As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
[FFH Adv. 9] Miguelito combats global warming

re: title - I'm sure that joke has been done a thousand times in other Illian threads already, but I wasn't around then, so I feel like I'm allowed to.



Alarming reports from the misgoverned Grigori state.







Desertification is running rampant, and the drylands are already encroaching on ancestral tundra and glacier lands, disrupting ecosystems, threatening the habitat of the great bison herdes and ultimately putting in peril the climatic balance of all of Erebus.

Special climate envoy Rurios: "The time has passed for soft measures, or local action. And the dwarves will never give up their forges voluntarily anyway. We are establishing a model project of immediate climate cooling in Grigoria, and if successful will apply all available leverage to apply this on a global scale."





In this adventure we are taking over a failed state that was left in the hands of the AI for 200 turns. They happened to be Grigori, which is one of 2 agnostic civs. Consequently the tech tree had nothing in terms of religion, but is somewhat advanced on the magic line. The logical choice would then be to pick an arcane leader of some magic leaning civ and go rampant with that.

Instead I opted to keep emphasizing the agnostic part, but with a twist. The other agnostic civ are the Illians. Their main leader (the only one in the base game, and afaik EitB as well) is Auric Uilvin, who would be an excellent choice for this start (Arcane/Charismatic, he has little going for him early, but has one of the best combos to get a lot of strong mages). However, ExtraModMod introduces a bunch of more fringe leaders, and I went for this gentleman:






The spiritual/agnostic combo just fascinated me.

Spiritual has everything that it has in vanilla (which I love), but in addition also gives way stronger disciple units, with a free mobility promotion and increased passive XP gain. The catch is that with agnostic, I'll only ever be able to build 3 disciple units (the Priests of Winter), which can't be recovered either should they ever die.



Here's how that works: The Illians don't actually reject religion (like the Grigori do), so they are false agnostics who just are fully set on one god from the start on. That god happens to be Mulcarn, the god of winter, whom you killed if you ever played through the FFH scenario that was shipped with BTS (I found it incredibly tedious and never got anywhere despite several attempts). So the unique feature of the Illians gmae is that you can play to resurrect Mulcarn, and become his avatar. Obviously what I'm going to do here. It involves building a succession of unique rituals (equivalent to BTS projects), and one of the first of those gives you the three priests, which arguably are stronger, and come earlier (rather irrelevant here), than normal priests, but as I said they are only 3 and must never die. I hope lots of passive XP help with that. With the late game tech of Theology they can be upgraded to high priests, who have at their disposal what probably is the most powerful spell in the game.

ExtraModMod watered that down, sadly, because it made ice mana available to everyone, and so any civ can get that spell on archmages. But I can just ignore that of course.



While I can't build the temples of the various religions (and change between them, which is normally the fascinating part of the FFH Spi game), the Illians get a unique pagan temple for their god, the Temple of the Hand, which has the interesting ability of converting all land in a 2 tile radius to snow. Have you seen those deserts? The Illians can take care of that. And I get them with +100% hammers, which surely is helpful on completely unproductive desert plants. As you see, snow is basically grassland for Illians while making their cities useless for possible conquerors, and it also gives their units a combat bonus. Improvements on snow cost +50% though, but I hope that that doesn't hit as hard in this game as in a game where you start from 0.

Finally spiritual has still the no anarchy effect, so let's have a look what that can be good for:


