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sunrise089's FFH2 Adventure 2 (short) Report

Fun though really easy game, but probably a nice play for new FFH players.

A few highlights, or at least stuff I screenshotted while playing in one sitting:

*Popped sailing from a hut on T59.

*First two settlers went here...

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*White hand completed on T86. It's incredible how much having three super units with throwaway summons changes AW in Civ. Immortal FFH always war in this game was probably easier than Noble BtS always war, and it was mainly because you can attack out of cities on the defensive even with a production disadvantage. In BtS you can attack out (if you need to to avoid collateral) but you'll loose hammers even if you win on hammer ration. In FFH you can attack out dozens of times and loose zero hammers.

*Looks like the first enemy city died on T103 to the priests...

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*Pact of the Nilborn on T05. I actually used cats in my mid-game offensive stack, but still it's nice to have 2-move siege on hand.

*Founded this city (ugh! gems in the fog), built GLibrary, Catacomb Liberalas, Bone Palace, and the Brewing House in the T110-T120 range for some econ boost...

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*Game-winner...

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*T129 gave me my first "a mediator will make peace between you and ___" events, which of course cause peace+autoDOW.

*Thanks to the easily defended corner spot, solid civ, commerce resources, and awesome first-ring land demos at T130 show the easier pace of economic development in FFH..

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*More midgame stuff since this wasn't a fastest finish game and so I could stand to chase shiny thing: Guild of Hammers, Form of the Titan, City of 1000 Slums, all in cap. My cap was really a wonder city all game.

*Meanwhile I razed two Calabim and one purple Sheaim city during that period.

*From T200-217 I eliminated the Clan, which wasn't protected by water or flames.

*~25 more turns to knock out the two Sheaim civs. Nothing fancy here, I had mages and priests and summons.

*Spotted the rather impressive Infernal army for the first time...

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*And so that has to lead to a discussion of the pretty darn boring rest of the game. Those flames are impassable most of the time. Initially I thought I'd have to built a fleet and sail around them, which was milking since those techs come late. Then, totally by accident, while snowfalling just a few units via the archmages that had, I think, recently arrived on the scene I noticed the flames went out. This was actually the scariest part of the game, because had that enemy stack been on the right tile, and had my army not had movement, and had they attacked I would have lost every unit.

*Instead I moved my army back via roads, razed the flame-encircled Calabim cap, and then came in with a stack composed of cats, mages, chariots, champions, giants, priests of winter, Wilboman, archmages, Baron Dune Halfmoon, beastmasters, the Black Dragon, and Auric. A lot of that was me screwing around, and I didn't need to wait for anything past archmages. Still, I consider even archmages an instant-win with the Illians at least, and so I'm not sure about requiring the player to tech that far in to win the game should have been necessary.

*Snowfall owns...

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*Total non-summer unit deaths: 591. Total kills: 13.

*Mixed feelings on the fire aside, really nice map and scenario Bob.

I earned The Red Star of Courage, The Black Star of Annihilation, and The Blue Star of Coolness. While I can't say for certain that The White Star of Revenge was attainable in my game, I made no effort for it since it seemed firmly in the milking phase which had already gone on too long.
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