A Song of Ice and Fire
This is my first realms beyond challenge. I'm not sure if I did this write up correctly either. Anyways, I vastly prefer Fall from Heaven 2 to regular Civilization 4 so when I saw this, I had to try it out. I've been playing it again recently and I've worked my way up to Monarch so this scenario on Immortal is going to be difficult.
[strike]Also, before I begin, I should mention that I use one extra mod for Fall from Heaven 2, the better Naval AI mod. It does change a few details (mainly related to sailing) and vastly improved the AI's ability to wage war, run their economies, and choose their religions.[/strike] It wouldn't work unless I got rid of the mod.
I'm going to try and play 20 turns at a time and then ask for people's opinions. I might play once to twice a day.
Victory conditions:
I'm going to be aiming for the Red and Black stars, hopefully netting a domination or conquest victory. From what I can understand, summoning the Mercurians is going to be suicide since there will be no good aligned armies to get angels from.
In addition to the default rules, I'm adding one more, I cannot use fire mana. This is ice vs fire, if I win using fire, has winter really prevailed?
Objectives:
To go for this domination win, this is what I think I'm going to need:
1. Economy: Cottage.
My initial impression is to use a cottage economy and protect it to the death so I can run Apprenticeship + Conquest to help out my army. However, cottage economies are not very powerful in Fall from Heaven. An astroagarian might work too.
2. Army:
I'm going to be focusing heavily on the magic line. Charismatic will make up for the lack of summoner or arcane with a free Combat I +4 exp, my adepts should be able to put into mages quickly. However, the priests of winter are necessary early game.
3. Wonders: Form of the Titan and Heroic Epic
The only wonder I need to work for is the Form of the Titan. With it in my mage's guild city and my civics I should be starting at +6 exp on all my adepts. Add in charismatic and I'll only need 8 exp to make a mage. I'm not sure if the free Combat I from the Letum Frigus will push me up to level 4 though (it would be awesome if it did).
4. Mana: Death and Life
Illian starts with the perfect for mana for this adventure, Ice, Enchantment, and Law. Every ice spell is good, slow stops stacks of doom in their tracks, ice elements are going to be used in place of specters, and at level 3, we get snowfall that can do up to 80% damage to everything around my stack. Enchantment adds alot to the table, at level 1 we enchanted blade (20% strength to every unit on the tile), flaming arrows adds +1 fire combat (I'm tempted to not use this), and finally it gives spellstaff which I can crack to regain all of my spells again. Finally the law spells aren't that important except for 1, Summon Host of Einherjar. This spell summons Einherjar that have +2 holy combat. These guys will be doing the heavy lifting when it comes time to fight Hyborem.
The two other mana types I'll be focusing on will be Death and Life. The two spells I want out Death is "Summon Skeleton" and the Lich upgrade that will level me have 8 level 3 spell casters in my army. Life's primary use will be to fight off hell terrain and destroy undead. I'm going to bet money that this map has the Sheaim on it and that means nothing but Pyre Zombies.
For anyone reading who doesn't know, Pyre Zombies are probably one of the most overpowered units in the game. They are 4 strength Axeman replacements that do not require a training yard to build. What makes Pyre Zombies so powerful is that every time one is killed, it explodes doing damage to every unit in its adjacent tiles. A handful of Pyre Zombies a destroy large stacks of units, but there are 2 counters.
The first counter is to use Mages with the Life II spell, "Destroy Undead." A few castings of this spell will destroy an entire stack of Pyre Zombies without their explosion. The problem is that getting this spell requires a higher tier unit and a fair amount of time. The second counter and much easier to do is to use horsemen. Have your stack stand 1 tile away and have them fight one by one. When a Pyre Zombie explodes, it only damages the single horseman. You can them send them back to their original stack and bring out a fresh one.
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Turn 1
Thankfully we start with copper in the capital's BFC. I'm also noticing furs, deer, and lots of hills. I'm thinking that an early conversion to God King to start pumping out units is going to be a great idea.
I'm thinking my initial plan is going to be researching Bronze Working ASAP. 4 strength warriors are far more efficient than Axemen and make great early game defenders. But I'm also thinking about building an elder council first and running a sage specialist to help boost research and use the Great Sage to either build an academy or light bulb Knowledge of the Ether so I can spend my time researching the economic techs I need.
I also noticed that we start out with alot of civics options, I immediately switch to God King, Apprenticeship, and Agarianism. I chose God King over Aristocracy because I'm going to need to produce a lot initially and I don't have any farms set up.
Also when I took a look at the city screen, I noticed not only do I have a happy of 9 but I have ancient forests in my lands too. That'll be useful for now, but I'll probably end up ripping them up later on for something more useful.
Also we start out knowing where the Infernal capital is and he apparently has an Entropy mana node set up from the get go. He also has copper right next to it as well, but that's not an issue because the Infernal palace starts with Iron I believe.
I also pop a supply wagon for a hunting lodge for the +1 happy and +1 health for the fur and deers. I send the other to go get my aggressive upgrade and two javelin throwers out to scout.
Turn 2
I get the Aggressive upgrade from the Letum Frigus with my extra supply wagon.
Turn 3
I forgot to take a screen shot, but I got a message telling me about power rating. Apparently I'm in the middle of the pack of 6 civs.
Turn 4
Goody hut pop! We get Animal Handling.
Turn 7
More scouting and I destroy a bear den! From the looks of the surroundings, barbarians are going to be a huge problem.
Turn 8
Hostile villagers pop from a southern goody hut. Hope my unit survives.
Turn 9
Nope, he didn't make it, but look what my other Javelin Thrower found Sheaim borders. I knew they would be here, I knew it! Ugh, they start one tech away from Pyre Zombies too. I was hoping they would be farther away.
Turn 10
Elder Council completes, a warrior. I'm going to expand west first. I'll need a few units to take out that bear den.
Turn 11
Wait? Why did I declare war when I came into contact with the Sheaim? Oh ****, I forgot the always war option. Well, might as well cause some havoc.
Turn 12
First warrior completes and I make more. I think I'll build up 4 then go after that bear den. Here's a look at the city, God King is really doing it's job. You'll notice I made a mistake in improving the furs first when I really should have gone after the deer.
Turn 14
Warrior done, make more. 2 warriors and my starting settler head westward. Meanwhile my Javelin thrower makes his way to the Sheaim capital. Here's what they got:
PYRE ZOMBIE!!! But wait, he can't move. While it looks like they start with copper and a Pyre Zombie, I don't think they have bronze working just yet. I plan on pillaging their improvements with this guy and trying my best to slow them down. Hopefully that can buy me enough time to beat them.
Turn 15
I somehow declare war on Flouros. I think I saw his scout. Warrior complete, start another.
Turn 17
Pillage the copper, warrior finishes, start another then queue up a market because I'm bleeding money.
Turn 18
Warrior finishes and ROSIER THE FALLEN HAS BEEN CREATED!? That is so not fair. In retaliation, I pillage her cows.
I found Lakis as well and have it start on a monument immediately.
Turn 20
I just noticed that I've messed up the turns, but I'm back on track. An event pops up and I'm going to take the temporary unhappy penalty. Later on that +2 health is going to be vital for my cities later on. Often times in FFH2 cities are limited by health and not happiness.
I took and I got the +2 health and no population hit! Score!
Turn 21
I destroyed the bear den and moved south to where I was going to build my new city, but it looks like a barbarian one popped up in the exact spot.
Turn 24
Someone got a great sage and I discovered the barbarian city was 1SW of where I wanted my city at. It's guarded by 2 archers, it'll be awhile before I can take it.
Turn 25
Garduk grows to size 7 and happiness cap. I start a settler and switch the new citizen to be sage. This costs only a single turn on the settler but nets me 4 turns on bronze working.
After reading some of the FFH2 PBEM 1 threads, I've decided to go for Philosophy next in order to get the Priests of the Hand, which are basically miniature hero units that will make up the back bone of my army.
Turn 27
Found yet another barbarian city.
Turn 28
An event!
And yet another barbarian city! Grrr, looks like my first war won't be with the Sheaim, but the barbarians that have me boxed in.
Speaking of which, my Javelin Thrower is dancing around their BFC pillaging improvements. I have 5 AI to kill and this one is the most annoying. I want her gimped.
Turn 29
Settler finishes, start a warrior. I continue pillaging improvements around a Sheaim city, but discover another across the lake.
Turn 31
Settler is off, more warriors.
Turn 32
Tolero settled. It starts a monument. After this warrior, I'll have Garduk start a worker to help out the other cities.
Turn 35
Monument in Lakis finishes, I start an Elder Council. I need to get as much research going as possible.
Turn 37
I've discovered Flouros is directly south of me and met Hyborem. I still have a Javelin Thrower running around destroying improvements, but they can rebuild them as fast as I blow them up. It's setting me up with a decent pillage economy. I use it to run deficit research.
Turn 40
I have 4 workers and 3 cities now. 2 of them are heading to Lakis the other 2 to Tolero. Capital started a carnival but afterward, more warriors for fog busting and anti-barbarian distractions.
My Empire:
Rivals and Southern Expanse
After I scout around in the fog a bit with the southern warrior, I'm going to have him pillage around to see if I can keep the deficit research going.
In other news, I have yet to find another mana node anywhere on the map. This worries me. I might have to scrap my plan for Death and Life mana and be forced to pick 1. If I have to, it's life. Hell terrain will destroy my icy economy. I can use Ice spells to serve as my suicide damage stacks.
Turn 41
Truffles!
Turn 42
Carnival finishes and I begin a Training Yard in my capital. With nationhood this is +1 happy faces and I can start to mass produce Axemen to capture, no RAZE, barbarian cities with.
Turn 43
I discover a Calabim city surrounded by flood plains and a huge stack of hunters with a great prophet, but... before I could start to pillage, my poor warrior was killed.
Turn 45
Elder Council in Lakis finishes and I start another sage specialist. It then begins to produce warriors. It's not really a production center so I'm going to have it make warriors for a basic defense.
Turn 46
Training Yard finishes right as Philosophy does. I immediately start the White Hand. Speaking of rituals, I don't plan on building the Samhain. It feels like a waste of time.
In other news, I got my first Great Sage. It's hard, but I think I'll pass on the lightbulb for now and grab the academy. I'm just not seeing the mana anywhere near by besides I need Conquest and Form of the Titan next.
And I begin researching Warfare.
Thinking about it, I'll get a great academy instead. Here's my beakers in my towns before:
And after:
A nice increase and it cuts off 2 turns on Warfare.
By the way, my Javelin Thrower is still pillaging around Sheaim. I think he might be the MVP of this game.
Turn 47
Monument finishes in Tolero and I begin an Elder Council. A scout also entered my borders. He has chosen unwisely.
Turn 49
I discover Jonas, an orc with a bad attitude and way too much aggression. In addition it looks like hell terrain has come to this Sheaim city. That's not good.
Turn 51
My MVP Javelin Thrower is being chased by a Calabim Bear! This might be the last pillage for him.
Turn 52
The bear go away! I discover Warfare and revolt to Conquest. I still don't see any mana nodes so I want hold off on adepts for now. The priests of the white hand will be filling that role for now.
I'm kind of split on what I should. Horseback Riding is great for the mobility promotion.
Turn 58
Priests of the White Hand complete. I get 3 7 strength priests. Awesome.
Turn 60
Writing finishes and my High Priests are learning Ice II, summon Ice Elemental. Awesome. My new objective is to expand southward toward Flauros' floodplains. I'll remove any barbarian cities I see and replace them with good Illian ones.
I'm starting to bleed money and not even my MVP Javelin Thrower can keep filling the coffers fast enough. I decide to go to Currency for the extra trade routes and Consumption. Also when I switch over, I'll also go over to City States instead of God King. My cities aren't far away but they already have a fair amount of cost on them.
Turn 61
I pop my second supplies in the capital for a free library. I switch another citizen to a sage losing a turn on the next settler but gaining 2 turns on currency.
Unfortunately there's a hell hound running around nearby. I need to get rid of that.
Turn 62
Southern expedition is ready. Here's the plan.
The Sheaim city worthless unless I can convert all of that to snow. I want to expand again immediately to my south and then to grab the gold city at the bottom City Here sign. I'll be destroying barbarian cities to keep funding my research.
Turn 65
I destroy the first town and continue forward to destroy the goblin camp that's nearby.
Turn 68
I destroyed the goblins on the fort without a problem, but when I went to explore it 3 scorpions popped out! Go! Go! Ice Elementals! They clean up the scorpions without a problem. I'm going to continue heading south and get rid of Flauros.
I also found my 4th city near where the barbarian city was.
Turn 69
No!!! My MVP Javelin Thrower was slain! He served his wintry cousins well.
Turn 72
First Stack of Doom incoming. I quickly change production in Tolero make another warrior and send up the warriors and axemen I had clearing out island city back to Tolero. I should be able to get there in time to have at least a decent stack for defense. It doesn't stop my plans of getting that gold city.
I'm still sending my priests to the south to take out Flauros. My plan is to expand from top to bottom and then work my way westward. Right now I'm concerned with as saving as much terrain as impossible from hell and hopefully find a mana node so I can make some Life I adepts to push back the hell terrain.
Worse comes to worse I may just have to rush buy temples of the hand in all cities I capture or build.
Right now as an overview, I'm thinking that I need to start choosing my tech paths. While I wanted to head heavy down the magic path (and still may), I don't think this game is going to give it to me. As a back up plan I may go down the metal and religion lines for the hero, iron weapons, High Priests of Winter, and Drifta the White Dragon (I'll easily knock off a civ or two meet the ritual requirements).
Afterward, when I have a more developed empire and possibly +6~8 exp Adepts that can be converted to Mages ASAP, I'll use Einherjar spam to fight off Hyborem. Also later, but when I secure the horses site, I can potentially pick up the cavalry techs as well, but first, my economy needs help and I need to expand.
Lastly, if the game goes late enough, I might be able to pull off an Auric Ascended.
Anyways since I'm stopping here for the night, here's a look at demographics.
I'm doing alot better than I imagined. So far in my head it's felt like a struggle to stay in the black and to develop a quick tech and production pace. I'm coming in at #2 on most of the important demographics except GNP where I'm 5th and and military where I'm 6th. Those are bad, but I think I'm alright.
I completely outclass every neighboring civ in food and have a slight manufacturing lead otherwise. Thankfully though, I can convert this food advantage into a hammers advantage through the Conquest civic. I'm pretty confident I can take out Flauros. take the entire eastern side of the map and push westward at my own pace.
One last thing, I've noticed I'm behind Hyborem by 120 points and his advantages are pretty huge, but that's ignoring how much we've improved. When I first met him, he was around 712 points and his 985 puts him at 273 points gained in this turn set. In contrast I met him at 470 and am now 867, a gain of 397. I'm catching up on his huge lead and that's going to sky rocket once I switch to City States/Consumption/Apprenticeship/Conquest.
Turn 73
After waking up my head is a bit clearer. After currency I'll go for Military Strategy and Horseback Riding. Hopefully I can Form of the Titan + Heroic Epic in my capital and have it turn out as many Mobility I promoted units that I can. But it's not going to be easy. I've got 2 SoD I have to worry about.
