Turn 100 already? Time for a state of my empire.
My empire....
could do better.
Our scholars have concluded that military victory is off the table.
Or is it?
We shall use our military, ironically enough, to try and capture Whosit's holy city, at the same time converting our whole empire to Runes of Kilmorph, thereby winning a back-door victory.
I'll trust anyone viewing this to the full. If it is later discovered that a lurker has mentioned the word "religious victory" to any of my opponents, well, nevermind noone is that stupid. Trust. Law III.
So I will research RoK in 3 turns now, getting my thane of kilmorph. He can convert a single city, which will start building a temple and then spamming discuples of killmore, one for each of my cities. They will get mobility-promotion, and be stationed somewhere secret, somewhere safe, ready to 3-move to target city and convert it. Can't have them hanging around in border cities or scouts might see them.
At the same time, I'll scout out the way towards Whosit lands, get open borders, ask how long NAP he has and such, find his holy city. When all is ready, I declare war...on whosit, seize his holy city, convert all my cities to RoK and win the game.
Whew.
Some possible complications:
a) No clear path to holy city.
b) Serdoa invading my lands.
c) Even with converting all my cities, not quite enough to get to 80% religion
d) Need to keep holy city in my grasp for one turn before victory kicks in
e) Any of the other 5 things I forgot to think about.
Wellwell. Our official plan, as far as Serdoa knows, is that I'll invade him with a big stack of chariots. He is preparing for this, getting ready to smash it then counterattack. But what if I don't show up? I think Serdoa will act a bit like Montgomery; wait until victory is assured before fighting. He won't wait forever, but perhaps long enough for this to work?
Research RoK- 3 turns.
Build temple and 8 disciple-guys - 20 turns.
Invade Whosit, take his holy city, convert all my cities to RoK - 1 turn.
So. Victory by turn 124.
Cowardly opening a big lair. Level 5 units means more than 50% chance of big good...but still.
![[Image: 9wfm.jpg]](http://imageshack.us/a/img547/2323/9wfm.jpg)
1 mistform + 4 mistform followers would ruin my lands, as my buff units suck on defense.
My cities, what they're up to:
Got 'carried away' here, literally...Axeman 'had to' kill a griffon. Which showed a bear in range, which my adventurer chariot had to kill to protect him. Fortunately no more units here.
![[Image: d6px.jpg]](http://imageshack.us/a/img94/2539/d6px.jpg)
Remind me to get a scouting warrior here, to watch for Orcs (Barbarian or Serdoan)
I'll keep the adventurer safe & tucked away from whosit - since it is eligible for 'raider' promotion. Had to take combat 5 for it to have sensible odds, but raider is still fair game. No point going drill, I'll never get blitz enabled.
And these Tenacious Demos: