Turn 167:
Way of the Wicked splashscreen on loading the save.
Also, an event:
Remember that Rod of Winds, which some CA is currently and quite pointlessly running around with?
Well the Scorched Staff is the Fire mana equivalent of that item, something I would have
gladly paid for.
Unfortunately, I don’t have any sources of Enchantment mana, so a small gold boost is the only available option.
Turnlog also shows that OO spread to an Illian city (hooray), AV spread to Prespur (booo), Selrahc’s GSci was born in Silent Night and the Goblin in the Hippus fort attacked out, losing.
As per diplo, Selrahc has also built a Deruptus Brewery, in Chestnut Roast?
Slight mistake being made here. For some reason he’s not stacking multiplier buildings in one city, but spreading them out.
It makes no sense not to have that +30% commerce brewery in an Academy-equipped city, either Silent Night which is a great cottage capital, or Wonderful Time (icy cottage city) where apparently he intends to use his second Gsci.
Don’t get me wrong, Chestnut Roast is a nice city, but it looks to be more of a production focussed city than commerce central.
In the meantime the Stonewarden to be gifted to the Illians continued heading to Silent Night, stopping at Jingle Bells to SoF again.
I had to think twice about it however, because one the Priests was in Jingle Bells.
120-130% bonus strength, not to be sniffed at, particularly if you factor in the Axe and GC too.
Getting back to the important matter at hand: the Hippus.
Iskender has:
- Rushed a warrior in most cities.
- Promoted the archer in Kaselorne to Mobility and sent it South towards Ihara.
- Moved an archer out of Conrond Mor towards Clar Marrachir, positioning a worker on the road to try and block any followup attack if the Empyrean holy city falls.
- Something that particularly impressed me: he’s used his sole remaining horseman to pillage the hilltop plantation & road South of Radonnar.
I like that move, it stops me threatening the SE city of Feiss Mabdon this turn, forcing me to go through the two Northern cities, plus probably earned Iskender a little bit of cash in the process.
- Something I don’t like: he moved the only radiant guard unit he owns out of Conrond Mor to cover the 1 move archer, yet gave it the Mobility promotion?
I think he may have underestimated how far I can reach here.
Oh, and worth noting:
Someone seems to be supplying Iskender with Copper, making all his warriors strength 4.
I wonder who that could be, hmmm?
First off, let’s deal with Kaselorne.
It held no value to me, and picked up no resources, so it was razed.
Next up was Conrond Mor.
Now, I’d been telling myself for the previous five turns to check whether or not Hill Giants could bombard after using their movement.
I was pretty sure they could, but wanted to make absolutely certain before doing anything ingame.
Unfortunately other matters got in the way, so deciding to just go for it, I moved Moe and Curly onto the hill 1N of Conrond Mor
…and failed miserably.
Turns out Hill Giants need a remaining movement point to bombard, so I wasted a turn moving them pointlessly, and not only that, I can’t even use them next turn to bombard Clar Marrachir.
Nevermind, send in the (non-Raider) cannon fodder!
Dexamenus, with a 50% chance of withdrawing and a 10% chance of winning outright, died tragically - I quite liked that one.
Next up was Priapus, who put in a much better performance,
Both CAs managed to significantly damage the defending archers.
Bringing down Jumbo to remove the worker (automatically deleted due to HN) freed up Amycus to stroll in at 97% odds.
Arktus, Ixion, Mimas and Agrius finished off the job.
I didn’t bother checking the buildings for Conrond Mor, this one was always going to be a raze.
It’s poor defensively, located on flat ground inbetween two hills and is also the Empyrean holy city.
A settlement holy city is worth little to me, but has high recapture value to Bob or Iskender.
So it burned.
Echeclus and Rhipeus then picked off the archer and radiant guard stuck in no-man’s land.
Up next was Clar Marrachir, which despite only having two archers as garrison, turned out to be a tough nut to crack.
It’s on a hill, and those archers are well promoted and well fortified.
Once again, the withdrawers were sent in, these ones being Raider-promoted with 75% withdrawal chance.
Both survived, but because they were already hurt (Melaneus almost half health), the damage dealt wasn’t great.
As can be seen with the odds for Nessus in the centre (which I most definitely did
not send in), a full health C1 Cover CA was still not getting anywhere.