So the first thing is that agnostic again locks us out of a bunch of stuff. We can't use Theocracy, Sacrifice the Weak, Social Order, Arete, Guardian of Nature, and on the Membership column only Undercouncil (we're evil like any single Illian leader, and can't help it because that is done by converting to a neutral or good religion). Religion gives us a happy face for cities with a Temple of the Hand, but that's it. 
The ability is also a bit weaker than in vanilla because the revolt cycle takes 8 turns instead of 5.
Let's see what's left in the various columns:
  1. I'll probably want to start with God King if I'm not there already. I can see some switches between that and city states (save gold in GK, research in CS?). Aristocracy doesn't seem interesting. For the late rituals I have to research some very expensive techs, and I'll need a well matured cottage economy for that. Which also means that from some point on I'll just stay in Republic.
  2. I can see a lot of cycling here. Pacifism has just +50% GPP, but has still a very situational use. Nationhood is default, in particular as it offsets Apprenticeship's unit production malus. Later maybe cycle between scholarship and consumption. Liberty seems like a culture victory civic, which I don't care for here, but it might be useful if we have to go into a culture battle (well actual battles seem preferable). It is also on a dead end tech.
  3. Again a lot of cycling potential. The default is probably Apprenticeship, but I expect to use Slavery periodically. Military state - generally I'd favour Apprenticeship's XP over mass production, but there will likely be times where that is preferable. Guilds is actually like CS in vanilla, but with unlimited engineer slots on top crazyeye and further goodies, it comes very late though. Guilds is a dead end tech, which however also gives a trade route, a workshop hammer, and an internet like wonder, so maybe worthwhile. Caste System makes workers faster, which might be relevant when they have to wade through the snow.
  4. I expect to spend a lot of time in foreign trade, which gives faster cottage growth. mackoti recently demonstrated the power of conquest in EitB 54, but I'll likely still pass most of the time. Mercantilism is on the same dead end tech as Liberty, and is geared towards a specialist economy which I don't think I'll ever care for. Urban Planning gives +1 food for towns and villages on top of other goodies so I think that's set for the end game.
  5. Only has undercouncil when/if I research poisons.


Financial is unspectacular. +25% gold, 2 fast buildings. Certainly helpful.



The Illians have a very powerful world spell, which gives them a golden age for 10 turns while disabling everybody elses build queues and commerce (yes). I'm not sure how to use it here. The classical approach is an early rush, but that doesn't apply here. Probably still for the first conquest. We may get to use it twice, since the ritual to recharge it is on the same, never researched tech where the final Ascension ritual is.

The civ hero is a very large frost giant. I'm not sure what's special about him, he hits only a bit harder than a champion, who is on the same tech. Of course I'll still build him, it's a giant after all. I could also heeds mack's lesson and get him killed to build him a shrine, but for SP that feels lame.

Variant Rule: No damage spells and no summons outside of the Ice mana line. Utility spells are fair game. If things look bleak I would allow maelstrom to be used, if I think I can't do without magic collateral before high priests / archmages.

The rough tech/game plan is philosophy for the priests -> Sorcery and/or IW -> priesthood/religious law/theology/(+rage, because when is that ever used)-> arcane lore/strength of will->Omniscience.
Economic stuff (hunting, (poisons), sanitation, currency->taxation, mathematics->engineering, not necessarily in that order) sprinkled in, but as early as possible because I'm playing a long game here.
Deviations for more military techs (horses, bows, (machinery), blasting powder) and naval stuff to be considered situationally. Tower of Divination probably for Strength of Will. It's only a bit cheaper than Omniscience but has only one prereq bonus, and comes earlier. Or maybe Divine Essence or even Theology if things don't look good.


Sounds like Domination. I fear I will not get a third star in that case, but that should not matter anyways.


I will try to update the thread while playing, as I've found I never report if I have to write up the whole game after the fact (that happened in FFH Adventure 7, where my screenies of glorious conquests are still rotting)
Reply

