Your Top Ten Tips for Your Favorite Civ

Isn't the Tower of Complacency anti-synergistic with the Governor's Manor?

Having specialists in your super-city is going to increase the number of turns between feasting. It does this by increasing the size of the food storage needed to fill (higher population) but not increasing the amount of excess food produced by the city. Wouldn't it make more sense to allow the city to grow to the size where it is working every farm in range (but no other tiles) and then feast off any excess immediately?
 
Great strategies for Khazad and Svarts.

I tried Colin's Calabim strategy and found that I couldn't really get the warriors up to the level in sufficient amounts, and that the temptation to progress to tier 2 was too strong once my cities were high in production. However, I do now think that OO is a great religion for the Calabim. Saverous provides a great support reasonably early to help with the mid-game conquest, and the Tower of Complacency is ideal for the Calabim. All you really need is one Vampire feasting city, as one the population there is high enough they will only really need to feed once, and the population will recover between feasts. If you can get an inland riverside city and surround it with farms, then build the Tower and idealy the City of Slums you have an absolutely godly city. It also works well with Alexis because you will soon run out of land to work, so you can set specialists with your extra population while it isn't being eaten, Flauros would suffer though in comparrison as this city is not producing any commerce unless you are running aristocracy (which you can do for a very nice city, but idealy you want food here IMO). In my latest game my city was at size 32 when I won, but it had shown no signs of really slowing down. The production there was incredible too.

Oh definitely. The OO religion is great for Calabim. If you get some Ritualists/Cultists up to level 6, you can give them Vampirism then upgrade them into Eliodons. Vampiric Eliodons(With Water Walking & Tsunami!)... yum. Also, giving Hemah Vampirism is powerful as well. Since you can Feed him to infinite EXP, and he comes earlier then any other archmage(aside from Gibbon, but you don't want him because Calabim want priests) you can easilly give him several Tier III spells + Twincast.

I'm just saying Vampiric Stygian Guards are more of a novelty then a worthwhile strategy to dedicate to. Far too much work, rather situational, and hard as hell to replace if you suffer casualties. If you have some Lv6 Warriors lying around and can get them great, but I wouldn't actively aim for it... too many other powerful strategies that are easier to get.

Isn't the Tower of Complacency anti-synergistic with the Governor's Manor?

Having specialists in your super-city is going to increase the number of turns between feasting. It does this by increasing the size of the food storage needed to fill (higher population) but not increasing the amount of excess food produced by the city. Wouldn't it make more sense to allow the city to grow to the size where it is working every farm in range (but no other tiles) and then feast off any excess immediately?
Yes, but the Governor's Manor is very weak in the current version(It only gives :hammers: from unhappy citizens, not from anger, and it's better to have a specialist than an unhappy citizen if possible, which automatically makes ToC better)
 
Isn't the Tower of Complacency anti-synergistic with the Governor's Manor?

Having specialists in your super-city is going to increase the number of turns between feasting. It does this by increasing the size of the food storage needed to fill (higher population) but not increasing the amount of excess food produced by the city. Wouldn't it make more sense to allow the city to grow to the size where it is working every farm in range (but no other tiles) and then feast off any excess immediately?

I said that you would only assign specialists when there are no more tiles to work, and they only really exist while you are building vampires. Each vampire only needs to feed once to get to level 6 which is enough. You don't need to feed you city down to a low size each time, so it continues to grow and there will always be a few specialists around.

Yes the Tower is anti-synergistic with the Governor's Manor, but it's worth it. After all, this city won't really miss the extra hammers. You still have Manors in your other cities so its not like you get no use out of them.
 
Actually, you're wrong about the governors manor. It gives 1 hammer for every unhappy face, but it only shows 1 hammer for every unhappy citizens. You can tell this by building a governors manor in a city below the happy cap, and you mysteriously have more hammers than your tiles will account for. The only thing currently bugged about it is how it shows it.

That being said, tower of complacency is definitely very nice when mixed with city of a thousand slums. Of course, if you get an archmage with nature 3, or start on a nice grasslands start, you really don't need it to have massive cities. Without running sacrafice the weak, I've gotten up to size 30+ cities in the lategame, with sacrafice the weak, I think one time I hit 50 with working just two rings of tiles around the city... and feasting a vampire there twice puts him at level 10...

