I'll first talk a little about the Bannors and basically why i went with Sabathiel.
Now, i wanted to go with a rather straightforward civ with a fun mechanic for this game and the Bannors fits that pretty well.
They are considered to be an all-around militaristic civ that is easy to get familiar with, since there aren't as drastically different as many other civs are. So you get a pretty flexible approach to what you want to focus on (although there are a certain few branches you should always focus on however).
However, they would look pretty underwhelming compared to the rest, as well as not very interresting if it wasn't for a pretty fun gimmick. The reason why you would pick the Bannors in the first place.
Which is the ability to launch huge, glorious, devastating (and possibly wacky) [SIZE="5"]
CRUSADES![/SIZE]
Crusades in the game comes as a civic that’s accesible through the Cultural values branch. Accesible once you research Fanaticism and are exclusive only to the Bannors.
What the civic nets you is:
- a HUGE reduction in war weariness (-75%).
- Lots of free upkeep for units, way more than the military state civic.
- Several more happy faces in cities with state religion (2+).
- Units trained in cities with state religion are trained faster (+25%).
And finally, the big star of them all. There is a 20% chance every turn that a free unit (Demagog) will spawn in your towns (Will demote it to a village).
This alone makes the Bannor a very threatening civ in a war, being able to rally troops at a devastatingly fast rate and to win almost all wars of attrition thanks to the heavy reductions in war weariness.
However, launching crusades comes with noticable prize and that is:
- You must be in a war before you can change to the crusader civic.
- Being unable to conduct diplomacy with any civilization at war with you.
- It gives you 3 turns of anarchy (should try to mix in a GA)
- Being unable to produce most of the commercial infrastructure in cities, so you are more or less limited to the militaristic and religious building.
In addition you are also unable to train workboats, workers and settlers!
So this isn’t something you can activate at every time you’re involved in a war. This is something that should only be used for the very big and game changing wars. The fact that you cannot conduct diplomacy (not sure if you can recieve proposals though) with your opponents means you are pretty much going all-in and won’t stop till your opponents are defeated. In addition it leaves you pretty drained once it’s over.
There are several more stuff connected the crusades and the first of them are the unique units, both which only can be trained during a crusade.
The Demagog are basically champions with one less strength. What sets them apart however are the halved production costs and that there’s no upkeep to support it. However the most important thing to remember about them is that once a crusade is done,
they will leave your army!
The Flagbearers are simple support units that gives small benefits to your army. They are pretty insignificant on their own, but they have the ability to ”cast” the ”spell” morale, which gives every unit in the stack 10% strength and 10% city attack strength. Pretty small, but still handy for a large army. Unlike the demagogs though, they stay ingame even after the crusade is over.
Finally we have the Bannors worldspell,
Rally.
This basically amplifies the crusader civic in that it instantly assembles a demagog in every town you got (still demotes them to villages). If you have a lot of towns, then just one click and BAM! Instant humongous power increase and lots and lots of infantry units popping up all over your empire, ready to join the crusade.
Now over the non-crusade bits.
The Bannor hero is Donal Lugh. A 7 strength melee unit availible midgame that comes with 3 additional abilities.
First of them is that he’s equipped with the Empty Bier, an artifact that increases the units defensive strength by 2 and doubles it’s fortifaction bonus (from 25% to 50%), making the unit equipped with it pretty efficent for city defence.
The 2nd is the ability to recruit units (1 for every 3 population in a city), exactly the same as the great commanders. However, Donal Lugh does not disappear when using it, though he must kill an undead or demonic unit to be able to cast it again. This makes me consider keeping a barrow around for skeleton harvest to regularily refill the ability. However, the units you gain are pretty random (recon, mounted, melee) and they do not gain any starting experience if you have the civics (or buildings) for that.
Finally he can cast the spell Hope (Spirit 2). A city improvement spell that gives 4+ culture, a happy face and the promotion courage for every units recruited there. Could be handy in a few situations, like border pops for mid-late game new cities.
Now the leaders. The Bannor have access to 3 of them; Sabathiel, Capria and Decius. I eventually decided to pick Sabathiel.
His traits are pretty neat for warmongering (even though Capria are better at initiating crusades due to Spiritual). The charismatic and organized traits actually synergizes quite well and allows for a heavily promoted army with the right civics and buildings.
Both traits are more or less the same as in CIV4. With charismatic netting me +1 happy face (giving me slightly but significant bigger cities early on) and of course, -25% reduction for requirred XP between each levels, which is way more important in this mod.
Organized gives the typical -50% reduction in civic upkeep and double production speed for lighthouses and courthouses. However, what really made me decide to pick the shadow dictator was that the trait also lets you construct those sweet sweet Command Posts. Which otherwise are only availible through using Great Commanders.
Command posts are fairly expensive buidlings that gives units trained in the city +2 XP, as well as an increase in miliary production (20%) and 1 commander GPP.
This is what makes him able to easily train units up to the sweet spot of +8 XP and 3 promotions. Even better, i don’t have to wait for adepts to mature before being upgraded to mages and can instantly upgrade them once trained.
To do that though i have to adopt the Theocracy, Apprenticeship and Conquest civics (all 2 XP each) to get the necessary experience points for that. Which could hurt me if i stick to it on the long run.
Because of that, i will see if i can get an oppurtunity to construct the Form of the Titan (also gives 2 XP) to ease on the requirements.
Finally the Bannors have a civilization trait called Guardsman, which gives the guardsman promotion to every archer and melee units. This effectively makes Bannor armies immune to assassins and every other unit with the marksman promotion, since those with Guardsman will protect the more vulnerable targets, making it easier to guard mages in the field.
Oh and yes, the palace. It gives earth, law and spirit mana. As well as a further -10% decrease in war weariness. Nothing significant, altough it nicely stacks with the crusader civic and courthouses.
I’ll post my thoughts on the opponents and what kind of approach i’ll do next.
(Btw, does anyone know of a pretty kickass image of crusaders marching/warring? Couldn't find one i liked.)