FfH2:Grigori/Cassiel – Chapter 9

Turns 401 -470

Welcome back. 400 turns already? I’m trying to remember how long a normal CivIV:BtS game is. I wonder if anybody is close to winning yet. To be honest, I’m not even entirely sure what the winning conditions are. I assume that killing everybody else still leads to victory, but I can’t see it being an option in this game. And I think I read something about building a great wonder to give a magical victory. But I think that requires access to all the mana types. There are a lot of different mana types and I only have access to a small number of them. But at least my new town of Corel has expanded my borders a little, allowing me to get some new magic. After a bit of thinking, I settle for death mana: I’m currently a little underwhelmed by my adepts, and summoning the undead might make them more useful.

I told you there were lots of different mana types.

As 400 turns seems quite a large number of turns, I decide it would be a good idea to cast my world spell. Each civilisation has a unique spell that they can cast once per game. Mine is called ardor and it resets my great person counter. Which means that as I’m generating a healthy number of great people points, I’m going to get a good few great people showing up over the next few turns. These include two new adventurers. Sadly I only have money to upgrade one of them at the moment, but that’s not a big problem, as the other will happily sit in my capital gaining +1exp per turn for a while. I do however upgrade Father Jeon to an adept, and promptly give him the death magic promotion. Which means he can now summon a skeleton! Sadly, only one skeleton isn’t going to be a big help, but hopefully I’ll be able to upgrade Father Jeon to a mage soon, which will increase his power.

Magic starts to get a little more interesting.

Sadly, my new command over the dark arts is matched by Faeryl Viconnia: Kalm is now under attack from Pit Beasts.

Pit Beasts are abominations made from the pieces of various slain demons. They ache for a chance to avenge their destruction and will heed any call to return to the mortal realm. As long as they taste blood, they can continue their assault indefinitely.

Man the walls!

A few turns later and Father Jeon is upgraded to a mage and gains the second nercomancy spell, summon spectre. Unlike skelletons, I can summon a new spectre every turn, but they only live for the one turn before returning to the ether world. Which means they’re great to spearheading an attack as they’re completely disposable. A second use is for soaking up attacking from enemy assassins. And it really doesn’t matter if a skeleton is destroyed as I can summon a new one for free. You know, I really should of invested in magic earlier. Oh well, it’s a learning game and losing is fun. Oh, and I also upgrade another adventurer, named Volanna, to a Dragon Slayer and send him to take command of the defenses in  Kalm.

Spectre versus elven assassin

And in a lucky turn of events, my assassin manages to kill an elf equipped with Orthus’ Axe (one of the better magical items in the game). In a risky move, he ventures out into the jungle to claim it for the Grigori. However, this leaves him open to attack from the remains of the Lurchuipian army. Who promptly attack him. Luckily for me, this was a poor move on the dwarves part. Obviously trying to attack a master assassin, who’s hiding in a jungle, with a newly claimed magical axe, is not a good tactic. By the time the attacks end, my assassin has slain enough dwarves to level up for the 9th time. Plus, I can upgrade him to a shadow, making him even more lethal. It’s a real shame I only have one of these guys!

In the sunny north of the empire, my citizens are bored with the war effort, and have decided to make the most of the free land by constructing a holiday resort.

I really like all the names this mod comes up with

I send up one of my new adventurers (an adept named Branding) to the new northern frontier. Hopefully he can defend against the uncultured neighbours with a little help from his undead mates.

Meanwhile, in Midgar, I finally finish building the Bazaar of Mammon, a national wonder that doubles my gold income.

Commerce is the lifeblood of an empire. A farmer sells his prize horse to buy seed for next season, and the tax collector takes enough off the top to equip a footman. A noble buys a tapestry imported from across the continent, and the King’s campaign can continue for another month. As such, it is not discontent that is the greatest threat to a ruler’s ambition. Bread and carnivals can assuage unhappiness, or garrison troops should those measures fail. Rather a people’s satisfaction has the potential to deplete the treasury and starve an empire. If the farmer is content with a smaller gain, from where does the soldier’s arms come? If the noble is pleased with his bare halls, shall the war end sooner? Indeed, if the soldiers themselves do not yearn for a better life than their fathers, why will they quit the farm for a mercenary life?

My plan is that this will give me enough money for the continued expansion of my empire in the north-east, while keeping a high(ish) science rate so I don’t lose ground to the Svartalfar. If Kalm ever falls then the rest of my empire would surely be close behind.

Talking of continued expansion in the north, Costa del Sol’s borders have expanded allowing me to claim another source of magic. As I have little idea of how everything fits together, I decide to go for a life node. And as soon as my mage finishes building it, I send him east with an army of skeletons and dragon slayers to take the barbarian settlement of Ahepetr.

Time to teach those barbarians some culture. With a horde of undead monstrosities.

And once my men move in, my new spell, hope (+2culture, +1happy), helps to get the settlement up to speed quickly.

Impressing the newly conquered locals.


One comment on “FfH2:Grigori/Cassiel – Chapter 9

  1. ntw says:

    Awesome stuff, keep them coming.

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