Lastly, for the stygan guard approach. Yes, it is much easier to get high xp warriors in the early game. However, with the proper application of magic, it is not only possible, but fairly easy to do it even in midgame, with the proper application of magic. A few maelstroms will knock all units within 2 squares to 70% health. A champion with iron and no promotions at 70% health is strength 5.4. A warrior with bronze and 100% health is strength 3 against that champion (champion has 25% vs melee units). Now cast entropy 3, and that champion goes to 60% health, and -60% strength. He is now strength 1.9. Hitting him before wither with catapults or fireballs however can drop his strength down to 2 even without the 60% strength reduction from the withered promotion, and thats just counting collateral damage. So the biggest point is that you need a bunch of mages, and a LOT of warriors.

The second point is the vampiric Stygan Guards. Normally with vampires you'll probably just feast them once, and end up getting them death 2 and combat 4 or 5 or something (size 25 city, feasted once grants 24xp to a 2xp vampire - 26xp means combat 4 and death 2, or, playing as alexis, combat 5 and death 2). With every city pumping out a vampire every few turns, you really can't upgrade vampires beyond that or you'll bottleneck your cities. However, when you aren't straight building vampires, you can still feast as much as you would with many vampires, but the xp is much more concentrated. Playing this way, I usually feast my stygan guards up (they already usually have combat 5 before I drown them) with mobility 1, drill 4, blitz, (march is gotten from being a stygan guard) shock, cover, formation, etc. In the end, each one will have something like 200+xp, and I can afford to do that because they are much fewer.

Now, I'm not saying that vampiric stygan guards are the best approach. I will readily admit that they are more of a novelty item. They are also MUCH easier to get on lower levels as the AI doesn't get such ridiculous xp bonuses like they do at the higher levels. It also works well in multiplayer, as all people are on an equal footing for starting xp. Of course... the game is also usually won before you get the stygan guards...

-Colin
 
Wither gives -10% strength. -60% + the damage would be stronger than pillar of fire and rushing Gibbon would be a gamewinning strategy all by itself.

You're probably thinking of the healing penalty, which totals 60.
 
These tips are focused on one playstyle more than just general play, but I think it makes the most of their uniqueness.

Leaders
Garrim's good for his Defender, if that trait makes you feel more comfortable, but it really doesn't stand up to Beeri's Industrious. I believe that typically building wonders early on is a bad idea, unless it's central to your strategy or you aren't doing much else. Industrious, however, lets you knock out the Heron Throne, which is a great boost especially with Financial, or the Great Library or others without putting a dent in your early-game production. Either way you're financial, which is what really matters.

As has been pointed out, Beeri is ideal for rushing the Mercurian Gate.

Barnaxus
The manual suggests waiting till you have Blasting Workshops to build him, but I don't find that necessary. You'll have plenty of Fireballs soon enough. I get him STAT-ASAP. If you have a Barrow or Ruins around let him farm that. Once he's up to C5 all your other Golems will have C2.5, effectively, making them 50% stronger. Huge boon.

Gargoyles > Iron Golems
You could use Fireball-throwing Mud Golems if you wanted. Anyway, Gargoyles are best, assuming you have Blasting Workshops, because a)the Machinery tech line is more useful than the melee, b)they have Defender, and c)they build faster with Marble. They make up the vast majority of my military.

If you don't have Blasting Workshops for whatever reason, then you'll benefit from Iron Golems' high strength. Also you'll eventually want Iron for the production, and the top-tier Golems and possibly the Mithril Golem much later on. Still Gargoyles and Clockwork Golems are much more worth the time spent than the melee line.

Advantages/Disadvantages of Golem Race
Golems are immune to Disease, Plague, Death, and Poison. This means that Diseased Corpses and Mary Morbus are great to take along on invasions. It also significantly lessens the threat of the Horsemen and Death summons.

AC 90 & 100 will leave you in the perfect position to wipe out all your opponents' cities.

The major disadvantage that I find is that you can't speed up your golems, as they aren't affected by Haste and can't receive Mobility or Raider. This applies to other magic buffs and promotions, but movement is what I miss most. This can be made up for by the Mounted line, if you can spare the :science:.

It would be kind of cool if some golems, such as the Clockworks, had a sprint-like spell "Overburn" that gave them +1:move: this turn and -1:move: the next. I think it really only fits the Clockworks flavor-wise.