The first one was in the previous post, but as I was heading toward the Calabim Nubia, I discovered a new one:
Turn 74
And the second SoD retreated! Alright onward to Nubia!
I'm sure I can throw enough Ice Elementals at that to take it without many problems.
Also this turn you'll noticed currency finishes so I switched to City States and Consumption. Hopefully that'll help my economy out a bit.
Turn 75
Wait, what? Why can't Ice Elementals attack cities like every other Elemental in this game? Oh shit, they can't enter desert tiles. That is a really lame restriction, well screw Nubia, we're off to somewhere else.
Turn 77
The Lizardman stack attacks my city and fails to take anything. After losing a bunch of troops, they retreat.
Turn 79
Dammit! I lost 2 of my high priests of winter and its defending stack. Hopefully I can limp out in time.
Turn 80
And the priest falls. Alright, so I'm back to square one here. I'll complete the Pact of Nilhorn for bombardment then play a defensive war till I tech up to Mages.
Turn 82
Wait, wait, wait, wait, wait.... THERE'S 2 SHEAIM!? **** my life.
Turn 83
I'm the first to Military Strategy so I build the command post for +6 exp in my capital. Just need the Form of the Titan for the last +2.
Turn 89
Not much happens for now. I finish horseback riding and found another city at the gold site. I'm having to deal with alot more AI units, but it's manageable. A particularly favorite is Diseased Corpses that have 8 strength! Thankfully my Axemen have 62% odds against them because of all the experience they're gaining.
Turn 95
Pact of Nilhorn finishes and I start the heroic epic in my capital. Afterward a Mage guild to begin mass producing adepts.
Also, Flouros sent me a present.
I wish he would give it to someone else.
Turn 97
Dumb AI
His stack of diseased corpses trembled in fear of my 2 defending warriors and fled the scene! Honestly, I shouldn't be complaining, but there's no reason for that.
Turn 102
The AI is happy to dance around my city borders while the barbarians will charge head first. This is a bit ridiculous, but it's letting me inch ahead. I found another city on the lake for corn/wine/horses and start to thin out the lizard man stacks that like to buzz around me. I need to get a level 6 unit for that Form of the Titan.
In demographics news, it's much the same, except that I've pulled ahead in score, population, and food yield with my 2nd place manufacturing pulling ahead of my average rival. Somehow it doesn't seem like it's worth much when I see 20 unit stacks of doom dancing around my borders.
Also I've begun beelining Sorcery. Hopefully I can get mages and Law II summons to fight off the hordes of Diseased Corpses.
Turn 106
Another Great Sage is born and I was hoping to use him to light bulb sorcery but it's stuck at Alternation still. I decide to settle him so that the library + academy in the capital can push up his beaker yield to something higher than just settling him again.
Turn 109
The barbarian city near Lakis is captured by the Sheaim! My troops are moving south to hopefully do something about those annoying diseased corpses.
Turn 111
The Calabim finally decide to use that massive stack, but I've got reinforcements to try and take back the city. Will it be enough?
Turn 112
My small stack is attacked by 3 much larger stacks and I lose Larry in the process. I could reclaim my city, but that won't do much of anything except get them kill. I have all my adepts cast slow and then begin to retreat. I need to get mages ASAP to suicide summons against enemy stacks.
Turn 123
Been awhile without an update. Not much has happened besides building troops and killing some barbarians. I was finally able to get an axeman up to level and have immediately started construction of the From of Titan in my capital. In 8 turns I'll have it done and in 2 turns, I'll have Sorcery done.
Once I get Sorcery, I'm converting every single Adept I have into Mages and I'll start to head out. I'll probably take out the Sheaim to my west first and then push south. That hell terrain spooks me.
Turn 124
Sorcery done! Time to mass produce mages. I'm actually running next to no science so I can get these mages up and then I'll push forward with my massive regenerating stack of doom.
Turn 139
A bloody bloody turn. A Lizardman SoD outside of Tolero launched an all out attack against the city, killing the entire garrison (8 units) except for 1 of the 2 Mages. The loss of a Mage hurts, but soon they'll be replaceable Thankfully I held onto Tolero which is my 2nd production city and makes all of the Axemen and Horsemen for my empire.
In the aftermath, there was probably 12 Lizardmen left, but I was able to clean them because my handful of Mages (probably 6) were able to summon Einherjar to take the stupid risks while the rest of my army cleans up. This will be how I fight battles for the most part.
Bombard with Giants -> Einherjar/Ice Elemental Spam -> Move in with main forces
The reason why summons are so powerful in this mod is that they're are walking production centers. Every turn I can summon as many Einherjar/Ice Elementals as I have Mages. If an Einherjar is equal to a Bronze Axeman then my 6 Mages are producing 360 hammers worth of units every single turn that can attack immediately after being built. This equal to having 6 top tier production cities cranking out units.
Anyways, I had Lakis begin making a Great Library for the hell of it. It's not a production city and if it did make more units, it'd would make my unit upkeep go to complete hell. Instead I'll have it work on the Great Library to help speed up my teching. If an AI beats me to it, that's great too. The gold will be used to make more Mages. However if I do complete it, my research rate will speed up a bit and I can let me get a further tech lead on the AI.
If I'm going to win against these constant stacks of doom, I'm going to need to more than just Einherjar spam, but higher level hero tier units. I would love to pull out Drifta for this.
Bunch of Turns I used but Didn't Notice
Mainly getting money to buy Mages
Turn 159
Finally since this turn is where I took a break and then came to the game, let's take a look at my 4 objectives that I laid out earlier.
1. Cottage Economy - Success!
While I am still running a fair amount of specialists, I have 2 cottage cities and 2 production cities, with one of those production cities working some cottages with its spare population. It was pretty hard going at first, but now that I have city maintenance under control and these cottages going, I can make enough gold to turn 3 Adepts into Mages every 2 turns.
2. Magic Based Units - Success!
I'm not sure if I put this off for too long, but in the end I think it was worth it. I messed around in the economy techs trying to get a decent tech rate, but I believe it's working out. I am the most advanced civ and have the highest score.
Despite losing my 3 Priests of Winter, I have recovered nicely. I have about 5 or 6 Mages at the moment with 7 or 8 others waiting to be promoted. In addition, I can make Mages on demand now because of the next objective.
3. Form of the Titan and Heroic Epic - In 3 Turns
Not only did I pull of a Heroic Epic + Form of the Titan city, I actually upped the ante and made it better. My capital has Form of the Titan (+2 exp) + Heroic Epic (100% military production) + Command Post (+2 exp). As it stands now, without a Forge, I can produce 1 to 2 turn Adepts. If I put a Forge in the city I should be able to make an Adept every turn that can be promoted to a Mage instantly with the following promotions:
Combat I
Combat II
Mobility I
Summon Mobility I
Ice I (Free with 2 Ice mana)
Law I
Meanwhile in Tolero I can produce 4 exp Axemen in 2 turns with the following promotions:
Combat I
Mobility I
Shock I
That means I have a very mobile and well promoted only.
4. Mana - Failure!
I can't find a single mana node on the map which honestly is looking like poor taste. Sorry this scenario is great so far, but there's a problem when I can't find a single mana node to combat hell terrain, take a look at this:
Prespur is entirely blocked in by fire. The city can't contribute anything and I can't get to it. If I had Life mana I could sanctify the area and press on.
"But wait!" You might say, "You're suppose to rush them to get their yummy flood plains. This is the cost of not being fast enough!"
That is a fair argument, but Life I destroys flood plains. After I clear the fire that will be nothing but a desert that is entirely uninhabitable. As it stands now, I'm rushing my gold city to keep out the fire.
