What is the AI's tendency to use Golden Hammers as military tools as opposed to just settling them? I understand this might be giving out too much information, so no worries if you can't answer this. I've never actually even played a game against a Lurichuip civ that cast its worldspell.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Been a while since i played FFH2. I can see that EiTB is a MODMOD based on it. I have reinstalled Civ BTS and patched it to 3.19.
Questions:
1. Before I install the v9 EiTB what patch level do I need for FFH2? I have seen an official patch "o" for FFH2 and an unofficial patch "p" for FFH2. Which do you use in Realms Beyond? Or does it matter?
2. As it has been a while, is the patch "o" or "p" more common in the entire FFH2 community?
Have been browsing, but can't seem to find the answers, yet.
Ok, been a while since I played, so I installed EitB and did a game with Jonas. Not this adventure just a typical game, so I can be fresh on the Clan of Embers and how it works with the EitB tweaks. Noticed some differences like the traits and ability to declare war on the barbs as a spell. But something is wrong. If you declare war on the Barbs, you still have your worldspell (For The Horde!) but it becomes impossible to cast. Greyed out. Seems like a pretty nerfed wordspell.
This is basically dictating that if I want to be at war with the barbs to start (and for my strategy for this adventure, that is a very real consideration) then I have to give up my worldspell as well or cast it on turn 1? Seems like a bug.
I can hear the theories of "well would you really leave your civ to go to someone you are at war with." My answer is why not. It's a wordspell. You end up fighting them later anyway, and barbs of all people should have no problem with this.
I was willing to sacrifice the benefits of a BARB trait (peace with barbs) so I could be allowed to explore dungeons on my own for equipment on the list, but it seems very lame nerf that being willing to make that sacrifice costs a world spell to boot. Practically dictates that I have to cast it turn 0. Seems like this should be a bug. Something as simple as declaring war should not cost something as powerful as a worldspell.
It always worked like that in FFH, you had to be at peace with the barbs to cast For the Horde. Start an Always War game if you don't believe me and try to cast it after you met any barbarian unit. EitB did not mess with worldspells in any way.
Like Mist said, it's not a bug, nor a change introduced with EitB. The "declare war on barbs" ability was only added because previously to declare elective war on barbarians you had to move onto a square occupied by a barbarian unit & then choose in the pop-up that you wanted war with them (if the game bothered to give you a pop-up)- EitB simplified this.
It is an intended element of the scenario design that maintaining barbarian peace and exploring lairs are mutually exclusive goals
Wow. Fair enough. Guess it really has been that long for me. Works as designed then.....a design that makes for a double whammy tougher choice than most civs face.