Religions
The best religious path for them is AV followed by ROK. This will make you Neutral and eventually able to make Dwarven Druids. Make sure they are upgraded from Stonewardens so they get Medic and Divine. They are very powerful. The AV path is not out of your way because you'll want Sorcery, and Wicked gives access to Prophecy of Ragnarok. If you're raising the AC then you can choose between the Mithril Golem and the Meshabber, but you really won't need either.

Otherwise, your choice depends on the situation. You can get Druids with Empyrean, OO, and COE, I find ROK is generally more powerful, and Bambur and Arete help a lot.

Magic
I change Garrim to Arcane personally. I like to use a lot of mages (and their art is some of the best) for Repair, Rust, and Dispel Magic for combat and Inspiration, Hope, and Wall of Stone around the home, with Stoneskin of course and Destroy Undead if the situation calls for it. For the Archmages I use Wither, Spellstaff, and Earth Elementals, changing all my mana to Earth at that point.

Because your golems don't gain experience, the only ways to get Guardsman are with Barnaxus, Bambur/other heroes, and promoting Warriors to Guardsman and then upgrading through to Slingers/Crossbowmen/Arquebusseses. Plan ahead if you're going to use a lot of mages.

Armageddon
You'll notice I focus on a high AC. This is ideal because the effects are mitigated for you, and you can build the Mithril Golem. All you need for this is the Prophecy of Ragnarok. Although it doesn't affect your golems, you should spam Adepts in this city, as it's useful to have 2 or 3 Repairers in each Golem stack. Diseased Corpses are another option if you stay AV.

If you're not going to superexpand and conquer lands, then there's no need to raise the AC.

Techs
Your priorities after your initial improvement, economy, and religion (as appropriate) techs are Construction for Barnaxus and Wood Golems, Sorcery for Blasting Workshops and Alchemy Lab (Mary), and the Engineering/Machinery line.

Civics
The lack of experience for golems reduces the benefit of Theology, Apprenticeship, and Conquest. You're Financial so Agrarocracy or whatever you wanna call it is powerful. I usually go with Arete and Military state as well.

Worldspell
I find that the benefits are less noticeable later on, so I use it after I've settled my first ring of cities (3 or 4 or so). What to do with the Hammers? I usually split them between two cities because I don't like to completely choke my GP production; I'll put at least three in the capital and the rest in my designated GP city. I might give one to Barnaxus, but only if he's really working hard. Even earlier timing of this spell can help with rushing military or wonders.
 
hmm... your right. I was confusing withered with plauged. They all look too similar. That or withered got changed in one of the modmods and I hadn't realized it...

Well, you can disregard what I've said in the last few posts about that then. The extra 10% damage cap is nice after maelstrom, and between rust and withered thats -20% strength. Enough that you can kill even champions with warriors in the field. Now, I still have been able to get warriors to level 6 fighting champions, but I guess that was more from taking shock as my first promotion than the abilities of my spellcasters.

Someone needs to bring mary morbus back...

-Colin
 
Some notes on the Lurchip.

Dwarven Druids. These guys are DEFINATELY worth switching to neutral for. This can be done as recommended above by switching to ashen veil, then RoK. It can also be done by switching from ashen veil to Empyrian, or switching to OO. My favorite are actually empyrian DD. Upgrading an empyrian priest to a dwarven druid means that the DD will be able to cast both crush AND crown of fire - and crown of fire stays around for a few turns with strength 30% capped at 60%. One Dwarven Druid with crown of fire and crush is enough to completely change a battle in your favor.

Mages, specifically, adepts. Adepts with enchantment mana should be with every stack. Why? An adept with enchantment mana can cast repair. 5 repairs (or so) can repair a golem from 1 hp to 100hp, allowing your army to always move. This makes up for the fact that golems normally heal slower than a snail.