Demographics
I thought I'd give an update for demographics.
Looking at the demographics, it looks like the hell terrain is hurting the enemies more than it is me. Despite being the tech leader, I'm only average in GNP, but I've got the most people and food which I turn directly into military which is starting to show. I've up from dead last to 4th.
New Objectives:
1. Keep the Armageddon Counter below 30 and 50
The moment the AC gets to 50, I'm screwed. Hell terrain enters my lands and my economy cannot recover from that. I also get hosed if it gets over 30 and the blight strikes. Since I have the most population, I will received the most unhealthiness and subsequently the largest population hit.
2. Get High Priests of Winter
These bad boys will be perfect for softening up stacks of units with their blizzard abilities. I might not be able to train them because I lost my 3 Priests of Winter, we'll see. [Note: Later, I realize that you can only get these guys if you have the Priests of Winter from before alive, opps.]
3. More commerce!
I need more money to keep my expanding military afloat. I need to found more cities and get more cottages up and running. Therefore taxation might be a good detour when my cottages upgrade. This also means beelining my lost town to save it from hell terrain.
Turn 161
The battle for my gold city is going to be tough. I've used Einherjar to soften them up, but the enemies just keep coming.
There are 20 units 1N of the city. 3 inside the city. 1SW has another 10 or 12 and the stack 2W of that stack has another 8. Even with Einherjar spam, I just don't have the output to keep up with this. I retreat my units back to see if I can do some long range Einherjar nukes to keep them down.
I can't afford to lose this army.
Turn 162
Now I can formally say that I completed the Form of the Titan. I'm now beginning to turn out 1 to 2 turn Mages.
Turn 184
I've decided I can't count or keep track of how many actual turns I've used so we're doing it this way. The thingy says turn 184 and that's what turn I'm on.
Anyways I reconquer my city but hell terrain spread through half of its cultural borders. The gold was enveloped, but the river side tiles are fine. I can make this work with alot of farms, but I need to raze Nubia to free up its cultural borders.
Turn 185
Rosier the Fallen enters my lands right next to Tolero who only had a 1 warrior on defense duty! Thankfully he didn't attack, but he has to be dealt with. In the picture I had already used 2 of my recently created mages to attack him with 2 Einherjar. Notice how much damage they did. They reduced him from 10 str to 3.
The reason I've been using Einherjar over Ice Elementals besides not having the goofy restriction on what tiles they can or cannot enter, is that Einherjar have +2 holy combat. This is effective against most of the Ashen Veil based armies I've been fighting.
And soon after, an Axeman finishes off Rosier lowering the AC by 2. Be gone hell terrain.
Meanwhile, Hooplak has a Sheaim hunter stack charging forward. Rosier was a feint! I had rushed over guarding Axemen to defend but didn't notice this hunter stack coming to kill me.
However, the March of Winter cannot be stopped. My Einherjar have routed through the Undead of the Ashen Veil.
Turn 186
Some more hunters pushed up to Tolero again, but the 3 Mages standing around there used their Einherjar to shrink them down a bit.
Turn 187
Nubia falls to the host of the Einherjar, but there is heresy amongst my ranks. Within the quiet hours behind closed doors, some of my secretly pay homage to the Infernal. Their sins will be paid with their souls and they find themselves in the Infernal's service (In reality, as an Evil civ there's a chance my dead units will join the Infernal, even if they have +2 holy combat.)
However the winter is long. They will pay for their crimes.
Turn 188
Apparently my lands are too cold for the Sheaim and they depart while being chased by my Einherjar. It's impossible to destroy Prespur for now so I move on Jonas. I plan to build up Mages to capture the barbarian city south of Hooplak.
I also decide to an about shift from going down the religion line to down the metal line to see if I can find iron. As always I build more Axemen/Mages.
Turn 189
As soon as the Sheaim leave, the Clan of Embers wants to take their own shot. I reinforce Hooplak with 5 mages each of them summoning Einherjar at every opportunity.
Turn 191
I find my next victim.
Turn 192
I raze Renegade Hill to the ground and find a way to Prespur. One thing I noticed is that Einherjar can walk over hell terrain. If I move into that small opening I can send Einherjar to storm the city.
Also looking at this terrain, I have no choice but to go for a Conquest win. This land is worthless. There's no point in trying to build up everything.
Turn 193
I FOUND MANA!
But it's Fire mana and that's terrible. Who needs fireballs when you have the storms of winter? Besides, the world has enough fire, we need to bring it the Life of Winter.
However a single army is no where near fast enough for me. I've built up a second army that is taking the northern routes. Os-Gabella, you're time is up.
Turn 194
Unfortunately after a few tries my Einherjar still can't reach Prespur so I decide to abandon it entirely. Maybe I can find the Tomb of Succelus and be able to make my way over there later.
Braduk the Burning and Sheaim's top city both fall this turn, I raze them to the ground.
In other news, building a temple to the white hand does destroy all nearby hell terrain.
Turn 197
I capture a barbarian city with lots of flood plains, pigs, and copper. It's a good city. I've also sent out a squad to get rid of that barbarian city south of Hooplak.
Turn 199
1 Sheaim city razed. Jonas eliminated. If I get to it this game, I should be able to make Drifta, but right now the battles are mostly a clean up. The hell terrain decimated the AI into nothingness.
Turn 200
Prespur builds that Lyre wonder. How on earth did they manage that!? Their entire country side is nothing but a lake of fire!
In other news, I blew up the other Sheaim's attempts at expanding where Jonas once was.
Turn 201
Hyborem has the bestest culture apparently. Like that matters.
In other news, I thought I would do a demographics shot.
Here's the power divide between myself and Hyborem. I wonder if he's a paper tiger.
And shots of my northern empire
And my southern empire
[img] http://hatchetwrench.squarespace.com/sto...Empire.jpg[/img]
I've started settler spam now that barbarians and the AI are under control. I'm also going to start an aggressive terraforming project that will let me reach Prespur.
Turn 202
Captured a barbarian city to the north and then razed one of Orange Sheaim''s. I need to quickly eliminate some more AI so I can get rid of the war weariness plaguing my cities.
Turn 204
Another purple Sheaim city sacked. Os-Gabella eliminated.
Turn 210
Eliminating the AIs is helping with war weariness alot, but I'm bleeding money. Not sure why though. It may have something to do with the troops outside of border maintenance.
I explore a lair and find... a Disciple of the Leaves. I would love to found a religion, but aren't they disabled?
Turn 212
Orange Sheaim eliminated. That leaves just Hyborem, me, and.... Flouros stuck in his lake of fire.
Turn 213
Raze one of Hyborem's new cities, my library catches fire, and the game is in clean up unless Hyborem surprises me with something.
Turn 215
Cool, the Great Prophet event. It doesn't do too much for me right now, but 80 gold for a Great Prophet is a steal.
[img] http://hatchetwrench.squarespace.com/sto...0Event.jpg [/img]
Also, lookie who I found. I didn't know FfH2 had Diablo in it.
Turn 216
A change of battle plans. Hyborem is walled off by a river of fire, so I'll need to capture those two cities nearby and have them build Temples of the White Hand. If I can do that, I can push past the river of fire and launch my final attack on the Infernal heartland.
Turn 217
Hyborem reveals himself and I immediately counter attack with Einherjar.
Turn 219
I took the two Infernal cities the previous turn and my test at the old Sheaim city where the MVP Javelin Thrower proved successful. I was curious if building a temple of the hand would extend snow past cultural borders. It does.
Turn 220
I revolt to Military State for the unit support and the gold buy rushing for temples. I don't wait around longer than I have to.