We have a raw mana node (just one), so I want to discuss what to do with it, in particular as EMM introduces 4 new mana types. Note that we have Necromancy, Divination and Alteration but no Elementalism.
  • death, chaos, shadow - nope
  • entropy - Rust is a very relevant spell especially on defense. There is Varn who has nearly twice our power and hates us because we're evil, but I hope we don't have to fiht too soon? Should relearn Somnium maybe, and get a diplo bonus that way?
  • dimensional (new) - the spell teleports the adept to the cap; irrelevant for now. Tier 2 creates a labyrinth with 4 movement cost. But we already have the slow spell from ice. Tier 3 is where it gets interesting, as it allows to teleport stacks. But not a priority.
  • air, earth, water, fire (require research) - nope. Don't need the tier 1 spells at least. The desert gets improved with temples.
  • ice (new, requires research, got 1 from palace) - I want as many as possible later, but for now the one from the palace should suffice
  • creation (new) - the tier 1 spell is called growth and seems pretty insane: +2 f, 1 culture, 1 health in a city, and a 10% granary effect. As with inspiration, the adept has to stay in the city. The mana acts as a (stackable) health resource on top, and in fact right from the start I already have one unhealthy city, and the cap at the limit (that may change once I connect all the resources mischief ). I wrote that I want to cycle with slavery, and this should help a lot. Tier 2 lets you switch grain or pasture resources, so you can transform one of your double cows to a pig if you want the resource or just prefer pig (I don't actually know in which order they get cycled). Fun, but rather fringe. Tier 3 gives a city bonus, again, which gives +20% to living units production, birthes them with the strong promotion, and also gives 1 specialist slot of each type. Nice, but probably not worth to keep an archmage for.
  • law - palace
  • mind - creation seems way better
  • spirit - ok, but others are better
  • sun - more climate change? Hell no!
  • body - haste gives all living units +1 movement, making it one of the most essential spells in the game. I'll want it, eventually, sure, but I still think creation is better now.
  • force (new) - the tier 1 spell gives resistance against holy/unholy damage, shrug (for now, but keep it in mind for when the infernals and angels appear). Tier 2 and 3 are banned by my variant (a marksman single target damage spell, and some summon)
  • enchantment - palace, although the happy is stackable
  • life - not now. It is extremely good if opponents bring undead. But actually that seems to be outlawed by my variant?
  • nature - nono
  • metamagic (needs expensive research) - it's very important, both for the eyes and for shuffling nodes, but I don't want to save the node for so long, so I'll leave it for the second node, probably.
Ok, I knew before I made this list that I wanted creation, but it's good to give each mana type a bit of consideration, and might also be useful for the readers.
Reply

First few turns.

On Q's screenshots there was already a goodie hut visible, with our scout next to it, Varn's as well, plus a boatload of barbarians.
Of course the potential reward from the hut is worth throwing the unit away (else Varn takes it).


Oh well, not sure if I would have traded a C2 scout for 30 gold, but noidea
Even hiding under Varn's scout I am bound to lose mine most likely, because he's better promoted and will defend against the spectre. Those are two wolves though, and I decide to catch one, to increase the likelihood of something surviving there.
The scout died, but the wounded wolf wasn't attacked and lived. That actually turned out to be pretty valuable because: (picture from a few turns later)


Great, so I don't have to build a 60h monument in the next city, and can justify the copper dot without having to wait eternally for the resources to come into borders.

Also the large cities are all unhappy, is it because Q ran the first 200 turns with Cassiel, who is charismatic. Or do the Grigori have a special source of happy faces? Luckily at least the Illian palace gives enchantment mana, so we don't suffer from losing it. (btw, the Grigori also get it from palace, but the AI still improved the mana node to enchantment, which does not seem ideal crazyeye )

Looking at the scoreboard, both the Clan and the Malakim have twice my power. I don't think they can immediately become a problem, because our borders are still far away (at least I can't see any culture of theirs), and there are so many barbs around. But Varn hates us, because we changed from neutral to evil with the new management. That does sound worrying. Luckily there's a way to help it:


For readers new to the mod, FFH contains the Somnium card game, which I will not bother to explain (there are instructions in game), but I find it fun and it has nice art. You can play against the AI, either for fun or "betting your pride" for a diplo bonus if you win, or malus if you lose. It does contain a big luck factor, so you can always go wrong there. I spent some 10 games relearning and trying to find a strategy.


This is right before the end. I got rather lucky, with a lot of high scorers uncovered/stolen, but Varn also played a decent game. I got lucky with uncovering Fool cards, which let you steal one of your opponent's cards and can make the game quite swingy.


That looks like an improvement.
Hafgan of the Clan is neutral and I don't want to risk it in a game. Captain Ostanes hates my guts but is irrelevant with no power and just 2 cities.