Iron Golems vs. Gargoyles. Gargoyles get defensive (double fortification bonus) and +25% city defense, iron golems have higher strength. With barnaxus at level 5, all golems get +50% strength, and we can assume that you have that by this point in the game. A gargoyle in the field is strength 12, and an iron golem strength 15. A gargoyle and iron golem fortified in the field are strength 16 and 17.5 respectively. A gargoyle and an iron golem fortified in a city are strength 18 and 17.5 respectively. Both cost 180 hammers, though the gargoyle builds 25% faster with marble. Because of its higher strength, if iron golem can somehow get another 50% strength bonus (from being on a hill, from city defense bonus, etc), the iron golem will come out with strength 22.5 to the gargoyles strength 22. That 50% can be easily gotten from 1 wall and 1 wall of stone in any city. These numbers can easily be calculated because in Civ, strength bonus's are additive no matter where they come from (so 50% from empower and 25% from fortification is a 75% bonus, not a multiplicative that comes out as 87.5%). Because of this, and the fact that the iron golems are so much stronger on the offense, I usually only build iron golems, not gargoyles. Gargoyles are only built for me if I don't have a source of iron.

The last thing to note about golems (all golems) is that they have no unitcombat. That means that they are unaffected by opponents taking shock, cover, or built in bonuses against melee/ranged units.

On your note about guardsmen - there are a few other ways of getting guardsmen. One way is soldiers of kilmorph (melee unit), though you loose that if you research fanaticism as those units are disciple class units. Other ways are diseased corpses (melee unit), drown/Stygan Guards, and the empyrian radiant guards.

-Colin
 
I like the idea of making vampiric Stygian Guards which are slightly more powerful than regular vampires but don't have the side benefits of casting Haste, Regenereation or Death spells. The Stygian Guards can only be upgraded to Eidolons, whereas vampires have a wide range of upgrades including the Eidolon (which as a demon survives the AC cull). So it seems the vampiric Stygian Guards are more powerful and resistant but somewhat limited compared with other options.

Another idea for generating some interesting vampires is to use the Mutate spell on Bloodpets (Calabrim warriors). Any that get 2 or 3 really good free promotions can be upgraded to Vampires (costs 315 gold) and use Feast to gain experience until ready to fight (costs maybe 100 food). These mutated Vampires will be a lot better than equivalent ones without the free promotions since by the time a vampire gets to level 12 (122 exp) the cost in experience of each further level begins to escalate significantly. Obviously these mutated versions are prime candidates for upgrading further to Brujah, Vampire Lord and Knight once the technologies have been researched.

The Bloodpets that get bad mutations can be used as fodder for the Feed spell that heal damaged vampires (but doesn't seem to let them attack again). Bloodpets with intermediate results can be left as garrisons or promoted to chariots or moroi. This costs less and doesn't need to use food. But I throw these chariots and moroi into battle in a do or die attempt to get to level 6 or level 4 so they can get the Vampirism promotion which adds strength and healing even if they don't get to Feast much.

The Mutation tactic should work with readcolin's Stygian Guard tactic as well. Just mutate the Bloodpets and work with the good ones until level 6, give them Vampirism and turn into a drown and upgrade to Stygian Guard.
 
I like OO throughout as the Luchuirp. In addition to the neutral alignment, it gives you the drown > stygian line, which means your highly promoted warriors from the early stretch stay relevant throughout the whole game. Also, asylums are godly buildings for the luchuirp because their drawback (random crazing) doesn't affect golems, the big OO hero is on the crucial arcane line, and they can spend one of their early GE's on the tower of complacency for an early unlimited happiness city.
 
Great strategies for Khazad and Svarts.

I tried Colin's Calabim strategy and found that I couldn't really get the warriors up to the level in sufficient amounts, and that the temptation to progress to tier 2 was too strong once my cities were high in production. However, I do now think that OO is a great religion for the Calabim. Saverous provides a great support reasonably early to help with the mid-game conquest, and the Tower of Complacency is ideal for the Calabim. All you really need is one Vampire feasting city, as one the population there is high enough they will only really need to feed once, and the population will recover between feasts. If you can get an inland riverside city and surround it with farms, then build the Tower and idealy the City of Slums you have an absolutely godly city.

I don't like ToC for Calabim because it eliminates your Governor's Manor production. A giant size 35+ feast city is great, but a giant feast city with an extra 35 hammers per turn is just ridiculous. For this reason alone, I prefer Order and the Social Order civic for the Calabim (though of course vampiric Paladins are awesome too).
 
Each vampire only needs to feed once to get to level 6 which is enough.
Is it? My ideal starting promotions are mobility, death II, combat 1-5, which requires a nice even 50 exp. I'm usually happy if I can reach that experience level with five feastings (requires starting size 15).
 
