
 
Whenever I see a tactics post in this thread I always feel tempted to post a counter-view. Here's some more ideas for Mahala.

Instead of fighting against the lack of research buildings you've an option to create a cash economy, amass a khazad sized treasury, then spend liberally on promotions and technology trades. You can specialize your cities for commerce, build low level units with small production, and promote up as necessary. This lets you be selective later in the game as you can promote based on mutations, promotions, religion, etc. You're likely to be at a tech disadvantage for most of the game so the Eyes and Ears Network could be very valuable. Slavery is an option. Agrarian/Aristocracy will allow the raiding of enemy lands with quick reconstruction after conquest.

Council of Esus always suits raiders and Mahala gets very good value. The undercouncil will help with financial buildings, slaves, and hidden nationality units for raiding. Gibbon Goetia can vitalize the tundra earlier than other casters. All other religions can still provide good value, especially since the Doviello units are so unremarkable that you can do better with the religious package. Live units are good for raiding, especially horsemen and chariots.
 
A Calabim tip:
Make a city that is specialised for feeding (even two if possible). The higher the population in a city, the more exp your vampires will gain from feasting (maximum ive get is 20, minimum 1), which will allow you to make them very powerful very quickly. Its also good to build the pillar of chains here so that your production wont suffer.
 
It is possible to get no xp from feasting, if the city is small enough and your feaster has enough xp already.

Building Pillar of Chains will generally do nothing for Calabim production, because the Governor's Manor provides the same type of bonus and the two do not stack their production benefits. Building the Pillar of Chains instead of a Governor's Manor wouldn't make much sense. There are other benefits to building the Pillar of Chains, of course, but you're better off building it in your highest-production city rather than a city devoted to feasting (which will generally have lower production because its tiles will be improved to favor food instead).

I find that if I use an Aristograrian economy and build farms everywhere then all of my cities become feasting cities, and so there's no need to specially focus one city on getting especially large. I may not get as much xp each time I feast, but I can be feasting up many Vampires at once. Breeding Pit + Granary + Smokehouse ensures that city populations rebound quickly, and smaller cities (size 15, for example) grow population faster than larger ones (size 30, for example). I can get in several smaller feastings in the time it might take for a large city to recover from one feasting.
 
In a city with 22+ population, i generally get 20 exp or so every time, having feasted vamps up to 300 exp or so. Any more than that is bordering on uneccesary as by this time, my units generally have the vast majority of useful promotions to them (of course, all of them have some use, but some more than others...), and such extensive feasting is generally saved for immortals or heroes (particularly losha), who are less likely to throw all this investment away when they die in a battle (Imortals and a blooded Losha certainly wont) they had 90%+ chance of winning (which happens with suprising regularity). and im fairly sure the pillar of chains DOES provide a stacking bonus with the governors mansion (unless i was failing to notice other factors adding to production). While you are right that putting the pillar in that city might be a waste, it does allow the city to function as a normal city would more easily.

And sure, with Aristocracy, farms provide enough commerce to plausibly sustain your empire and replace cottages, but once you hit taxation, they are providing no more than half of what a town provides. i generally only have a couple of feasting cities because some of my cities are production orientated and some supply commerce to finance research (i prefer to be as technologically superior as possible) via cottages.
Don't get me wrong, your idea is perfectly valid and good. Just mine is different, and (appart from possibly the pillar of chains thing, my bad if im wrong about that) just as usable.

Probably also worth mentioning that a feeding frenzy is probably not a good thing, unless your population is extatically happy, as feasts = angryface from oppression. Yes, this does = production, but if the city is not working all available tiles (and at 15 pop, you wont be) you stand to lose a good chunk of growth if the angry face count overtakes the happy face count.
 
and im fairly sure the pillar of chains DOES provide a stacking bonus with the governors mansion (unless i was failing to notice other factors adding to production).
No, it doesn't. Here's how you can confirm that for yourself: Pillar of chains: what does it do?

Probably also worth mentioning that a feeding frenzy is probably not a good thing, unless your population is extatically happy, as feasts = angryface from oppression. Yes, this does = production, but if the city is not working all available tiles (and at 15 pop, you wont be) you stand to lose a good chunk of growth if the angry face count overtakes the happy face count.
No matter how many times you feast in a city you will never get more than one unhappy face as a result. The penalty for feasting is under the title "We cannot forget your cruel oppression!", and if you go to a city that does not currently have this happiness modifier and feast multiple times you can confirm that it never rises above one unhappy face. (There are other things that also cause unhappy faces that are listed in this same category, "We cannot forget your cruel oppression!", so that could cause confusion if you were not aware of that fact.) I believe that multiple feasting does increase the duration that the unhappy face modifier will remain, but that's not a particularly large concern for the Calabim.

I don't generally do feeding frenzies, though, except in newly conquered cities which might need to have their population trimmed to avoid starvation. Note that because the penalty never rises above one unhappy face it is (usually) possible to feast a city down to a size where there are no citizens refusing to work. (The exception being an extreme case of unhappiness where even at two population both citizens still refuse to cooperate.)

Don't get me wrong, your idea is perfectly valid and good. Just mine is different, and (appart from possibly the pillar of chains thing, my bad if im wrong about that) just as usable.
Certainly. There's nothing wrong with building a few cities very large and focusing the rest on higher commerce instead. My method probably provides faster xp gain (overall) but offers less economic strength than your method (especially for Alexis, whose Farms would only give 2 :commerce:).
 
No matter how many times you feast in a city you will never get more than one unhappy face as a result.

No, feasting 5 turns in a row, or 4 times in one turn, will cause a second unhappy. Here is a very good explanation of feasting unhappiness.
 
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