(January 21st, 2013, 14:40)Ryan Wrote: If we look at traits. Well I can see that we are charismatic. I didn’t care about traits in the start so it feels like I never knew his traits in some way. + 1 happy in all cities seems like a nice thing to get an extra population. The less experience needed for units also seem like a pretty nice touch. I wonder if that works with Arcane and hero promotions. Funny how I would have never noticed the connection if I was writing about the traits. Well that kind of adds Arcane to the mix. It increases the rate spell casters gain experience. I don’t know if that like makes them like heroes were they gain experience over time? Or does it mean that they get more experience from combat. Mobility seems like a nice touch to move them around. These traits I guess kind of give me an idea about what I should go for or tech. But let’s move onto the next point before I start mixing everything. :P
Charismatic is an interesting trait. It's actually rather weak in BTS, but it is pretty good in FFH and EitB, since the promotions are much stronger than they are in BTS and the base strengths of most units are lower. The extra happy is also a nice boost. It synergies well with Arcane (and with the Hero promotion). The way the Arcane trait works is that it adds the promotion "Potency" to all arcane units (and gives half price on Mage Guild and another building? I forget). All arcane units for any civ passively and randomly gain XP, usually amounting to one experience point every few turns (gamespeed dependent, and much less in base FFH than EitB). Arcane units with the potency promotion, however, gain this passive XP at a much, much faster rate. This is very useful if you plan on going up the Arcane line (which I highly recommend you do eventually).
I've found that some of the benefits of charismatic are actually somewhat hidden. Your units will win more battles and survive longer when you're charismatic than they would otherwise, because they'll be eligible for promotions earlier than they otherwise would be. Not only is this a major boost to their survivability, but it often ends up causing them to gain more total experience than they otherwise would.
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FFH-20: Jonas Endain of the Clan of Embers
EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth
(January 21st, 2013, 14:40)Ryan Wrote: If we look at traits. Well I can see that we are charismatic. I didn’t care about traits in the start so it feels like I never knew his traits in some way. + 1 happy in all cities seems like a nice thing to get an extra population. The less experience needed for units also seem like a pretty nice touch. I wonder if that works with Arcane and hero promotions. Funny how I would have never noticed the connection if I was writing about the traits. Well that kind of adds Arcane to the mix. It increases the rate spell casters gain experience. I don’t know if that like makes them like heroes were they gain experience over time? Or does it mean that they get more experience from combat. Mobility seems like a nice touch to move them around. These traits I guess kind of give me an idea about what I should go for or tech. But let’s move onto the next point before I start mixing everything. :P
Charismatic is an interesting trait. It's actually rather weak in BTS, but it is pretty good in FFH and EitB, since the promotions are much stronger than they are in BTS and the base strengths of most units are lower. The extra happy is also a nice boost. It synergies well with Arcane (and with the Hero promotion). The way the Arcane trait works is that it adds the promotion "Potency" to all arcane units (and gives half price on Mage Guild and another building? I forget). All arcane units for any civ passively and randomly gain XP, usually amounting to one experience point every few turns (gamespeed dependent, and much less in base FFH than EitB). Arcane units with the potency promotion, however, gain this passive XP at a much, much faster rate. This is very useful if you plan on going up the Arcane line (which I highly recommend you do eventually).
I've found that some of the benefits of charismatic are actually somewhat hidden. Your units will win more battles and survive longer when you're charismatic than they would otherwise, because they'll be eligible for promotions earlier than they otherwise would be. Not only is this a major boost to their survivability, but it often ends up causing them to gain more total experience than they otherwise would.
Interesting. It makes sense that unit promos would snowball as well, nice insight.
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.
The amount of reading material oh god . Today I might not post my response or play a turn due an exam tomorrow but I should be going through turns crazy fast tomorrow but before I actually settle I wanna read what all of you wrote and ask the questions that are in my head and also please be patient with me in tech since I really have a weak understanding of priority and il try in my next post that and again thanks for the response it feels really nice that so many people want to help .
For tech (almost) always go agri->calender to hook up food.
After that you need a early crafting->mining to work gold/chop trees.
After that you've got plenty of choices, but I would probably go up mysticism/education way for cottages/godking.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
I'd go Mining -> Agriculture -> Calendar -> Bronzeworking I think.
