As you might imagine, I was overjoyed when I got Scribble’s message that I was going to play Pythium in this my 3rd MP game. Pythium! Wellspring of Unadulterated Power, Scourge of Nations, Facestabber of the Gods. Ecstasy.
After wiping tears of laughter and desperation from my eyes, I decided to sit down, do some research and make the best of it. Initial expansion is not a problem on account of hydras. The problem with hydras is that they cost a ton of money. Since you also want some extra castles ASAP, you need cash, cash, cash. I also figured that Pythium’s non-cap mages can be okay-ish if you manage to forge some cross-path boosters like skull of fire, and your national astral could be nice later on if you land some Water income for clamming with your serpent priests.
I settled for a rainbow with good scales. (Enchantress with F1W4E4S3D1, dom 6 and O3P1H1G2L-2M1, if I recall correctly.) In hindsight, I cannot recommend this particular pretender build.
The first few turns were a breeze. Hydras are limited only by gold income, and I had plenty of that. Hydras eat heavy cavalries for breakfast, so I was able to attack farmlands without even thinking about it, netting me even more gold. Moreover, I nabbed the first bunch of mercs that appeared in the game for cheap. As a result I came out the gate as fast as, uh, whatever comes out gates really fast. Fun.
My problems started when I ran into actual opponents. To be specific, the first thing I ran into was TC, of all things. Archers. Lots of them. Archers on foot, archers on horses, archers on the PD, sacred archers with magic bows, so forget about Body Ethereal. Arrow Fend is Ench-6, and I had no real plan for getting into Air before Fairy Queens at Conj-8. Hello, Reality. I don’t think we’ve met before, but I can tell I don’t like you.
I was thoroughly overextended and did not have a second castle up yet that would allow me to switch to Pythium’s tower shielded heavy infantry, so I tried to deescalate and let TC take some provinces from me without putting up much resistance.
TC was having none of it and kept pressing the attack with a steadily increasing stream of E/D blessed Ancestor Vessels. I tried to decoy his archers with tower shields while continuing to rely on hydras (my other troops can’t even hit those high-defense zero-fatigue AVs properly), but did not manage to script my infantry in a way that allowed them to stay out of my own poison clouds. Then there is “fire large monsters”, of course. Hydras qualify.
The worst battles however were the few that I won: A mass of those excellent, slightly pricey Comitatenses pursuing a routed enemy army through the outgassings of five or six hydras makes for an exquisitely pyrrhic victory experience. I did learn a thing or two about scripting though.
When TC took the province where I was building my second castle, the game was over for me and my defense became more and more desperate. I even tried to stealth-preach in TC’s cap with my scout prophet and dom-rush with my puny rainbow (TC’s dominion was even weaker than mine), but no use. If only somebody coming from the other side had done the same…
It was 100% the old adage about ninth-level Alteration magic, ungulates, and the means of locomotion of the destitute.
TC had me in the bag, but getting attacked several times by others, most notably Caelum, prevented him from finishing the job. This in turn allowed me to retake a province or two here and there and do some defensive recruiting: Limitatenses have a castle defense bonus, and Pythium has a decent national assassin who comes with a Serpent Kryss and is totally worth recruiting if you’ve already lost and mages have become sort of pointless. These guys made themselves paid many times over before invariably falling to Ancestor Vessel bodyguards in the end.
Thanks to Limitatenses and assassins, TC’s siege of my capital took forever. I missed a few turn deadlines due to motivational issues but managed to more or less hang on. To my chagrin I staled my last turn, for which I had planned to cast Doom and land as many horror marks as possible on TC’s siege army as a farewell gift. Oh, well.
Summary
Tooth-and-nails defense can be a lot of fun, but LA Pythium sucks worse than vacuum.
That aside, with so many archer nations in the game I probably should have taken a medium A/low E bless instead of gunning for gems, clams and late-game power with my half-assed rainbow.
Overextension in the early game also made me a more than reasonable target for TC’s rush – if the term can be applied to something that starts on turn 10 and ends on turn 65. Keeping a lower profile early on and getting extra castles up quicker might have helped.
At any rate, thanks all for the fun game!