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[Spoilers] Hidden in the mist - gtAngel plays Shekinah of the Sidar
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Shekinah of the Sidar
Alignment: Neutral Hero: Rathus Denmora World Spell: Into the Mist - all units become invisible Creative: +2 culture per city, double production of carnival Arcane: Free promotion (Mobility I, Potency) for arcane units, double production of mage guild Specialists produce one extra resource of their type (Engineer/Great Engineer +1 hammer, Sage/Great Sage +1 beaker, etc.) All recon units can use Divide Soul (with Knowledge of the Ether) Level 6 units can wane, allowing them to settle in a city as a great person Ghost - UU, replaces Assassin: Same stats as Assassin, but can use hide to go invisible and get +1 first strike
So why the Sidar? Well to put it franky, because I love the theme of invisibility, mobility, specialist economies, and the Sidar just fit all of that. I picked Shekinah instead of Sandalphon mainly because I absolutely adore the creative trait. I abhor making monuments and making early dips into religion when I don't plan on using it as a core aspect of my army. Plus, I love the extra flexibility when it comes to placing cities - I can be aggressive or greedy and creative assures that I will be able to abuse those city locations.
I would say the Sidar's weakest trait is that they have no benefits to strong direct combat units. I don't have anything super strong on the melee, archery, mounted, or religious trees. Sidar have extra mobile recon units, and Shekinah has more effective arcane units, neither of which can stand up in a direct fight that well. So my plan is get quick adepts to make use of the arcane trait, and then look towards the Recon, archery, and mounted areas of the tech tree. Recon because of the synergy with the Sidar, Archery because it's along the way and the strongest defensive tree, and mounted because it's a strong combat section of the tree, but has strong mobility as well. Basically, I don't want to fight a head on engagement ever. I want my recon units to kill everything that ventures out alone or is a weak part in the defense. I want my archers to keep the enemy from ever killing me, I want my mages to support my troops in whatever their aims are, and I want my mounted units to strike at the heart of the enemy. As for economy, I plan on going for heavy aristofarms. The Aristocracy/Agrarianism combo is definitely very strong, and Sidar benefit from a farm based economy more than anyone else because of their improved specialists. While two Balseraph farms means +1 hammer/+6 beakers, two Sidar farms means +1 hammer/+7 beakers. Of course, this is all subject to change. For example, if I find that my nearest ally is Auric Ulvin I will probably go into panic mode and skip early adepts altogether in order to make a more formidable defense. (Alternatively, go for an alpha strike with some divided souls.) Anyway, over the next few posts I'll size up the enemy Civ/Leader combinations as best I can. Hopefully I can attract some lurkers and we can all have fun! Auric Ulvin of the Illians
Charismatic, Arcane, Agnostic Gains Aggressive if first to find Letum Frigis Ah the cold-hearted Illians. They're a nasty civ to fight in a war, because their homeland is often covered in useless ice that simply makes them stronger. Early on they have access to three Priests of Winter, which are an extremely potent force. I'm looking to see the Illians either rush someone nearby or use the priests to cow their neighbors into huge concessions. At least we don't have to deal with stasis - that can really screw you over if you get unlucky or don't notice the rush in time. I really don't want them to find Letum Frigis first, because that extra combat I is very very strong, especially if they can get that on their priests. I am scared of the str 6 priests, I don't want to see str 7.2 priests. Outside of early rush tactics though I'm not particularly scared of the Illians. I would rather keep them friendly though - their land is pretty useless in general, and it's good to have a rushing civ as your friend. The only other real trick the Illians have is the deepening, which is a large annoyance. Hopefully by then I have some great people up and running, maybe even some wanes if I'm really lucky, and I can survive more easily than anyone else by making my gnp come from people and not tiles. Overall I don't want them as a neighbor, but if I can avoid the PoW rush I'm not very scared of them. Perpentach of the Balseraphs
Creative, Charismatic, Arcane, Insane Balseraphs are all over the place. They've got some arcane power with puppets, some synergy with a few religions, and a bunch of random extra units. Freaks are probably the most notable unique unit - they replace axemen, come with random promotions, and can turn into a happy/culture building. Overall I expect Balseraphs to be the most annoying for me. They can fight back in the culture war very easily and are more likely to for mobile units than anyone else, considering they have special recon units and might have arcane or raiders at different points. However, the Balseraph's strength's are related to their weaknesses. They have three traits, but their traits are unreliable. They have a lot of special units, but nothing really amazing. In fact, a lot of their unique units are weaker in a direct engagement. I would rather not have the Balseraphs as my neighbor, as I expect us to overlap quite a bit in what we want to do. That never works out too well - we'd be fighting over the same land, the same allies, and the same goals. However, it wouldn't be terrible to be nearby - they aren't a huge threat on their own, so I don't need to worry too strongly about them rushing me or anything like that. Their world spell is revelry, a double length golden age. It's very strong, but as with most Balseraph powers it isn't focused in any single area. It improves them generally, and that is where I need to find my advantage. Specialize into their weaknesses. Thessa of the Ljosalfar
