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Help a newbie play R\'lyeh
Ok so I'm not a newbie really but I've never played R'lyeh and I have loads of questions:
1. How do you pronounce R'lyeh anyway? I've heard "Riley", "Arlee-ay", "Rulyeah" .... 2. How does the void summoning work? Can only one mage enter the site at a time? If so does it matter what paths s/he has? Do more powerful mages summon better beasties and/or have less chance of getting fried? Is either of those affected by luck scales (or any other scales)? To be honest, summoning one beastie per turn, with a chance of getting nothing and having your mage feebleminded, is not really an exciting prospect. I must be missing something. I've seen the AI with way more beasties than there have been elapsed turns. If you can send more than one mage in per turn, is there a limit? I mean, I could just recruit a star child every turn and soon I'd be summoning 15-20 void creatures every turn! 3. What scales would you take for R'lyeh? They need money so I guess you don't want turmoil. I guess you could take sloth if you went mainly for Illithids. I've never taken death with a non-undead theme - does it matter? I'm asking because I'm thinking of going for an expensive bless strategy (W9S9 or W9N9 or even F9W9N9) to get those void beasties really buzzing. So I'll need negative scales and I wondered which were tolerable and which were to be avoided. Thanks in advance, CC |
Re: Help a newbie play R\'lyeh
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Re: Help a newbie play R\'lyeh
Death isn't too bad usually, as the population decrease will take a *long* while to really matter: you will need 70 turns to lose a third of your pop in the capital, even with Death 3, and you should have other sources of income by then.
R'lyeh will have a harder time getting those nice provinces with gold sites though, and Death does result in more common plagues, so I would only take Death if those 120 points could be put to good use (I picked Water 2 in exchange for Death 3, and +1 to Dominion, and I know it wasn't worth it). |
Help a newbie play R\'lyeh
It's worth noting that R'lyeh has some of the best heroes in the game. I'd avoid misfortune (and maybe even take luck) for this reason.
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Re: Help a newbie play R\'lyeh
Lobo spamming seems to work OK underwater. Bring some meatier critters like Tentacle Boogeymen or Crab Hybrids to actually deal damage to those pesky Tritons. I think a Lobo Wave with supporting Shambler Thralls, Void summonings and Illithids set to target archers works ok on land. Quickness and Soul Slay is good. You might want to build up a good Communion with the help of Star Children. Vastness will eat your enemies head.
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Re: Help a newbie play R\'lyeh
R'lyeh has very varied mages (with 2 full randoms!), so you don't necessarily need any magics on your pretender. They are very expensive, though, so it's only logical then to purchase good scales with your points. A no-magic wurm is nifty, since it has a high base dominion and is cheapish and powerful. Underwater, you probably should aim for a slightly more powerful dominion since sea provinces have more neighbors and thus dominion fluctuates more strongly.
You shouldn't be needing productivity, since the mainstays lobos and illithids require only negligible amounts of resources. Under Zen scales the income hit from sloth is noticeable, though. |
Re: Help a newbie play R\'lyeh
Getting the better beasties : as a mage is successful in summoning from the Void Gate, its void summoning skill goes up. As the skill goes up, the chances get better that a more powerful creature will be summoned, up to a point ( I believe other people indicated that around skill 20, the chances go down again slightly ).
Priestly starspawns do have a better chance not to go insane (after all, they are sacred to the insane deity beyond the gate), and are less expensive than mage starspawns. Scales : I won a game on the world map with them, scales were something like Heat or Cold 3, Sloth 3, Death 1 or 2, and I might have taken a point or so of turmoil. Neutral or positive luck and magic scales, and a very powerful rainbow mage (void lurker, 15 point new paths) who was able to easily get a-wishing, then forge many artifacts and cast many globals that R'lyeh has a hard time getting otherwise (GoH, Chalice, Gate Stone, etc). Swarms of cheap lobos (mindless, so they never retreat) backed up by a couple starspawn mages and a rank of 5-10 illithid troops allowed for early expansion until I got teleport and could send my void lurker out as well. |
Re: Help a newbie play R\'lyeh
Hmm. So it really is one void summon per turn, ever. (Note to Zen - they are all amphibious, except the Dweller In The Deep, but thanks for pointing out that some of them can't move - I hadn't spotted that!)
