mackoti, good to have you here!
You might be able to explain to me why everybody loves Calabim. So the Moroi is an axeman that can get +1str through burning blood, use that on attack, and then there's some spell (Loyalty?) that eliminates the risk of him going barbarian? That is pretty nice, and I finally understand what is good about them. However one of Q's proposed changes is to reduce costs of axes for everybody but the Calabim (and some other UU). What else is good about Calabim? I suppose the manor. Vampires are probably too far down in the tech tree?
Good point as well that the Luchuirp are the most affected by warriors not getting bronze weapons, since the golems suck. As I said, I am wary of Luchuirp because the game plan seems to be just what you did last game, moreso with the leader. Who also calls for everybody to rush us, and with no axes, while everybody else gets them cheaper, we'd have a problem. Otoh wood golems might actually be ok for defending against an axe rush, they fall off hard when everything else becomes super fast, but by that time we should have chariots/mages for ourselves, right?
Since the beginning I'm ever more leaning towards Varn. Maybe I'm just a sucker for Spi, but it really seems like it's even more fun than in BTS/CtH. Also afaik there is no monk economy that we'd have to default to. The issue that I have is endgame. An army based on priests will eventually fall off vs. mages. But we could a) just become dominant before or b) just get the Arcane trait at t100.
What would the game plan be? I feel like going for eventual Veil, but probably at least 1 different early religion before. Runes (-> mines!) or OO? Get the religion hero, but use him on offense, because we'll want to switch eventually anyways?
Leaves would also be interesting as a starter, but if we go Veil later we lose all the ancient forests to hell terrain, right?
Veil might even be abandoned after Infernal Girmoire (that is an Oracle-like wonder, except it comes well into the midgame, and so you can get an endgame tech early. Theology for High Priests or Malevolent Designs would come to mind)? Or maybe not, considering the civic.
I'd really need some bulb orders, where do I find them? I've had them before, maybe just need to start a search.
This is a lot of pie in the sky so far. And maybe it is more appropriate to pursue a more conservative gameplan. Definitely use an early religion and get some priests, but leverage that into sorcery, and get Arcane from Adaptive. Then go deeper into the religious part of the tech tree.
You might be able to explain to me why everybody loves Calabim. So the Moroi is an axeman that can get +1str through burning blood, use that on attack, and then there's some spell (Loyalty?) that eliminates the risk of him going barbarian? That is pretty nice, and I finally understand what is good about them. However one of Q's proposed changes is to reduce costs of axes for everybody but the Calabim (and some other UU). What else is good about Calabim? I suppose the manor. Vampires are probably too far down in the tech tree?
Good point as well that the Luchuirp are the most affected by warriors not getting bronze weapons, since the golems suck. As I said, I am wary of Luchuirp because the game plan seems to be just what you did last game, moreso with the leader. Who also calls for everybody to rush us, and with no axes, while everybody else gets them cheaper, we'd have a problem. Otoh wood golems might actually be ok for defending against an axe rush, they fall off hard when everything else becomes super fast, but by that time we should have chariots/mages for ourselves, right?
Since the beginning I'm ever more leaning towards Varn. Maybe I'm just a sucker for Spi, but it really seems like it's even more fun than in BTS/CtH. Also afaik there is no monk economy that we'd have to default to. The issue that I have is endgame. An army based on priests will eventually fall off vs. mages. But we could a) just become dominant before or b) just get the Arcane trait at t100.
What would the game plan be? I feel like going for eventual Veil, but probably at least 1 different early religion before. Runes (-> mines!) or OO? Get the religion hero, but use him on offense, because we'll want to switch eventually anyways?
Leaves would also be interesting as a starter, but if we go Veil later we lose all the ancient forests to hell terrain, right?
Veil might even be abandoned after Infernal Girmoire (that is an Oracle-like wonder, except it comes well into the midgame, and so you can get an endgame tech early. Theology for High Priests or Malevolent Designs would come to mind)? Or maybe not, considering the civic.
I'd really need some bulb orders, where do I find them? I've had them before, maybe just need to start a search.
This is a lot of pie in the sky so far. And maybe it is more appropriate to pursue a more conservative gameplan. Definitely use an early religion and get some priests, but leverage that into sorcery, and get Arcane from Adaptive. Then go deeper into the religious part of the tech tree.