This is the tree hugging hippy religion, regularly got by Elves, weird undead people, and the spider people (which is why the spider people getting kilmorph surprised me). Oh, and somewhere in that mess, the Fellowship of the Leaves was founded in a distant land. Next update will hopefully be sooner than this one. Currently building workers to help resolve this, and building pyre zombies to continue clearing the land of barbarians. Anything else? Infastructure is woefully neglected at the moment, thanks to the barbarians. Continue to ignore them? Or start preparing to wipe them out? Heathen goody-two-shoes Spider people of Kilmorph. Research: More Religions, More religious units, Magic, Worker Techs, or Melee techs? Expansion may be a problem until we sort it out with more cities with Octopus Overlords, but doable. Keep the Great Sage for when we get the Ashen Veil? These are one of the few units we have that can allow other units to heal faster, but can also spread religion and give culture.Īnd here's a good place to stop. They give us the ability to either get lots and lots and lots of units from one city at once, more xp for units built in a city, and doesn't get used up and can be used to command troops as well!Īnd we have founded the Octopus Overlords. And an Engineer for the lovely little arachnophiles. There's quite a few barbarian cities about. Ooo, pyre zombie mutated to be more of a scout. It just goes "Haha, you're gonna diiiieieeeeeeeahahahaa." My suspicion is that a spider unit (which most of them are invisible, iirc) explored the lair, and this lich spawned as a result of exploring the lair. There was a monster lair next to this city, and its disappeared. Think this was a dark elf one, believe it said that it was born in Thariss (or whatever their city is) For some reason, he's not cool enough to get a special message like the other barbarian heroes do. Couldn't see which continent he spawned on. He appears a few turns after Orthus, with some extra goblins. All Fort Commanders have a ranged attack, and the Pyre Lord has the special effect of exploding when dying. I forgot completely, and they're damned useful against barbarians.Īnd even better - as the Sheaim, we get a special Fort Commander - the Pyre Lord. It also spreads a little bit of culture, automatically. They're an improvement that generates a leashed unit that helps defend your territory. These are different to the vanilla forts. You all need to give me a slap on the wrist. Great Sages are pretty much Scientists with a fancy name. Kick down the door, kill the monsters, steal the treasure, stab your buddy - oops, wrong game.Īnd now we have a guy to save for the Ashen Veil special building. While not quite as devastating for Armageddeon as the Ashen Veil (the 2nd evil religion, and the evilest of the evil), can cause some increase in the armageddeon count. Gimmie a break, RNG!ĭid someone want the Necronomicon? The Message from the Deep gives one of the 3 "Evil" religions, the Octopus Overlords *cough* cthulhu *cough*. From this we can deduce that the last 2 civilisations we don't know of are not dwarves. Yay, Mysticism! The path to both magic and religion is open, and we now can build elder council. It won't stop killing the skeletons and its got up to bloody combat 5 from nomming upon my settlers protectors! Damnit. This tiger is like an avatar of the gods. But he drops a sweet axe item when you kill him. And a Hero, so gets more powerful the longer you leave him. Orthus is the death of early civilisations. Thankfully, Orthus seems to have spawned on the other continent, which is good. Okay, possibly a major barbarian problem. Their main shtich is lots of assassins and poisons and recon. Have potential, but I find them to be rather boring. We now have a location for the second continent, and we also know that we have the Svartalfar, aka the Unseelie Court. I've only really got it to work with largest cities. Each option costs money, but shows you 1 spot on the map.
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