This is my first realms beyond challenge. I'm not sure if I did this write up correctly either. Anyways, I vastly prefer Fall from Heaven 2 to regular Civilization 4 so when I saw this, I had to try it out. I've been playing it again recently and I've worked my way up to Monarch so this scenario on Immortal is going to be difficult.
[strike]Also, before I begin, I should mention that I use one extra mod for Fall from Heaven 2, the better Naval AI mod. It does change a few details (mainly related to sailing) and vastly improved the AI's ability to wage war, run their economies, and choose their religions.[/strike] It wouldn't work unless I got rid of the mod.
I'm going to try and play 20 turns at a time and then ask for people's opinions. I might play once to twice a day.
Victory conditions:
I'm going to be aiming for the Red and Black stars, hopefully netting a domination or conquest victory. From what I can understand, summoning the Mercurians is going to be suicide since there will be no good aligned armies to get angels from.
In addition to the default rules, I'm adding one more, I cannot use fire mana. This is ice vs fire, if I win using fire, has winter really prevailed?
Objectives:
To go for this domination win, this is what I think I'm going to need:
1. Economy: Cottage.
My initial impression is to use a cottage economy and protect it to the death so I can run Apprenticeship + Conquest to help out my army. However, cottage economies are not very powerful in Fall from Heaven. An astroagarian might work too.
2. Army:
I'm going to be focusing heavily on the magic line. Charismatic will make up for the lack of summoner or arcane with a free Combat I +4 exp, my adepts should be able to put into mages quickly. However, the priests of winter are necessary early game.
3. Wonders: Form of the Titan and Heroic Epic
The only wonder I need to work for is the Form of the Titan. With it in my mage's guild city and my civics I should be starting at +6 exp on all my adepts. Add in charismatic and I'll only need 8 exp to make a mage. I'm not sure if the free Combat I from the Letum Frigus will push me up to level 4 though (it would be awesome if it did).
4. Mana: Death and Life
Illian starts with the perfect for mana for this adventure, Ice, Enchantment, and Law. Every ice spell is good, slow stops stacks of doom in their tracks, ice elements are going to be used in place of specters, and at level 3, we get snowfall that can do up to 80% damage to everything around my stack. Enchantment adds alot to the table, at level 1 we enchanted blade (20% strength to every unit on the tile), flaming arrows adds +1 fire combat (I'm tempted to not use this), and finally it gives spellstaff which I can crack to regain all of my spells again. Finally the law spells aren't that important except for 1, Summon Host of Einherjar. This spell summons Einherjar that have +2 holy combat. These guys will be doing the heavy lifting when it comes time to fight Hyborem.
The two other mana types I'll be focusing on will be Death and Life. The two spells I want out Death is "Summon Skeleton" and the Lich upgrade that will level me have 8 level 3 spell casters in my army. Life's primary use will be to fight off hell terrain and destroy undead. I'm going to bet money that this map has the Sheaim on it and that means nothing but Pyre Zombies.
For anyone reading who doesn't know, Pyre Zombies are probably one of the most overpowered units in the game. They are 4 strength Axeman replacements that do not require a training yard to build. What makes Pyre Zombies so powerful is that every time one is killed, it explodes doing damage to every unit in its adjacent tiles. A handful of Pyre Zombies a destroy large stacks of units, but there are 2 counters.
The first counter is to use Mages with the Life II spell, "Destroy Undead." A few castings of this spell will destroy an entire stack of Pyre Zombies without their explosion. The problem is that getting this spell requires a higher tier unit and a fair amount of time. The second counter and much easier to do is to use horsemen. Have your stack stand 1 tile away and have them fight one by one. When a Pyre Zombie explodes, it only damages the single horseman. You can them send them back to their original stack and bring out a fresh one.
---
Turn 1
Thankfully we start with copper in the capital's BFC. I'm also noticing furs, deer, and lots of hills. I'm thinking that an early conversion to God King to start pumping out units is going to be a great idea.
I'm thinking my initial plan is going to be researching Bronze Working ASAP. 4 strength warriors are far more efficient than Axemen and make great early game defenders. But I'm also thinking about building an elder council first and running a sage specialist to help boost research and use the Great Sage to either build an academy or light bulb Knowledge of the Ether so I can spend my time researching the economic techs I need.
I also noticed that we start out with alot of civics options, I immediately switch to God King, Apprenticeship, and Agarianism. I chose God King over Aristocracy because I'm going to need to produce a lot initially and I don't have any farms set up.
Also when I took a look at the city screen, I noticed not only do I have a happy of 9 but I have ancient forests in my lands too. That'll be useful for now, but I'll probably end up ripping them up later on for something more useful.
Also we start out knowing where the Infernal capital is and he apparently has an Entropy mana node set up from the get go. He also has copper right next to it as well, but that's not an issue because the Infernal palace starts with Iron I believe.
I also pop a supply wagon for a hunting lodge for the +1 happy and +1 health for the fur and deers. I send the other to go get my aggressive upgrade and two javelin throwers out to scout.
Turn 2
I get the Aggressive upgrade from the Letum Frigus with my extra supply wagon.
Turn 3
I forgot to take a screen shot, but I got a message telling me about power rating. Apparently I'm in the middle of the pack of 6 civs.
Turn 4
Goody hut pop! We get Animal Handling.
Turn 7
More scouting and I destroy a bear den! From the looks of the surroundings, barbarians are going to be a huge problem.
Turn 8
Hostile villagers pop from a southern goody hut. Hope my unit survives.
Turn 9
Nope, he didn't make it, but look what my other Javelin Thrower found Sheaim borders. I knew they would be here, I knew it! Ugh, they start one tech away from Pyre Zombies too. I was hoping they would be farther away.
Turn 10
Elder Council completes, a warrior. I'm going to expand west first. I'll need a few units to take out that bear den.
Turn 11
Wait? Why did I declare war when I came into contact with the Sheaim? Oh ****, I forgot the always war option. Well, might as well cause some havoc.
Turn 12
First warrior completes and I make more. I think I'll build up 4 then go after that bear den. Here's a look at the city, God King is really doing it's job. You'll notice I made a mistake in improving the furs first when I really should have gone after the deer.
Turn 14
Warrior done, make more. 2 warriors and my starting settler head westward. Meanwhile my Javelin thrower makes his way to the Sheaim capital. Here's what they got:
PYRE ZOMBIE!!! But wait, he can't move. While it looks like they start with copper and a Pyre Zombie, I don't think they have bronze working just yet. I plan on pillaging their improvements with this guy and trying my best to slow them down. Hopefully that can buy me enough time to beat them.
Turn 15
I somehow declare war on Flouros. I think I saw his scout. Warrior complete, start another.
Turn 17
Pillage the copper, warrior finishes, start another then queue up a market because I'm bleeding money.
Turn 18
Warrior finishes and ROSIER THE FALLEN HAS BEEN CREATED!? That is so not fair. In retaliation, I pillage her cows.
I found Lakis as well and have it start on a monument immediately.
Turn 20
I just noticed that I've messed up the turns, but I'm back on track. An event pops up and I'm going to take the temporary unhappy penalty. Later on that +2 health is going to be vital for my cities later on. Often times in FFH2 cities are limited by health and not happiness.
I took and I got the +2 health and no population hit! Score!
Turn 21
I destroyed the bear den and moved south to where I was going to build my new city, but it looks like a barbarian one popped up in the exact spot.
Turn 24
Someone got a great sage and I discovered the barbarian city was 1SW of where I wanted my city at. It's guarded by 2 archers, it'll be awhile before I can take it.
