[SIZE="5"]My Esteemed Opposition[/SIZE]
[SIZE="4"]Tome I, The Uncivilised Gang of Certain Mr. Sol[/SIZE]
Meet the godfather, one Jonas Endain
who is just as nasty as he looks. Formerly a priest of deceased angel of fire now he happens to be
Spiritual - No Anarchy, Stronger Priests ( Potency + Mobility ), Cheap Temples
Expansive - +3 Health per city, Half price Settlers, Granaries and Harbors
Barbarian - Starts at peace with barbarians, -10% Research, No starting tech.
All above sums up to a carte blanche for farmers gambit. He does not need big garrisons and he can spam settlers early and often.
His big red button is called For the Horde, it gives 50% chance to convert every barbarian unit on the map with race Orc. Thanks to the rules we agreed to, threat level this poses will be significantly gimped. No lairs means no goblin archers and no Acheron means no Sons of Inferno. The scariest unit he will be able to pull for a long time is Orc Archer ( strength 2/4 ) that spawns with cities. Apart for these guys, it's all Warriors. Granted, we're playing Immortal, there will be *a lot* of Warriors. Personally I'd use the spell around turn 40 for instant full map knowledge and to meet everyone ( known tech bonus ). No idea what Ravus plans to do with it.
Apart for the big red button he has other shinies :
Warrens - a BOGOF. Build One unit, Get One Free* (* Siege, Naval, National Units and Heroes excluded ). Very troublesome thing that allows for a lossless hammer shuttling when running RoK and rapid speed AC raising. That's in addition to bog standard flooding of grunts. Comes early at Masonry.
Wolfrider - Clan Scout is called Goblin. Goblin that defeats a Wolf mounts it becoming a Wolfrider, a Horseman equivalent that comes really, *really* early and is perfect for chokes. We have doubled animals, expect these guys to cause general havoc. Does not require stables to be built.
Shaman - replaces Adept, does not require Mage Guild to be built.
Lizardman - replaces Hunter, is Amphibious and takes no penalty for attacking across rivers.
Rantine - Hero. Comes at Bronze Working and can peacefully convert barbarian cities.
There are few more replacements, but they don't make an appearance in early and mid game, so I'll skip them. Expect a description if they show up.
What they might want :
*Runes of Kilimorph
*Mines of Gal-Dur
*Blood, mayhem and general destruction
*Prophecy of Ragnarok
While there's nothing I can do about first three without abandoning the cultural plan, I can and will deny them Prophecy. I want a long ( over 200 turns ) and predictable game, high AC doesn't help with that.
And finally Ravus himself.
A strong player that prides himself on his diplomatic skill. Seems to have plenty experience in the mod and is able to spot unobvious, but strong strategies. One to watch out for.
[SIZE="4"]Tome I, The Uncivilised Gang of Certain Mr. Sol[/SIZE]
Meet the godfather, one Jonas Endain
who is just as nasty as he looks. Formerly a priest of deceased angel of fire now he happens to be
Spiritual - No Anarchy, Stronger Priests ( Potency + Mobility ), Cheap Temples
Expansive - +3 Health per city, Half price Settlers, Granaries and Harbors
Barbarian - Starts at peace with barbarians, -10% Research, No starting tech.
All above sums up to a carte blanche for farmers gambit. He does not need big garrisons and he can spam settlers early and often.
His big red button is called For the Horde, it gives 50% chance to convert every barbarian unit on the map with race Orc. Thanks to the rules we agreed to, threat level this poses will be significantly gimped. No lairs means no goblin archers and no Acheron means no Sons of Inferno. The scariest unit he will be able to pull for a long time is Orc Archer ( strength 2/4 ) that spawns with cities. Apart for these guys, it's all Warriors. Granted, we're playing Immortal, there will be *a lot* of Warriors. Personally I'd use the spell around turn 40 for instant full map knowledge and to meet everyone ( known tech bonus ). No idea what Ravus plans to do with it.
Apart for the big red button he has other shinies :
Warrens - a BOGOF. Build One unit, Get One Free* (* Siege, Naval, National Units and Heroes excluded ). Very troublesome thing that allows for a lossless hammer shuttling when running RoK and rapid speed AC raising. That's in addition to bog standard flooding of grunts. Comes early at Masonry.
Wolfrider - Clan Scout is called Goblin. Goblin that defeats a Wolf mounts it becoming a Wolfrider, a Horseman equivalent that comes really, *really* early and is perfect for chokes. We have doubled animals, expect these guys to cause general havoc. Does not require stables to be built.
Shaman - replaces Adept, does not require Mage Guild to be built.
Lizardman - replaces Hunter, is Amphibious and takes no penalty for attacking across rivers.
Rantine - Hero. Comes at Bronze Working and can peacefully convert barbarian cities.
There are few more replacements, but they don't make an appearance in early and mid game, so I'll skip them. Expect a description if they show up.
What they might want :
*Runes of Kilimorph
*Mines of Gal-Dur
*Blood, mayhem and general destruction
*Prophecy of Ragnarok
While there's nothing I can do about first three without abandoning the cultural plan, I can and will deny them Prophecy. I want a long ( over 200 turns ) and predictable game, high AC doesn't help with that.
And finally Ravus himself.
A strong player that prides himself on his diplomatic skill. Seems to have plenty experience in the mod and is able to spot unobvious, but strong strategies. One to watch out for.