Expansive, Arcane Thessa is the strongest builder in this game. The elven economy is noticeably stronger simply because they can have huge cities with ancient forest powered cottage spam. With all of the bonuses available, this is far superior to anything except perhaps me getting extremely lucky with wanes and great person wonders. Expansive arcane is also a strong set of late game traits. Expansive will help her early, but it really bears fruit late game when you have more cities than everyone else. Early on the difference between two and three cities might be a 2/2/0 tile or two. Late game it might be a total difference of 40/40/120 or some other ridiculous number. Arcane also helps early, but really shines later in the game when you can have huge armies of arcane units. Overall, I would love to have Thessa nearby. She won't be able to pose much of a threat until she gathers some steam, and I can use that time to boost ahead of her and take advantage of my tech/production advantage in the mid game. The only two things I have to worry about is cheesy Gilden play and cheesy March of the Trees play. I don't expect either one, but they can both be very strong if I don't see it coming. Ideally we would be neighbors, peacefully coexist for a 120 or so turns, and then I can get a NAP from my other neighbors and attempt to throttle her. The best time to strike is probably any time before she has a lot of ancient forests up, so before or shortly after she researches way of the forest. I have to be careful though, because I'm not that great of an aggressive civilization. Really it would be better to get an ally against her who can do the brunt of the frontal engagements, while I assassinate workers and reinforcements. Decius of the Calabim
Organized, Raiders This is definitely the Civ I am most afraid of. Calabim Vampires are exactly what I don't want to face. They are mobile (haste, raiders), extremely powerful (can't assassinate), and summoning spellcasters (can't survive a siege.) Basically, my worst nightmare. Decius is a strong leader as well. Raiders is an amazing trait for warmongering. It forces everyone else to limit their own mobility by avoiding roads, and gives you a lot more mobility in fighting. Organized means that he can easily pay for any empire he collects, and gives him cheaper Gov. Mansions to power out a ton of production. I do not want to be anywhere near this monster. I want the Ljosalfar to be between us (Ljosalfar because it will greatly slow him down, since they have forests everywhere.) If I have the opportunity to kill him I will probably be willing to sacrifice quite a fair bit in order to do so. The most ideal situation would be allying him or having him bogged down by wars all game. I think I can out build him as Sidar, but I don't think I can out war him. So being on his side lets me run ahead, and having him fight wars all the time holds him back. I really, really, really do not want to be next to him unless he has another target nearby. I think I could maybe convince him to kill the Ljosalfar before he kills me, just to keep them from spiraling out of control, but I'm pretty sure I'm the second best target for him. Perhaps I can trick him into underestimating me. I need to keep in mind that I'm a huge unknown in terms of skill level, so I have a lot of freedom in negotiations. I'm new to multiplayer, but I have a lot of knowledge about the game, and the PBEM format plays to my strengths. Hopefully I can use this to either force out concessions or keep people from pressing me too hard. If I enter into discussions very confidently I might be able to scare out some concessions from people who expect me to be a meek little dove. Wouldn't it be hilarious if I could threaten the Calabim!
Nice analysis! Will be lurking with interest. How do recon and arcane lines work in concert?
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I think I'll take a quick look at religions and what they offer for the Sidar.
Quote:Ashen Veil: Analysis: Calabim will grab this, I will not. Quote:Council of Esus: Analysis: I want this. Balseraphs might fight over it, but probably not. Quote:Empyrean: Analysis: Probably not going to be seen. Quote:Fellowship of Leaves: Analysis: Elves Quote:Octopus Overlords: Analysis: Calabim / Balseraphs might take a dip. Balseraphs might also take a dive. Quote:Order: Analysis: Don't expect to see this Quote:Runes of Kilmorph: Analysis: Balseraphs might stop here for a bit, especially if they grab spiritual in a trait switch. Edit: Hoo boy, this is a wall of text. I'm going to work on breaking this up a bit. (January 23rd, 2013, 22:36)Commodore Wrote: Nice analysis! Will be lurking with interest. How do recon and arcane lines work in concert? Buffs and collateral. The important spells I'm looking for are Fire I, Fire II, Spirit I, Shadow I, Shadow II, Body I, and Body II. I can eventually stop using mages for Shadow I, Shadow II, and Body II, but for a while I need mages. (Shadowriders can cast those spells for a small gold cost.) Fire I lets me remove Elven forests and annoying jungle. Fire II lets me avoid treant spawns and replaces catapults. Shadow I lets me avoid defensive bonuses. Shadow II lets me avoid more defensive bonuses. Body I makes my entire army more mobile. Body II keeps my army topped up on health, even while moving. Spirit I also keeps my army topped up on health, and counters fear. All of these spells are really useful for an army composed of recon/mounted units. They let me get in and attack with an advantage, while keeping my units healthy enough they they never need to fear a counterattack. Keep in mind I have arcane, which means all of my arcane units are going to have mobility for free. This means they can somewhat keep up with my more mobile recon/mounted units. If I wasn't going to use arcane units I would need to use catapults instead, or I would simply never threaten a city ever. So I might as well pick a catapult that can get promotions for free, can potentially wane into a great person, and can buff my units. Also, this makes an eventual Gibbon Goetia pickup a possibility. I'll have the tech and mana nodes for him to be useful. |