Turn 25
Garduk grows to size 7 and happiness cap. I start a settler and switch the new citizen to be sage. This costs only a single turn on the settler but nets me 4 turns on bronze working.
After reading some of the FFH2 PBEM 1 threads, I've decided to go for Philosophy next in order to get the Priests of the Hand, which are basically miniature hero units that will make up the back bone of my army.
Turn 27
Found yet another barbarian city.
Turn 28
An event!
And yet another barbarian city! Grrr, looks like my first war won't be with the Sheaim, but the barbarians that have me boxed in.
Speaking of which, my Javelin Thrower is dancing around their BFC pillaging improvements. I have 5 AI to kill and this one is the most annoying. I want her gimped.
Turn 29
Settler finishes, start a warrior. I continue pillaging improvements around a Sheaim city, but discover another across the lake.
Turn 31
Settler is off, more warriors.
Turn 32
Tolero settled. It starts a monument. After this warrior, I'll have Garduk start a worker to help out the other cities.
Turn 35
Monument in Lakis finishes, I start an Elder Council. I need to get as much research going as possible.
Turn 37
I've discovered Flouros is directly south of me and met Hyborem. I still have a Javelin Thrower running around destroying improvements, but they can rebuild them as fast as I blow them up. It's setting me up with a decent pillage economy. I use it to run deficit research.
Turn 40
I have 4 workers and 3 cities now. 2 of them are heading to Lakis the other 2 to Tolero. Capital started a carnival but afterward, more warriors for fog busting and anti-barbarian distractions.
My Empire:
Rivals and Southern Expanse
After I scout around in the fog a bit with the southern warrior, I'm going to have him pillage around to see if I can keep the deficit research going.
In other news, I have yet to find another mana node anywhere on the map. This worries me. I might have to scrap my plan for Death and Life mana and be forced to pick 1. If I have to, it's life. Hell terrain will destroy my icy economy. I can use Ice spells to serve as my suicide damage stacks.
Turn 41
Truffles!
Turn 42
Carnival finishes and I begin a Training Yard in my capital. With nationhood this is +1 happy faces and I can start to mass produce Axemen to capture, no RAZE, barbarian cities with.
Turn 43
I discover a Calabim city surrounded by flood plains and a huge stack of hunters with a great prophet, but... before I could start to pillage, my poor warrior was killed.
Turn 45
Elder Council in Lakis finishes and I start another sage specialist. It then begins to produce warriors. It's not really a production center so I'm going to have it make warriors for a basic defense.
Turn 46
Training Yard finishes right as Philosophy does. I immediately start the White Hand. Speaking of rituals, I don't plan on building the Samhain. It feels like a waste of time.
In other news, I got my first Great Sage. It's hard, but I think I'll pass on the lightbulb for now and grab the academy. I'm just not seeing the mana anywhere near by besides I need Conquest and Form of the Titan next.
And I begin researching Warfare.
Thinking about it, I'll get a great academy instead. Here's my beakers in my towns before:
And after:
A nice increase and it cuts off 2 turns on Warfare.
By the way, my Javelin Thrower is still pillaging around Sheaim. I think he might be the MVP of this game.
Turn 47
Monument finishes in Tolero and I begin an Elder Council. A scout also entered my borders. He has chosen unwisely.
Turn 49
I discover Jonas, an orc with a bad attitude and way too much aggression. In addition it looks like hell terrain has come to this Sheaim city. That's not good.
Turn 51
My MVP Javelin Thrower is being chased by a Calabim Bear! This might be the last pillage for him.
Turn 52
The bear go away! I discover Warfare and revolt to Conquest. I still don't see any mana nodes so I want hold off on adepts for now. The priests of the white hand will be filling that role for now.
I'm kind of split on what I should. Horseback Riding is great for the mobility promotion.
Turn 58
Priests of the White Hand complete. I get 3 7 strength priests. Awesome.
Turn 60
Writing finishes and my High Priests are learning Ice II, summon Ice Elemental. Awesome. My new objective is to expand southward toward Flauros' floodplains. I'll remove any barbarian cities I see and replace them with good Illian ones.
I'm starting to bleed money and not even my MVP Javelin Thrower can keep filling the coffers fast enough. I decide to go to Currency for the extra trade routes and Consumption. Also when I switch over, I'll also go over to City States instead of God King. My cities aren't far away but they already have a fair amount of cost on them.
Turn 61
I pop my second supplies in the capital for a free library. I switch another citizen to a sage losing a turn on the next settler but gaining 2 turns on currency.
Unfortunately there's a hell hound running around nearby. I need to get rid of that.
Turn 62
Southern expedition is ready. Here's the plan.
The Sheaim city worthless unless I can convert all of that to snow. I want to expand again immediately to my south and then to grab the gold city at the bottom City Here sign. I'll be destroying barbarian cities to keep funding my research.
Turn 65
I destroy the first town and continue forward to destroy the goblin camp that's nearby.
Turn 68
I destroyed the goblins on the fort without a problem, but when I went to explore it 3 scorpions popped out! Go! Go! Ice Elementals! They clean up the scorpions without a problem. I'm going to continue heading south and get rid of Flauros.
I also found my 4th city near where the barbarian city was.
Turn 69
No!!! My MVP Javelin Thrower was slain! He served his wintry cousins well.
Turn 72
First Stack of Doom incoming. I quickly change production in Tolero make another warrior and send up the warriors and axemen I had clearing out island city back to Tolero. I should be able to get there in time to have at least a decent stack for defense. It doesn't stop my plans of getting that gold city.
I'm still sending my priests to the south to take out Flauros. My plan is to expand from top to bottom and then work my way westward. Right now I'm concerned with as saving as much terrain as impossible from hell and hopefully find a mana node so I can make some Life I adepts to push back the hell terrain.
Worse comes to worse I may just have to rush buy temples of the hand in all cities I capture or build.
Right now as an overview, I'm thinking that I need to start choosing my tech paths. While I wanted to head heavy down the magic path (and still may), I don't think this game is going to give it to me. As a back up plan I may go down the metal and religion lines for the hero, iron weapons, High Priests of Winter, and Drifta the White Dragon (I'll easily knock off a civ or two meet the ritual requirements).
Afterward, when I have a more developed empire and possibly +6~8 exp Adepts that can be converted to Mages ASAP, I'll use Einherjar spam to fight off Hyborem. Also later, but when I secure the horses site, I can potentially pick up the cavalry techs as well, but first, my economy needs help and I need to expand.
Lastly, if the game goes late enough, I might be able to pull off an Auric Ascended.
Anyways since I'm stopping here for the night, here's a look at demographics.
I'm doing alot better than I imagined. So far in my head it's felt like a struggle to stay in the black and to develop a quick tech and production pace. I'm coming in at #2 on most of the important demographics except GNP where I'm 5th and and military where I'm 6th. Those are bad, but I think I'm alright.
I completely outclass every neighboring civ in food and have a slight manufacturing lead otherwise. Thankfully though, I can convert this food advantage into a hammers advantage through the Conquest civic. I'm pretty confident I can take out Flauros. take the entire eastern side of the map and push westward at my own pace.
One last thing, I've noticed I'm behind Hyborem by 120 points and his advantages are pretty huge, but that's ignoring how much we've improved. When I first met him, he was around 712 points and his 985 puts him at 273 points gained in this turn set. In contrast I met him at 470 and am now 867, a gain of 397. I'm catching up on his huge lead and that's going to sky rocket once I switch to City States/Consumption/Apprenticeship/Conquest.
Turn 73
After waking up my head is a bit clearer. After currency I'll go for Military Strategy and Horseback Riding. Hopefully I can Form of the Titan + Heroic Epic in my capital and have it turn out as many Mobility I promoted units that I can. But it's not going to be easy. I've got 2 SoD I have to worry about.