Well bollocks to blessing Riley then. If I want to spam mindless fodder backed up with a few mages I could play Ermor or something. I'll try my uber-bless strategy with Pan or Machaka or somebody more appreciative ... Still, thanks for all the tips. If I ever do play Arleay I'll bear them all in mind. CC |
Re: Help a newbie play R\'lyeh
Note that some uberblessings aren't bad for R'lyeh, if that high magic path on the pretender fits into your plans. Example : E9, for extra fatigue recovery on the sacred mages, and extra armor on those plus void summonings, while you also get to churn out lots of living statues with the pretender. |
Re: Help a newbie play R\'lyeh
Water 9 Earth 4 would give the mages Blessing of Quickness, which works with the spell of the same name and helps the void monsters (often slow-ish), while Earth gives reinvigoration for your mages. And you are able to churn out lots of Claymen with the pretender.
I don't think any Earth-based underwater pretenders exist, so this would be cheaper, too. Of course, claymen don't compare to the statues, but I have grown fond of them. |
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CC |
Re: Help a newbie play R\'lyeh
The lower level summons can give you a handful per successful turn. The real "beauty" comes with the high level summons, some of which can smash large armies all on their own. Gift of Reason them and...
Run a search on summoning, I started a thread on this some time back (months ago) that has lots of juicy details. While it was pre patch, the summoning info is solid. |
Re: Help a newbie play R\'lyeh
Ryleh is an awesome nation.
The Starspawns are probably the best combat mages that you can recruit. It depends a bit on the mods but if you play Vanilla additionally to your good mages you can field golems. Just give your Starspawns Spellfoci and if you can afford also Runesmashers. Field a Staff of Storms. Your F-Starspawns cast Astral fires, your "normal ones" soul slay or enslave mind. With Spell Foci the Astral fires destroy troops very quick and your Soul Slay Starspawns normally kill any enemy SCs or even better steal them. If you can organize the Chalice or GoH for you then you can cheaply do Mind Hunt without any danger. Your armies are very mobile, you can teleport them in everywhere. If your enemy has Astral-SCs you can sacrifice a few Starspawns to mind duel them. Then you can summon Abominations as Routblockers and thus completely avoid using other troops at all, so you can spend all your gold on mages. Coatls fit well in your armies too, they can teleport around with your armies and cast relief. Ryleh is excellent since it is one of the few nations that can attack everywhere. |
Re: Help a newbie play R\'lyeh
R'lyeh... For some reason every single time I play R'lyeh I end up deleting the saves in a fury after <5 turns.
Last time I played I had an unrest event on the 2nd turn, then a province I conquered (and moved my troops from) had a revolt of triton, which then beat the crap out of the same army which conquered the province before (even though the province initial had ~70 tritons and after the revolt had only ~40 tritons. And above that there were some more annoying things, and I had a positive luck scale. That was so annoying! |
Re: Help a newbie play R\'lyeh
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This is more a factor of map size and opponents rather than cost/benefit. Smaller maps or larger maps with lots of provinces per player make the end game in these types of scenarios almost-exclusivly based on magic and magical strategy (be it mages or summons). |
Re: Help a newbie play R\'lyeh
I haven't actually played them, but a very unusual thing happened to R'lyeh in a game I was playing - they vanished...
It would have been about turn 20, they had 4-5 provinces then the all to familiar message saying that the R'lyeh god has been killed and has no way of returning - but also that he had not a single province to his name in the end??? Looking at the game statistics they seem to have lost all there provinces in one hit. About 10-15 turns later I was able to walk through R'lyeh's old domain, as there was nothing defending it!!! Anyone have any idea what may have happened? I know R'lyeh is meant to be mad, but mass suicide should be outside the game play. Goblin. |
Re: Help a newbie play R\'lyeh
They were dominiondrained.
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Re: Help a newbie play R\'lyeh
dominiondrained - the Newbie translation for that (is it the same as being Tinkabelled?)
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Re: Help a newbie play R\'lyeh
It means they had not a single point of dominion left anywhere.
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Re: Help a newbie play R\'lyeh
Is that something sea based nations have a problem with? Given the large size of their provinces I assume that hostile domains are going to have more shots at them than your average land based nation...
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Re: Help a newbie play R\'lyeh
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