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Hum. Looks like Druid plan does have its issues. I favor Theology, it's thematic and awesome. But if we had OO, there would have been a benefit this turn...
Got the iron back, which means good solid Iron Angels. In a pinch I can afford to turn a Crusader into a Paladin now, too.
Spreading to an ally doesn't spawn acolyte/crusader pairs, unless I've missed something new in the documentation. You'll get Order soon.
Also, have a new town!
We need sooo many more workers. That incredible east spot is silly.
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Commodore Wrote:Spreading to an ally doesn't spawn acolyte/crusader pairs, unless I've missed something new in the documentation.
Actually if you don't have Order as a State religion, you won't get the units regardless of where the spread came from. Even if you do have it as State, there's a small chance for the units to not appear.
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Commodore Wrote:Hum. Looks like Druid plan does have its issues. I favor Theology, it's thematic and awesome. But if we had OO, there would have been a benefit this turn... On balance, I think I agree. Berserkers' 20% collateral cap is just silly, I'd rather use catapults if it comes to that. As long as we get some Confessors built soonish, 26 XP isn't really that far away. Especially if they go fighting; and spirit guide means even lost fights aren't a waste.
Quote:Also, have a new town!
We need sooo many more workers. That incredible east spot is silly.
W00t!
I think we have enough workers, for the moment, it's just that they're all still migrating toward Mercurian lands. But we'll be at 2.5/city once they're all arrived, until you get another settler out. 3/city until you capture Deluoc.
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Hmm... I think I'm leaning toward the vicar -> druid option, myself.
Mainly because of the flexibility it offers: we can get druids in a variety of flavors, don't have to worry about them deserting if we change religions. They're easier to get (if we're hoping to get these online soon, 26 xp is a long way away) and, by the same token, easier to replace if something goes wrong. Plus the tech path opens up some other good option for us: temples of the Empyrean for bonus military production in our supercities, and we can build radiant guards.
Well, we don't have to decide yet. Next three techs should be KotE/divination/cartography, regardless of what our ultimate goal for the tower is.
Played the next turn. First, it seems Ilios was in favor of our resolution:
Commodore Wrote:We need sooo many more workers. That incredible east spot is silly.
It's even worse than you thought:
Further investigation reveals two more corn resources, plus wines. Settler on the way, should get founded in two turns.
Commodore Wrote:Spreading to an ally doesn't spawn acolyte/crusader pairs, unless I've missed something new in the documentation. You'll get Order soon.
Send the acolyte to Naggarond anyway; Kwythellar's going to be busy building mage guild/adept, and then the tower.
Mardoc Wrote:I think we have enough workers, for the moment, it's just that they're all still migrating toward Mercurian lands. But we'll be at 2.5/city once they're all arrived, until you get another settler out. 3/city until you capture Deluoc.
I say, send Basium to Deluoc as soon as he's healed. Let's keep this momentum going. Speaking of which, found another barbarian city to our south:
Let it grow a few turns, and we can add it to our collection. (Probably not before Commodore's running City States.) We'll definitely need more workers soon.
What else? The AC went up: looks like Bob added a new city. We really don't want blight, so we might want to look into cutting him down to size soon. I'm not sure we can kill him now, but he surely can't defend a large empire with just 7 super-units (even with his free teleportation).
Sanitation came in at end of turn. Looks like we can manage KotE in one turn, still running breakeven science. As for builds, I went with an inn in Kwythellar and Naggarond, and a forge in Avelorn.
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HidingKneel Wrote:Hmm... I think I'm leaning toward the vicar -> druid option, myself.
Mainly because of the flexibility it offers: we can get druids in a variety of flavors, don't have to worry about them deserting if we change religions. They're easier to get (if we're hoping to get these online soon, 26 xp is a long way away) and, by the same token, easier to replace if something goes wrong. Plus the tech path opens up some other good option for us: temples of the Empyrean for bonus military production in our supercities, and we can build radiant guards.
Although... religious law opens up Social Order, right? And that'll unlock royal guards, once we research the relevant mounted techs. Not sure if it's worth it (consumption is a really nice civic if you're running 100% gold), but I suppose it's worth considering.
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HidingKneel Wrote:Although... religious law opens up Social Order, right? And that'll unlock royal guards, once we research the relevant mounted techs. Not sure if it's worth it (consumption is a really nice civic if you're running 100% gold), but I suppose it's worth considering.
Royal Guards are close to as good as Paladins, right? And they're good at protecting our Str 9 Druid collateral from those scary Str 6 assassins...(I think you may have gathered that I'm not particularly impressed by them, at this point in the tech tree anyway).
Nah, I think you're probably right, Crown of Brilliance is enough power. And given the way our GNP remains strong, adding in Honor to our path isn't that much of a sacrifice. We might have to either revolt Commodore again, or settle for merely 4 collateral druids, but that's ok. Although....I suspect he could upgrade disciples of Empyrean straight to Druids.
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Mardoc Wrote:Although....I suspect he could upgrade disciples of Empyrean straight to Druids.
But I'll bet those don't get Crown of Brilliance.
Crown of Brilliance isn't the best form of collateral, since you have to get up next to the enemy, give them a turn, and then hope you're still around afterwards. Though with entangle, perhaps that isn't as big a danger.
Not sure if it'll be worth Basium switching or not. Even without Pillar of Fire, druids promoted from confessors could make themselves useful. Those will be medic 2 units who can bless troops, lock down enemies, and instantly bring cities out of anarchy. And they have passive uses too: IIRC, unyielding order makes cities cost no maintenance. So a confessor druid could pay for itself pretty quickly just by garrisoning Naggarond.
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Crown of Brilliance does damage the same turn that you cast it. I'm 99% sure.
Druids not having PoF is probably a bug that should be reported.
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NobleHelium Wrote:Crown of Brilliance does damage the same turn that you cast it. I'm 99% sure.
Yeah, thats the case, but when you have the "Crown of Brilliance" status effect on, you can't cast it again and deal damage in the middle of your turn. Instead, while that status effect is on, you only deal collateral at the start of your turn.
So if you don't intend on casting spells besides CoP (and why would you), you actually want the CoP status effect to run out so you can refresh it in the middle of your turn, after your units have moved into position.
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Nicolae Carpathia Wrote:So if you don't intend on casting spells besides CoP (and why would you).
Well, entangle is also a pretty fantastic spell. But I guess that can be the job for Commodore's druids.
Also: the FFH wiki is out of date. Temples of the Empyrean give +10% science, rather than +10% military production. Now I like it this idea even better. Because we need to tech faster! Faster!
Also: social order is apparently available at Orders from Heaven now. So no need to tech religious law if we want those royal guards. Though I agree with Mardoc: we probably don't need them.
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