Part 221: Sauro - Turn 50
Remote site searching turned up two new sites: A Frozen Fountain (3 Water gems) and an Iron Cliff (1 Earth gem). I got some Air gems from a random event, as well as this:
Such a happy story. The bad news is that life is already dangerous for units with only 7 hp, and seduction is a lot less useful on turn 50 than it would have been on turn 10. At least she has a little bit of air magic when she's out of the water, maybe I can put her to work. Also she's amphibious so I could have her build a lab underwater maybe.
Anyway, I took the province back from troglodytes with only one cataphract casualty (thanks, Shadow Blast!) and immediately have the Witch Kings start their slow march back to the T'ien Ch'i/Mictlan front. 173 of my units suffered badly from Burden of Time and I lost my first Soothsayer. I'm glad I haven't spent any money on troops (or new Soothsayers) in many turns!
Finally, I managed to hit Conjuration 8:
Conjuration 8 contains several goodies. I'm pretty excited about the Elemental Royalty, which make up 5 of the 14 spells you see listed here. Between those 5 spells it's possible to summon 11 unique elemental kings or queens, each of which has been buffed considerably by the Awesome Endgame mod. A 12th Elemental Royal is available in Blood. I have made it a personal goal to summon as many of these guys as possible, but since by now I know how many I end up with it would be unfair for me to set an Irrational Objective based on them. Maybe you folks could help me out? How many Elemental Royalty do I need to summon in order to achieve a (new) Irrational Objective? You could say all 12 and I would laugh because 1 of them (King of Banefires) is sort of bugged in this version of Awesome Endgame and may not even be available for summoning. Also I would point out that I don't really have any Air gems (and barely any Air Mages) available to summon the Air Royalty, and I don't see how I'm going to get any Blood/Earth mages (much less the research in Blood) to summon Father Illearth.
Hm, there are some interesting developments on that map, as zoomed-out as it is now.
For example, one of my allies seems to have quite suddenly lost most of his provinces. With the exception of one land province and all of his underwater ones, every province I can see that belonged to Hinnom last turn belongs to Mictlan now. Even his cap is under siege. Did our response come too late, or is this all part of the plan?
I move several Witch Kings out of the labs and into any provinces that flying zmey raiders can reach, which is now most of them. In fact... hey, two of the provinces Mictlan took this turn were mine! I was recruiting Enchantresses in one of them, too.
I mean, I'm not entirely stupid. I moved all the Enchantresses to safer places several turns before this attack. But I had some blood hunting going on here and all of these random-event-spawned militia were patrolling for me. You can imagine how good they are at actually repelling attacks.
I hope that I've learned from my chance encounter with one of Mictlan's zmey a few turns ago, because I'm pretty sure that I will have to face several deliberate ones soon enough. At least Pangaea's attacks seem to be meeting little Mictlanese resistance.
Wrath of Rainbow: 870 (previous turns) + 12 (2 wounded) + 36 (3 killed) = 918 gold
3. Summon/GoR the Daughter of Typhon.
4. Extract blood price from Arcoscephale (918 gold).
5. Summon X of the 12 Elemental Royalty.
This was a short turn for me, but the next one is longer and I don't have the time to get to it today so we'll get to it next week!