Balseraphs:

I: When playing Perpentach, take advantage of your current traits! Suddenly being able to get Command Posts up, pump Settlers out at double speed, or getting Potency on arcane units can be huge!

II: Get Festivals early, for Freaks and Carnivals

III: Use Freaks alot! The good ones can be cheaply promoted to proper troops, whilst the poor ones can be used for Freak Shows.

IV: Freak Shows are a good way to avoid having to build culture buildings first in new cities.

V: While Mimics are fun, they start out weaker than other Champions. On the attack, they need support by powerful siege/divine/arcane troops.

VI: If you find yourself with excess hammers early-midgame with no means of expansion, the free Mind Mana means that spamming Adepts for their Inspiration spell is a viable tactic.

VII: The Balseraph fit well with almost every religion, pick one that suits your situation; RoK for Iron, AV for tech and damage spells, Order for maintaining a large empire, Empyrean for, well, Chalid really, OO for water-heavy maps or FoL for forested ones.

VIII: If catching an enemy assassin alone (as the AI often use them :rolleyes:) with a Mimic, you can quickly create a wicked support unit with stolen arcane and medic promotions.

IX: Make sure not to wait too long with your worldspell; if you need it early-game to get the upper hand, use it!

X: Make sure that Stasis has been spent / isn't in the game before using Revelry.
 
also aristocracy gets you a set of extremely fast and durable guardsmen.
 
Each vampire only needs to feed once to get to level 6 which is enough.
Is it? My ideal starting promotions are mobility, death II, combat 1-5, which requires a nice even 50 exp. I'm usually happy if I can reach that experience level with five feastings (requires starting size 15).
The larger the city the more xp Feast grants. He's talking about feasting from a huge city.
 
The larger the city the more xp Feast grants. He's talking about feasting from a huge city.
> Size 28, according to my calculations. I'm trying to point out that I like to have 7 promotions, not just 5. My secondary point is that size 15 is pretty huge for me at the stage of the game where the vampires are starting to roll off the production line. It's certainly easier to have several size 15 cities than one size 30.
 
I see. I prefer to feast Vampires to an even more advanced state. I tend to have less of them, and use Moroi and Skeletons as fodder when necessary to increase the odds for my Vampires. Growing cities that large is just an invitation for a Blight/Pestilence disaster, and I don't do it. 15-20 would be a typical size where I would stop growth for a city. I station a Vampire in each city as its personal feeding ground, and Feast whenever that city grows above it's specific limit (which I've selected based on its food production capacity and notated in the city name as a reminder). Once a Vampire reaches a "finished" state I build a new Vampire to feast in the city and the finished Vampire joins my army.

I'm sure this is much more time-consuming and tedious than feasting one time from one city and just having more Vampires, however.
 
Because of this, and the fact that the iron golems are so much stronger on the offense, I usually only build iron golems, not gargoyles. Gargoyles are only built for me if I don't have a source of iron.

I had accidently given the gargoyles an extra 50% in my head for their defender trait, ignoring the iron golem's 25% fortification bonus, giving the gargoyles 75% over the irons. For me the choice comes down to tech lines. I like the benefits of engineering/machinery enough to prioritize it over iron/mithril, assuming that I'm forced to choose.

The last thing to note about golems (all golems) is that they have no unitcombat. That means that they are unaffected by opponents taking shock, cover, or built in bonuses against melee/ranged units.

On your note about guardsmen - there are a few other ways of getting guardsmen. One way is soldiers of kilmorph (melee unit), though you loose that if you research fanaticism as those units are disciple class units. Other ways are diseased corpses (melee unit), drown/Stygan Guards, and the empyrian radiant guards.

also aristocracy gets you a set of extremely fast and durable guardsmen.

Totally overlooked these. Thanks Colin! I learned stuff!
 
There is of course one golem with a unitcombat: Barnaxus is a melee unit.

The defender trait does not boost (most) golems, because of their lack of a unitcombat. That makes Garrim Gyr the weakest of the non-minor leaders. He should really go back to his pre-BtS traits, when he was Arcane.
 
Do you know why it was changed?

Am I right in remembering that you used to be able to give golems Light or Heavy (or both)? I've never used their Hidden ability, but I can see where Perfect Sight could come in handy, such as a preventative measure in lieu of Guardsman. Anyone made particular use of those two buildings?
 
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