The first one was in the previous post, but as I was heading toward the Calabim Nubia, I discovered a new one:
Turn 74
And the second SoD retreated! Alright onward to Nubia!
I'm sure I can throw enough Ice Elementals at that to take it without many problems.
Also this turn you'll noticed currency finishes so I switched to City States and Consumption. Hopefully that'll help my economy out a bit.
Turn 75
Wait, what? Why can't Ice Elementals attack cities like every other Elemental in this game? Oh shit, they can't enter desert tiles. That is a really lame restriction, well screw Nubia, we're off to somewhere else.
Turn 77
The Lizardman stack attacks my city and fails to take anything. After losing a bunch of troops, they retreat.
Turn 79
Dammit! I lost 2 of my high priests of winter and its defending stack. Hopefully I can limp out in time.
Turn 80
And the priest falls. Alright, so I'm back to square one here. I'll complete the Pact of Nilhorn for bombardment then play a defensive war till I tech up to Mages.
Turn 82
Wait, wait, wait, wait, wait.... THERE'S 2 SHEAIM!? **** my life.
Turn 83
I'm the first to Military Strategy so I build the command post for +6 exp in my capital. Just need the Form of the Titan for the last +2.
Turn 89
Not much happens for now. I finish horseback riding and found another city at the gold site. I'm having to deal with alot more AI units, but it's manageable. A particularly favorite is Diseased Corpses that have 8 strength! Thankfully my Axemen have 62% odds against them because of all the experience they're gaining.
Turn 95
Pact of Nilhorn finishes and I start the heroic epic in my capital. Afterward a Mage guild to begin mass producing adepts.
Also, Flouros sent me a present.
I wish he would give it to someone else.
Turn 97
Dumb AI
His stack of diseased corpses trembled in fear of my 2 defending warriors and fled the scene! Honestly, I shouldn't be complaining, but there's no reason for that.
Turn 102
The AI is happy to dance around my city borders while the barbarians will charge head first. This is a bit ridiculous, but it's letting me inch ahead. I found another city on the lake for corn/wine/horses and start to thin out the lizard man stacks that like to buzz around me. I need to get a level 6 unit for that Form of the Titan.
In demographics news, it's much the same, except that I've pulled ahead in score, population, and food yield with my 2nd place manufacturing pulling ahead of my average rival. Somehow it doesn't seem like it's worth much when I see 20 unit stacks of doom dancing around my borders.
Also I've begun beelining Sorcery. Hopefully I can get mages and Law II summons to fight off the hordes of Diseased Corpses.
Turn 106
Another Great Sage is born and I was hoping to use him to light bulb sorcery but it's stuck at Alternation still. I decide to settle him so that the library + academy in the capital can push up his beaker yield to something higher than just settling him again.
Turn 109
The barbarian city near Lakis is captured by the Sheaim! My troops are moving south to hopefully do something about those annoying diseased corpses.
Turn 111
The Calabim finally decide to use that massive stack, but I've got reinforcements to try and take back the city. Will it be enough?
Turn 112
My small stack is attacked by 3 much larger stacks and I lose Larry in the process. I could reclaim my city, but that won't do much of anything except get them kill. I have all my adepts cast slow and then begin to retreat. I need to get mages ASAP to suicide summons against enemy stacks.
Turn 123
Been awhile without an update. Not much has happened besides building troops and killing some barbarians. I was finally able to get an axeman up to level and have immediately started construction of the From of Titan in my capital. In 8 turns I'll have it done and in 2 turns, I'll have Sorcery done.
Once I get Sorcery, I'm converting every single Adept I have into Mages and I'll start to head out. I'll probably take out the Sheaim to my west first and then push south. That hell terrain spooks me.
Turn 124
Sorcery done! Time to mass produce mages. I'm actually running next to no science so I can get these mages up and then I'll push forward with my massive regenerating stack of doom.
Turn 139
A bloody bloody turn. A Lizardman SoD outside of Tolero launched an all out attack against the city, killing the entire garrison (8 units) except for 1 of the 2 Mages. The loss of a Mage hurts, but soon they'll be replaceable Thankfully I held onto Tolero which is my 2nd production city and makes all of the Axemen and Horsemen for my empire.
In the aftermath, there was probably 12 Lizardmen left, but I was able to clean them because my handful of Mages (probably 6) were able to summon Einherjar to take the stupid risks while the rest of my army cleans up. This will be how I fight battles for the most part.
Bombard with Giants -> Einherjar/Ice Elemental Spam -> Move in with main forces
The reason why summons are so powerful in this mod is that they're are walking production centers. Every turn I can summon as many Einherjar/Ice Elementals as I have Mages. If an Einherjar is equal to a Bronze Axeman then my 6 Mages are producing 360 hammers worth of units every single turn that can attack immediately after being built. This equal to having 6 top tier production cities cranking out units.
Anyways, I had Lakis begin making a Great Library for the hell of it. It's not a production city and if it did make more units, it'd would make my unit upkeep go to complete hell. Instead I'll have it work on the Great Library to help speed up my teching. If an AI beats me to it, that's great too. The gold will be used to make more Mages. However if I do complete it, my research rate will speed up a bit and I can let me get a further tech lead on the AI.
If I'm going to win against these constant stacks of doom, I'm going to need to more than just Einherjar spam, but higher level hero tier units. I would love to pull out Drifta for this.
Bunch of Turns I used but Didn't Notice
Mainly getting money to buy Mages
Turn 159
Finally since this turn is where I took a break and then came to the game, let's take a look at my 4 objectives that I laid out earlier.
1. Cottage Economy - Success!
While I am still running a fair amount of specialists, I have 2 cottage cities and 2 production cities, with one of those production cities working some cottages with its spare population. It was pretty hard going at first, but now that I have city maintenance under control and these cottages going, I can make enough gold to turn 3 Adepts into Mages every 2 turns.
2. Magic Based Units - Success!
I'm not sure if I put this off for too long, but in the end I think it was worth it. I messed around in the economy techs trying to get a decent tech rate, but I believe it's working out. I am the most advanced civ and have the highest score.
Despite losing my 3 Priests of Winter, I have recovered nicely. I have about 5 or 6 Mages at the moment with 7 or 8 others waiting to be promoted. In addition, I can make Mages on demand now because of the next objective.
3. Form of the Titan and Heroic Epic - In 3 Turns
Not only did I pull of a Heroic Epic + Form of the Titan city, I actually upped the ante and made it better. My capital has Form of the Titan (+2 exp) + Heroic Epic (100% military production) + Command Post (+2 exp). As it stands now, without a Forge, I can produce 1 to 2 turn Adepts. If I put a Forge in the city I should be able to make an Adept every turn that can be promoted to a Mage instantly with the following promotions:
Combat I
Combat II
Mobility I
Summon Mobility I
Ice I (Free with 2 Ice mana)
Law I
Meanwhile in Tolero I can produce 4 exp Axemen in 2 turns with the following promotions:
Combat I
Mobility I
Shock I
That means I have a very mobile and well promoted only.
4. Mana - Failure!
I can't find a single mana node on the map which honestly is looking like poor taste. Sorry this scenario is great so far, but there's a problem when I can't find a single mana node to combat hell terrain, take a look at this:
Prespur is entirely blocked in by fire. The city can't contribute anything and I can't get to it. If I had Life mana I could sanctify the area and press on.
"But wait!" You might say, "You're suppose to rush them to get their yummy flood plains. This is the cost of not being fast enough!"
That is a fair argument, but Life I destroys flood plains. After I clear the fire that will be nothing but a desert that is entirely uninhabitable. As it stands now, I'm rushing my gold city to keep out the fire.