I kind of realised at this point that I was potentially pushing things a little too far.
Clar Marrachir could definitely still fall this turn, but in forcing the issue I might end up taking more losses than strictly necessary.
In addition, I still had the Hippus horseman and that archer in the South running free.
So I broke off to deal with loose ends, needing to know how many of the CAs in ATM could be brought to bear on Clar Marrachir.
Dictys took out the fleeing archer, Demoleon munched on the horseman.
Ornius picked off the top warrior defender in Ihara before sprinting to cover Demoleon. Promoting the latter to C2 healed half the unit’s health.
At this point Iskender was pretty much down to only warriors: one in Ihara, three in Murousbane, and an archer/warrior pair in Feiss Mabdon.
I’d say the Southern Hippus cities are now pretty much contained and can be dealt with next turn.
A nasty part of me was wondering if I should leave those cities to spawn more warriors - easy xp.
Back at Clar Marrachir I had a decision to make: to go for it, or wait a turn and heal up?
If I hadn’t sent those two earlier CAs in, I might have waited.
Problem is, I was unsure (still am) about how much xp a defender receives vs a unit that successfully withdraws from the fight. It’s either 1xp or a full dose, and the one thing I couldn’t risk was Iskender picking up another promotion on those archers.
So forward the light brigade charged.
Glaukus, another 75% half-health withdrawer was brought over from ATM and sent into the fray.
He survived, the next CA didn’t. RIP Helops.
Checking with Nessus again, 80% odds was within limits, in he went.
Crenaeus finished the job off.
With a free market and monument, I shed a tear when razing this city.
Even on a hill, it’s utterly undefendable vs any Calabim attack out of Acaia.
All Bob would have to do is plop a stack equidistant from Riedquat, Zaonce and Clar Marrachir and one of them would have to be abandoned, and almost certainly it would be the Hippus city.
The remaining CAs were shuffled around to cover the various stacks, Thaumas captured a worker, a couple stayed in ATM to heal etc.
Combat log:
Which just left the day-to-day errands to be completed.
Chromis snacked on a rogue Goblin, promoting to C2 after to keep Sareln from getting any crazy ideas.
As an aside, check out the health on that Svart hunter in the East.
Maybe he was right to defend on a hill vs the Goblin instead of taking it out!
Going to take a while to heal, for sure.
Overview shot of the remaining Hippus lands, mouseover shows the Feiss Mabdon garrison.
At which point I think it’s time to have a little chat about the Armageddon Counter (AC).
We have a problem.
Or more specifically,
I have a problem.
Up until now, I’ve been quite nonchalant about the AC, happily founding OO, AV, building the Pillar of Chains etc.
However with the razing of three cities this turn, the AC counter has gone from 18 to 28, and at 30, Blight will strike.
I fully admit to being caught off-guard this turn, I expected a rise sure, but not a 10 point increase.
Conrond Mor had to go imo, but if I could do it again I might have kept Kaselorne, and maybe tried to starve Clar Marrachir down a bit first before engineering a razing.
Because that’s the problem: population.
Razing a size 1 city isn’t a big deal, but the other two were big, 10+ pop things.
Blight:
As already touched on in this thread, Blight adds serious amounts of unhealth to every city on the map, with big cities getting hit the hardest as they are often at or over the health cap.
Functionally this is achieved by piggy-backing on the poison water espionage mission, according to the following code in
CvRandomEventInterface.py (Assets/python/entrypoints):
Code:
def doArmageddonBlight(argsList):
kTriggeredData = argsList[0]
iPlayer = argsList[1]
pPlayer = gc.getPlayer(iPlayer)
py = PyPlayer(iPlayer)
if pPlayer.getCivilizationType() != gc.getInfoTypeForString('CIVILIZATION_INFERNAL'):
for pyCity in py.getCityList():
pCity = pyCity.GetCy()
i = CyGame().getSorenRandNum(15, "Blight")
i = 10
i += pCity.getPopulation()
i -= pCity.totalGoodBuildingHealth()
if i > 0:
pCity.changeEspionageHealthCounter(i)
for pUnit in py.getUnitList():
if pUnit.isAlive():
pUnit.doDamageNoCaster(25, 100, gc.getInfoTypeForString('DAMAGE_DEATH'), false)
<<Interestingly, this appears to be a recent unmentioned change, as the latest post by Kael on Blight was this one which is clearly different.
