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The Orc Clan: Following the Princess Rule

I personally think Malevolent Designs is the better way to go ... although if you had a human to take over as Basium, and sacrificed some of your Kilmorph Priests to give him angels ... I guess there is that.
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Tasunke Wrote:I personally think Malevolent Designs is the better way to go ... although if you had a human to take over as Basium, and sacrificed some of your Kilmorph Priests to give him angels ... I guess there is that.

I think MD is the better way If I have a chance to break through the vamps. But If My Yellow comes in or I need to play defensively for any reason the Angels will be my choice. This Fanaticism set up plan is all about just setting myself up for choices later on.
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Why would Mercurians be better defensively?

Imho, the only thing the Mercs are good for is the Gate itself, which gives -20% team war weariness. As a defensive war, you won't be getting war weariness.

Any cities you give to the AI will just get razed by any human with half a brain.

I really don't see any benefit to build the Gate, assuming its an AI.
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Ravus Sol Wrote:I was hoping I could beg Ichabod to help as my last Ded-lurker :neenernee

Of course If I do manage to pull this off I will have pushed the AC, Summoned Krill and Summoned Angels. All in all lots of things that slow down the game. rolleye

I'm holding out hope for the Malevolent Designs Slingshot and some diplomatic voodoo. Summoning Angels is an option but it seems too much like throwing in the towel with the AC plan.

Reporting for duty! I'd certainly be up to help.

Malevolent Designs also sound nice, but I think Eidolons need iron, which we currently don't have. As for Beasts, remember to use thanes or savants to take the cities out of revolt.

Mardero would also be very, very helpful. He has some good spells.

If you provide a save, I could take a look.
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Ichabod Wrote:Malevolent Designs also sound nice, but I think Eidolons need iron, which we currently don't have.
Yes, they do.
Quote:As for Beasts, remember to use thanes or savants to take the cities out of revolt.

Savants won't do you any good, they produce research instead of culture.
EitB 25 - Perpentach
Occasional mapmaker

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Tasunke Wrote:Why would Mercurians be better defensively?

Imho, the only thing the Mercs are good for is the Gate itself, which gives -20% team war weariness. As a defensive war, you won't be getting war weariness.

Any cities you give to the AI will just get razed by any human with half a brain.

I really don't see any benefit to build the Gate, assuming its an AI.
I assume Ichabod would play as Basium.

Why are the angels good for defense? Well, if Ravus doesn't have iron yet, there's one source from the palace. Plus, every time anyone loses a Kilmorph unit, Ichabod will get an Angel. So Ravus can focus on stonewardens and not even care if they die. (I'm not sure if this applies when SoKs rush production.)

I'm not sure if Angels are immune to death damage, but I think they're considered nonliving.
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angels are 50% death resistant, kilmorph missionaries can pop culture
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Lol, looks like I don't even need to answer as everyone else has beat me to it!

But yes
Summery of Angel goodies:
  • 50% Death Resistance
  • 20% War Weariness Resistance
  • Provides Iron
  • Free Angels at all Neutral Religion Unit Deaths

And as Tasunke says I can use Rune Thanes for culture if I build Beasts later. I need to double check some Angel stuff, I'm not sure If Priests of Leaves become Angels upon death. Which could be useful If Sareln advances. I think Cultists from OO go towards the Demons not Angels so no payback if I try that as well.

Note to self: double check how many SoK I need to rush the gate.

I think it's around 400 hammers which is 20 SoK. It's going to be tricky balancing keeping the economy alfoat to tech to Fanaticism while also building all the units I need. Being in Runes Religion will help but I think I will have to ship some of the Priests off to settle Temples in the undeveloped West.

I'll wrap up the save file now. One sec.
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Okay here is the save again. If anyone else along with Ichabod wants to take it go ahead. The password is the same as before "Overide"

It's turn 152 so the turn after I sneaked through the Moria lines and flamed both the Elvish and Vampire Stacks. The Cultists are advancing in the east and I stop building units that can only be built by Ashen Veil so I can switch in 3 turns. The Hunting Lodge continues to take too long. My Wolf Rider is still only half way to making contact with the Demons. I switch over to researching Fanaticism.

The Cities I am thinking of as a Angel Capital are;
  • Misty Plains - A nice sized Capital in the East would allow the Angels to join in the Eastern front quickly. Not a good position though.
  • Dunlands Or Kalocy - In the centre of the Empire one of these cities could be useful while both of them have Warrens (need to check if Angels keep that building.)
  • White Mountain - This is the largest city in the West but its still low on infrastructure like most of the new cities in that direction. It's also coastal so would be at risk from Cultists constantly.

But have a look around and see what you think yourself.
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Ravus Sol Wrote:I'm not sure If Priests of Leaves become Angels upon death.

Order, Empyrean, RoK -> Angels
AV, OO, Esus -> Manes
Leaves -> stay dead
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