Demographics
I thought I'd give an update for demographics.
Looking at the demographics, it looks like the hell terrain is hurting the enemies more than it is me. Despite being the tech leader, I'm only average in GNP, but I've got the most people and food which I turn directly into military which is starting to show. I've up from dead last to 4th.
New Objectives:
1. Keep the Armageddon Counter below 30 and 50
The moment the AC gets to 50, I'm screwed. Hell terrain enters my lands and my economy cannot recover from that. I also get hosed if it gets over 30 and the blight strikes. Since I have the most population, I will received the most unhealthiness and subsequently the largest population hit.
2. Get High Priests of Winter
These bad boys will be perfect for softening up stacks of units with their blizzard abilities. I might not be able to train them because I lost my 3 Priests of Winter, we'll see. [Note: Later, I realize that you can only get these guys if you have the Priests of Winter from before alive, opps.]
3. More commerce!
I need more money to keep my expanding military afloat. I need to found more cities and get more cottages up and running. Therefore taxation might be a good detour when my cottages upgrade. This also means beelining my lost town to save it from hell terrain.
Turn 161
The battle for my gold city is going to be tough. I've used Einherjar to soften them up, but the enemies just keep coming.
There are 20 units 1N of the city. 3 inside the city. 1SW has another 10 or 12 and the stack 2W of that stack has another 8. Even with Einherjar spam, I just don't have the output to keep up with this. I retreat my units back to see if I can do some long range Einherjar nukes to keep them down.
I can't afford to lose this army.
Turn 162
Now I can formally say that I completed the Form of the Titan. I'm now beginning to turn out 1 to 2 turn Mages.
Turn 184
I've decided I can't count or keep track of how many actual turns I've used so we're doing it this way. The thingy says turn 184 and that's what turn I'm on.
Anyways I reconquer my city but hell terrain spread through half of its cultural borders. The gold was enveloped, but the river side tiles are fine. I can make this work with alot of farms, but I need to raze Nubia to free up its cultural borders.
Turn 185
Rosier the Fallen enters my lands right next to Tolero who only had a 1 warrior on defense duty! Thankfully he didn't attack, but he has to be dealt with. In the picture I had already used 2 of my recently created mages to attack him with 2 Einherjar. Notice how much damage they did. They reduced him from 10 str to 3.
The reason I've been using Einherjar over Ice Elementals besides not having the goofy restriction on what tiles they can or cannot enter, is that Einherjar have +2 holy combat. This is effective against most of the Ashen Veil based armies I've been fighting.
And soon after, an Axeman finishes off Rosier lowering the AC by 2. Be gone hell terrain.
Meanwhile, Hooplak has a Sheaim hunter stack charging forward. Rosier was a feint! I had rushed over guarding Axemen to defend but didn't notice this hunter stack coming to kill me.
However, the March of Winter cannot be stopped. My Einherjar have routed through the Undead of the Ashen Veil.
Turn 186
Some more hunters pushed up to Tolero again, but the 3 Mages standing around there used their Einherjar to shrink them down a bit.
Turn 187
Nubia falls to the host of the Einherjar, but there is heresy amongst my ranks. Within the quiet hours behind closed doors, some of my secretly pay homage to the Infernal. Their sins will be paid with their souls and they find themselves in the Infernal's service (In reality, as an Evil civ there's a chance my dead units will join the Infernal, even if they have +2 holy combat.)
However the winter is long. They will pay for their crimes.
Turn 188
Apparently my lands are too cold for the Sheaim and they depart while being chased by my Einherjar. It's impossible to destroy Prespur for now so I move on Jonas. I plan to build up Mages to capture the barbarian city south of Hooplak.
I also decide to an about shift from going down the religion line to down the metal line to see if I can find iron. As always I build more Axemen/Mages.
Turn 189
As soon as the Sheaim leave, the Clan of Embers wants to take their own shot. I reinforce Hooplak with 5 mages each of them summoning Einherjar at every opportunity.
Turn 191
I find my next victim.
Turn 192
I raze Renegade Hill to the ground and find a way to Prespur. One thing I noticed is that Einherjar can walk over hell terrain. If I move into that small opening I can send Einherjar to storm the city.
Also looking at this terrain, I have no choice but to go for a Conquest win. This land is worthless. There's no point in trying to build up everything.
Turn 193
I FOUND MANA!
But it's Fire mana and that's terrible. Who needs fireballs when you have the storms of winter? Besides, the world has enough fire, we need to bring it the Life of Winter.
However a single army is no where near fast enough for me. I've built up a second army that is taking the northern routes. Os-Gabella, you're time is up.
Turn 194
Unfortunately after a few tries my Einherjar still can't reach Prespur so I decide to abandon it entirely. Maybe I can find the Tomb of Succelus and be able to make my way over there later.
Braduk the Burning and Sheaim's top city both fall this turn, I raze them to the ground.
In other news, building a temple to the white hand does destroy all nearby hell terrain.
Turn 197
I capture a barbarian city with lots of flood plains, pigs, and copper. It's a good city. I've also sent out a squad to get rid of that barbarian city south of Hooplak.
Turn 199
1 Sheaim city razed. Jonas eliminated. If I get to it this game, I should be able to make Drifta, but right now the battles are mostly a clean up. The hell terrain decimated the AI into nothingness.
Turn 200
Prespur builds that Lyre wonder. How on earth did they manage that!? Their entire country side is nothing but a lake of fire!
In other news, I blew up the other Sheaim's attempts at expanding where Jonas once was.
Turn 201
Hyborem has the bestest culture apparently. Like that matters.
In other news, I thought I would do a demographics shot.
Here's the power divide between myself and Hyborem. I wonder if he's a paper tiger.
And shots of my northern empire
And my southern empire
[img] http://hatchetwrench.squarespace.com/sto...Empire.jpg[/img]
I've started settler spam now that barbarians and the AI are under control. I'm also going to start an aggressive terraforming project that will let me reach Prespur.
Turn 202
Captured a barbarian city to the north and then razed one of Orange Sheaim''s. I need to quickly eliminate some more AI so I can get rid of the war weariness plaguing my cities.
Turn 204
Another purple Sheaim city sacked. Os-Gabella eliminated.
Turn 210
Eliminating the AIs is helping with war weariness alot, but I'm bleeding money. Not sure why though. It may have something to do with the troops outside of border maintenance.
I explore a lair and find... a Disciple of the Leaves. I would love to found a religion, but aren't they disabled?
Turn 212
Orange Sheaim eliminated. That leaves just Hyborem, me, and.... Flouros stuck in his lake of fire.
Turn 213
Raze one of Hyborem's new cities, my library catches fire, and the game is in clean up unless Hyborem surprises me with something.
Turn 215
Cool, the Great Prophet event. It doesn't do too much for me right now, but 80 gold for a Great Prophet is a steal.
[img] http://hatchetwrench.squarespace.com/sto...0Event.jpg [/img]
Also, lookie who I found. I didn't know FfH2 had Diablo in it.
Turn 216
A change of battle plans. Hyborem is walled off by a river of fire, so I'll need to capture those two cities nearby and have them build Temples of the White Hand. If I can do that, I can push past the river of fire and launch my final attack on the Infernal heartland.
Turn 217
Hyborem reveals himself and I immediately counter attack with Einherjar.
Turn 219
I took the two Infernal cities the previous turn and my test at the old Sheaim city where the MVP Javelin Thrower proved successful. I was curious if building a temple of the hand would extend snow past cultural borders. It does.
Turn 220
I revolt to Military State for the unit support and the gold buy rushing for temples. I don't wait around longer than I have to.