Is that character a variant? (I just love getting asked that in channel.) - Charis

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[Spoilers] Amelia, Tempest of the Seas

And of course i have to eat my words, since the save comes in 4 hours time smoke

First, Military-wise.

[Image: Civ4ScreenShot0189.jpg]

For a total of 27 Horse Archers, A Saverous, and a cultist. More Cultists are being built of course, as well as Horse Archers.

Next, cities! (I only have 7 cities, compared to monsters like Darrell with 14...)

Quote:Radiata City - Capital

[Image: Civ4ScreenShot0182.jpg]

Almost managing One HA per turn, but most of the times it's 2. Good enough.

Cerulean City

[Image: Civ4ScreenShot0183.jpg]

One HA per 3 turns. A cultist is coming to put in a Temple of the Overlords, but i don't think i'm growing it.

Quote:East Checkpoint

[Image: Civ4ScreenShot0185.jpg]

One HA per 3/4 turns. Again, cultist is coming, but due to the lack of good tiles left, don't think it's going to grow anymore. (I have a severe lack of worker labour currently :neenernee

Fishing Parch

[Image: Civ4ScreenShot0184.jpg]

The city which was hit the most from blight. However, now that i have scorch, it can grow more than before! (Hint: the workers are tied up here). Once the temple is done, will become a specialist producer (just in case i might be able to get another golden age).

Quote:Bracada Desert

[Image: Civ4ScreenShot0186.jpg]

The city Ilios raged against me even though he had like 10 cities and i had 4 at that time =(

The only city with a mage guild, so it's mass-producing adepts. Maybe, just maybe, i can get a few mages with Maelstrom in time?

Junon Port

[Image: Civ4ScreenShot0187.jpg]

What do you do if a city doesn't have enough production for a stable? Throw a temple in there, and start producing cultists instead! lol

If a war breaks out i'm not going to be able to save this city, so it's not going to build anymore infrastructure. Of course, there's always an option of sabotaging the owner with a few tsunamis to get rid of all improvements and coves =)

Quote:Krabby Beach

[Image: Civ4ScreenShot0188.jpg]

Read: Junon Port. Due to the lack of hammer times to work, i'm just producing cultists and calling it a day. However, it's safe from Vampiric aggression. In case of Elven aggression however, press Tsunami button and call it a day =)

So there you have it, my current status. Compared to Darrell/Uberfish, i don't feel strong at all though =(
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Oh and before i forget i'm still growing Bracada Desert, it'll stop after the next adept to put in a few health buildings before reaching full.

And that's a herbalist in my capital smoke I had one turn before growing to max, so i looked for a building which took one turn to build, but not palisade or walls. And thus, the herbalist :neenernee
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Arcane lore is in, along with the free Great Sage. Let's see what he can bulb, if nothing he's going to grab a golden age.
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Golden Age + Hemah in 2 turns. Asked Uberfish for that air mana he promised me...

Now at least i have a fighting chance if they invade!
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I have a scorch adept, a courage/spring adept, and a dance of blade adept walking around.

The c/s adept will spring the incense/desert hills, then stay at the HA stack casting courage.

Dance of Blades will cast it in case of attack on all the HAs. One extra free strike is nothing to laugh about (Should i mutate my HA stack?)

Scorch is taking his time, due to the amount of snow tiles...

Finally, an image of the power graph.

[Image: Civ4ScreenShot0000.jpg]

I think i'm catching up =)
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Ilios is dead...

Erebus has gotten pretty unsafe lately for mere pirates bang
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New plan for collateral damage!

(Starts putting Lunatics in boats where they may berserk but can't do anything).

Edit: Here's the treaty with Darrell

Quote:1. The NAP expires T175.

2. Calabim will declare war on the Lanun at T175, unless circumstances happen, such as the elves being weaker.

3. The Lanun will destroy Calabim at the end of T190. This may or may not come into effect.

So anyways, point 2 is the most important one =)
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I just saw that darrell's vampires have courage, so a quick chat and remembering later and i realized...

ROYAL GUARDS

bangheadalright
There goes strategy 5
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Do i want to go combat 5 with Hemah for max maelstrom, or chaos 3 for wonder...

Edit: can someone give me a list of spells wonder is able to do?
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From the manual.

Quote:•Casts up to 5 different spells, randomly selected from a list of 66 possible choices

•Possible Spells are:
Cast: Blaze, Bless, Blinding Light, Bloom, Blur, Charm Person, Contagion, Courage, Crush, Destroy Undead, Dispel Magic, Earthquake, Enchanted Blade, Entangle, Escape, Fireball, Flaming Arrows, Floating Eye, Haste, Hastur's Razor, Heal, Hide, Loyalty, Maelstrom, Morale, Mutation, Pillar of Fire, Poisoned Blade, Revelation, Ring of Flames, Rust, Sanctify, Scorch, Shadowwalk, Slow, Snowfall, Spores, Spring, Stoneskin, Tsunami, Valor, Vitalize, Wither

Summon: Air Elemental, Aurealis, Balor, Djinn, Earth Elemental, Host of the Einherjar, Ice Elemental, Fire Elemental, Kraken, Mistform, Pit Beast, Sand Lion, Spectre, Tiger, Treant, Water Elemental, Wraith

■No Summon is Permanent from this Spell Selection

•The Non-Standard Spell Possibilities are:
Create a 3x3 square of Hell Terrain centered on the Caster
Clear a 3x3 square of tiles centered on the Caster of all Hell Terrain
Create Penguins on the Tile (Cannot Happen in a City)
Create Mushrooms on the Tile (Cannot Happen in a City)
Turn the Caster into a Baboon (Graphical Only, lose Racial Promotion)
Summon a Spiderkin
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