There have also been problems in the past with player 0 in a game (typically the human) getting hit by a double strength Blight due to event trigger miscounting.>>
The above means that when Blight strikes, every city on the map receives 10 + city population in unhealthiness, minus a small amount based on any healthy buildings in the city (totalGoodBuildingHealth).
TotalGoodBuildingHealth covers any and all buildings that naturally provide health (herbalist +1, aqueduct +2, hospital +3 etc) but does not include bonus resource health from buildings like smokehouses or granaries.
So size 28 Kwythellar, would at this time receive 38 extra unhealth (no healthy buildings), stacking on the already present -4.
No longer in Agrarianism, I can probably manage a +10 food surplus, which still means I’d be losing food at a rate of -30 to -40 per turn.
Not good.
As with the espionage mission, the bonus unhealthiness decreases at a rate of one per turn, but in the meantime I’ll almost certainly lose 10 to 15 population.
Damage to other civs will be less severe, the Khazad and Illians don’t have many cities over size 10, although the Khazad will certainly struggle due to lacking many health resources.
The Svartalfar will sail through serenely unaffected, the Calabim are a less clear-cut case.
On the one hand, they have extremely large cities (considering that Bob is working with the normal size BFC), on the other, the feasting mechanic would allow him to decrease those city sizes very rapidly.
If unprepared, I think the huge additional unhealth could depress the Calabim cities for a number of turns, but I think it’s patently obvious that I’ll suffer the most.
Piling on the fun, at AC values of 40 and greater, Pestilence can strike randomly at a city, causing roughly quarter the effect of Blight.
Code:
def doArmageddonPestilence(argsList):
kTriggeredData = argsList[0]
iPlayer = kTriggeredData.ePlayer
pPlayer = gc.getPlayer(iPlayer)
if pPlayer.getCivilizationType() != gc.getInfoTypeForString('CIVILIZATION_INFERNAL'):
for pyCity in PyPlayer(iPlayer).getCityList() :
pCity = pyCity.GetCy()
i = CyGame().getSorenRandNum(9, "Pestilence")
i += (pCity.getPopulation() / 4)
i -= pCity.totalGoodBuildingHealth()
pCity.changeEspionageHealthCounter(i)
py = PyPlayer(iPlayer)
for pUnit in py.getUnitList():
if pUnit.isAlive():
pUnit.doDamageNoCaster(25, 100, gc.getInfoTypeForString('DAMAGE_DEATH'), false)
Add it all up, and you get this:
A Kuriotates adept running (sprinting if he could) to build a Life node.
Life nodes provide +1 health (stackable) and the level 1 spell: Sanctify.
Sanctify can be cast on city ruins to lower the AC by one point.
I’m going to rush an adept over to the Hippus lands to sanctify those ruins, and also will look into Inquisitioning AV out of any settlements that it has spread to.
It won’t decrease the AC very much at all, but I need any and all time I can get to prepare.
If I could go back and ‘unraze’ Clar Marrachir, I would.
Religion:
I’ve been in RoK for 100+ turns now.
In that time I’ve founded the RoK shrine, and spread the religion a little bit (nowhere near as much as I’d like).
I own only two Stonewardens, one of which is going to Selrahc as part of an agreement.
Sounds like I’m fully prepared and ready to switch out doesn’t it?
No, not really.
Unfortunately, this is the last turn of the GA, during which I can change religion without penalty.
I don’t know when my next GA will be, Hemah is coming soon, Saverous would be useful, plus I’m quite keen on getting some culture into certain border settlements (Zaonce, Riedquat).
So without further ado:
The Kuriotates empire turns a distinct shade of blue, while my alignment switches to Neutral to better represent the masses of innocent Hippies killed.
Ending turn completes the Deception tech and founds CoE in Kwythellar; there are no missionaries for this religion – the free unit is a HN nightwatch.
Oh, and losing two CAs means War Weariness is now at +4 in all cities. ^^
Did I say already that I need to end this quick?
Make that
on-the-double-super-quick.