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Burn Baby Burn, Kandros Inferno: Team Sheaim Spoiler Thread!

In the manual it says
Quote:Sacrifice
Requires: Angel, No Duration Limit, Pyre of the Seraphic.
Creates a fire elemental.
World units create 7 fire elementals.

I could definitely see them changing it though.. Imagine how broken it could be this game. If we left a barb city with a good defender, then we could mass manufacture warriors, kill them off attacking undefeatable foes and transform the resulting angels into S12 Fire Elementals. Yow. I honestly can't see that getting beaten by much.

If the Pyre actually does still work that way then I'd rather leave it in place than destroy it. If someone wants to check, go for it. If not, I'll do my own tests before we need to make a decision.

Quote:I'd agree that it's probably not a good idea for Basium to throw himself upon the pyre, considering he'd lose his Raiders, Ingenuity, and Aggressive traits

Quite.
Although Sphener might be worth it... actually Brigit is immortal. Is there anything to stop her from throwing herself onto the pyre over and over again? *That* would be nasty. I'd expect it to kill her permanently though. And getting hold of her is difficult.

Quote:In game related news, I'm not convinced we're on an island yet. Mostly because I don't think the map makers would give us a layout with such an obvious answer to beating it. I also don't think they'd be too excited about FFH naval combat.

It's still unknown. But at the moment, the only possible way onto our landmass is either in the west, or by a very very narrow chokepoint in the south, behind the Barb city I haven't seen the defenders of.
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I did some testing (and assuming I did it right).... Pyre pretty much works like you said.

Brigit did not come back when she was sacrificed.

Unfortunately, you can't summon a host of the einherjar every turn and sacrifice them for a fire elemental either. I guess that also would've been awesome and broken.
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Yup, I also can confirm that angels will always give fire elementals, despite what the game tells you:

[Image: castsacrifice.jpg]


crazyeye




So yeah, keeping the Pyre around def. seems like the best option.
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It's all typical early game stuff at this point. I've grabbed agriculture, started research on calendar to address issues of early commerce and happiness. I've dropped the tech rate to just 70%, so we keep the rest of our gold for events. I'm actually reconsidering that though. We should probably burn through it to get these setup techs faster, then build up a stockpile. With 100% science we're pulling down 11 beakers/turn at -3gpt.


At this point I am absolutely convinced that we are on an island. But the evidence isn't completely unarguable, so I'll give you guys the screenshots to look over.

[Image: Civ4ScreenShot0028-1.jpg?t=1297596172]
This is the western territory. Immediately south of that is some more ocean, but I suppose that there could potentially be a land bridge there.

[Image: Civ4ScreenShot0029-1.jpg?t=1297596173]

And again, could be a narrow land bridge over in the east as well. It's already a slightly unnatural branching out, so I suppose I could see that.
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Ugh, please don't be islands :P Maybe it's that wheel spoke script, with the dragon in the center. Sadly it looks like there won't be the wide open fantasy environments that are largely the point of no settlers. Oh well.


Also, Sheelba of the Balseraphs would have been game-breaking for this map.
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Quote:Also, Sheelba of the Balseraphs would have been game-breaking for this map.

You mean by using Loki to steal Barb cities? Could have worked, given just how many barb cities have been preplaced. Would have been the earliest possible conquest of the tough barb cities.

As it is though, and working on the assumption that everyone has a similar location I think the Illians have the best chance to clear out their island/immediate surroundings fast. Priests and elementals can take out almost any barb city.

Adventurers will also be good city stormers. Sciz should be able to take down weaker barb cities with low risk relatively soon.

When we get them, Pyre Zombies give us a nice way to take out the tougher cities pretty early. I think we'll be in quite a good position.

Elves will be slowest conventional attackers, since they have nothing helping them out in the attacks. But if they have their own island, they could end up really strong economically even taking no further land at all.

Clan of Embers are probably in the worst position, since they'll need to wait all the way until Rantine before getting a new city, and even then they won't be able to take at least any elephant cities in the vicinity... basically ever.


I'm going to start planning out barb operations against the warrior cities soon. I want to build a small attack force first though.
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[Image: Civ4ScreenShot0031-1.jpg?t=1297941702]

First worker completed.
Farming 3 of the floodplains, then calendar will be in and I can work on the cotton.
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[Image: Civ4ScreenShot0032-1.jpg?t=1298029047]

More complete picture of the west coast. The only non-island option now is the idea of an eastern land bridge.

The ramifications of either remaining option are pretty big. Assuming everybody has a similar land, then we all have a large secure area that we will all almost definitely get. If this is an island then it will be a long time before any reasonable offensive can be carried out by any player. If there is a land bridge/choke point then we will have the situation of a gateway city that any would be conqueror is going to have to take. I think that actually works out pretty well for us. If all defenders are piled into one city then we can suicide a few pyre zombies, and have free reign over an entire civ.
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Operation: Domirnation is a go.

[Image: Civ4ScreenShot0033-1.jpg?t=1298340273]

4 warriors, converging on the forest east of Domir, to attack in three turns. Provided a barb warrior isn't created in that time we should be golden for a really early city conquest.

I left Resident Evil undefended for the next few turns. There is no possibility of a barb attack within that time though. And I think it should be easy to have the safety margin of two warriors together before any barbs show up.
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Poor Ichabod, having to wait until Ratine has iron weapons and heroic strength II (or copper weapons and a great commander) to get all the cities alright


Oh well. His fault for trying to be cheap :neenernee



I'm sure you're on a wheel spoke map. That would fit perfectly with Acheron being stuck somewhere in the middle land mass which all the "spokes" connect to. With most cities being coastal, Overlords looks pretty solid. Possibly a good faith for Basium, putting that Raiders trait to good use by threatening from sea and land.
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