I think the gold might be able to carry you to Bronzeworking.
city 2 would be 1 tile west of t0 settler, and city 3 or 4 (the one settled right before or right after Bronzeworking is researched) would go 1 tile south of option 4.
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Why mining first? Because you are forest choked. That's what I had to do in the game last Saturday
(which tech does the Illians start with? In my mod its Ancient Chants)
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Does Stasis prevent Drafting as well? If it does, then I'd probably wait till right before a war tbh. As it seems Stasis lasts shorter in EitB (or is at least better Gamespeed scaled), as it lasts 7 turns quick speed in EitB, and 14 turns quick speed in FFH2 (iirc). Would make sense if they scaled it in EitB and normally it wasn't scaled at all, as 30 turn sanctuary for the Elohim isn't scaled in base FFH2 either. But yea, having it both shorter, and also trigger a golden age (or something similar) sounds like it would be better on later. Does it actually give Golden Age yields?
Lets hope you guys dont get angry when I question things to much .
1 ) some of you guys mentioned settling 1 tile next to the cows that are near patria but I am not so sure . I would need to tech to animal husbandry I guess to properly use those. but it would take 3 turns with the settler and that is if there were no animals in the middle of the way and I would have to move a warrior with him to defend him. 3 turns to settle + the danger makes feel like it isnt worth it. I guess the turns could be made up with stasis.
2 ) well option 2 increased considerably since you guys mentioned that only plains hills give the extra production but wouldnt I need temple of the hand to get rid of all that jungle without teching into bronze working?
I am going to assume that option 2 will be where I settle but the jungle part it is confusing for me since If i build a temple of the hand it will ruin that terrain I think.
Il probably build a warrior first since I need to get two techs anywayz to be able to use that sugar then Il do husnabdry to be able to use the cows in that city and hopefully the city in patria. Then I will probably go for crafting to mining to work that gold and be able to use the temple of hand + Mining combo to settle the jungles. Then tech to philosiphy for the priests. Thats the way I am thinking about it.
A bunch of farms around the city with Aristogarian since like someone said above me . The hammer loss from the grasslands wont harm me to much since they dont have any hammers to begin with. So I can probably just spam farms + mines around it.
If stasis gives a golden age , SHouldnt I wait till I pretty much mined the gold + got the sugar and copper improved?
Hmm. Option 2 is definitely the place to start your first city ... but yea, maybe 2nd city should go near the patria. It is true that the plains hill 1W of the Patrian Cows would be an awesome city location, but it would take Construction + Sanitation to be as good as Option 2 (if you ignore the presence of Patria)
Option 2 however, once u get Mining and Agriculture, can immediately irrigate ALL those non-jungle tiles. And as to your question, just deal with the non-jungle half of the city. You can ignore the other half until you get past population 10 ... and you won't be getting there for a long-ass time anyways (with all your settlers).
My new set of recommendations would be to place your next two cities in two locations, order to be determined by you due to a number of factors.
1) the jungle hill 1 south of option 3
2) the grassland hill 1 east of Patrian oasis (due to the oasis, and the irrigation it provides to those grassland tiles, as well as Patria in 2nd ring ofc)
After that, you could always plant a city on that Plains Hill near the Patrian cows once u get Construction, when you want to take advantage of that Rice + Patria combo. Additional benefit is that you get to have 2 cities share the Patria (can take turns sharing the hammers, and can CONSTANTLY share the +3 happiness due to 'national parks')
If stasis starts a golden age, then you should start it the turn you decide to switch into Aristocracy, right before you change your civics. This will immediately give you 3 or 4 commerce farms EVERYWHERE and not lose a turn while making the switch either.
Assuming you go for Option 2, you might even want to get Code of Laws before Bronze Working (and certainly before construction).
If you go after those dyes with a 2nd, 3rd, or 4th city however ... you might want Bronze Working first (after Calendar of course).
-> But yes, I would recommend mining before Agriculture. Try to have your first worker finish soon after mining is researched. (so start approx when Mining is halfway to completion)
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Militarily, you could certainly tech to philo after Mining + Calendar.
Economically, you should probably wait until right after Code of Laws (and possibly Construction depending on city sites and # of workers)