Domestically I fight off some barbs, tech philosophy and switch to slavery/nationhood (mostly for the smile on the training yard, which I have one of), whip a settler for 5 pop (if my assumptions are correct, 1 pop actually returns 45h edit: I've noticed now that this is true only at the cap thanks to god king - but settlers cost a whopping 220!), and start the White Hand ritual:


I'm trying to figure out how to not make it take 20 turns, but I'm at a bit of a loss. Even whip overflow doesn't seem promising - an axe costs 45, an adept 90, other units so little that I would hit OF limits... a galley at 50 would be ideal, but this is a lake rolleye . Maybe a worker, at 75h? That would just return 15h into the ritual, and cost 2 pop. Doesn't seem justified. The temple is an option - it costs 100h, we get a 100% bonus, so could whip it for 2 pop, but have take care to not hit the limit.

So that's where I'm at. Next up is settling the copper city, which should make me feel good enough regarding barbs to push for more expansion. There's an amber ( smile ) / bison / horse spot south of it.
One little extra is that we got 2 Grigori heroic warriors with 100XP (no mobility frown ). Would be nice to upgrade them to chariots. Or keep them on the melee line? Not sure if I ever want to research warhorses (upgrade chariot -> knight), but probably yes?
Reply

Very interesting read so far.

(May 10th, 2021, 16:19)Miguelito Wrote: ExtraModMod watered that down, sadly, because it made ice mana available to everyone, and so any civ can get that spell on archmages. But I can just ignore that of course.
I think only Illians can build ice nodes, and other civs can only get ice mana from Letum Frigus. Or was that what you meant?
Reply

(May 20th, 2021, 01:34)lfgr Wrote: Very interesting read so far.

(May 10th, 2021, 16:19)Miguelito Wrote: ExtraModMod watered that down, sadly, because it made ice mana available to everyone, and so any civ can get that spell on archmages. But I can just ignore that of course.
I think only Illians can build ice nodes, and other civs can only get ice mana from Letum Frigus. Or was that what you meant?

I did not know about the ice mana thing. That sounds good to me. Glad you enjoyed the read, and while we're at it, lots of thanks for the work you have put into the mod (modmodmod?)! However I fear I have bad news.

But first the good, de-desertification is progressing nicely:



Now the bad. I have scouted a bit, and met... Riuros Junior (yes). My own leader. I think with every other civ that would be a curiosity mostly, BUT he's the runaway AI. Just look:




He's been adding a new first-to every other turn. Including Wilboman just as I researched IW.

Now, I suppose the game is very much winnable. I got all the city sites that I wanted, have lots of room to expand into, the economy is ever accelerating, I am friends with the orcs, can expand into the Hippus and while Varn hates me (even lost the second Somnium game shhh ), he's not THAT terrifying. I'm some 30 turns away from theology and high priests with super collateral on current breakeven (would fit in Sorcery, but also would increase beaker output).

But meanwhile Riuros Junior will continue to collect all first-to boni, including the Illian unique rituals. And apparently that means that I can't build them any longer. Somehow we both have Priests of Winter, but I think that's due to him building the ritual before t200 when Q reset counters. He did build Samhain and I don't have it available since.
It may be possible to get the Dragon, because he needs a kill first and I don't think he has one (while I have a very easy one available in the Hippus with just 2 cities). But, if Junior meanwhile takes away the ability to perform the Draw and Ascension then this game loses most of its flavour (I'm already salty because of Wilboman, although he's near irrelevant). I can't either do anything right now to stop him. First, we have the Malakim between us, then with all his endgame tech and wonders I'd need to outexpand him significantly first and oh yes I don't really have an army besides the priests and heroes, and very low hammers although I'm working on it.

So, while the game is quite entertaining, it promises to turn sour. And it consumes a lot of time that I have trouble justifying with this outlook. Maybe I'll give it another try after a while.
Reply

Thanks for your reporting Miguelto, and I'm sorry you found finding your double up sour.

I'm really not sure how much the AI prioritises the rituals. It seems quite likely to me that you could get to the Draw/Ascension first, especially if you prioritise the Tower of Divination.

Totally understand if you don't choose to continue, however.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply



Forum Jump: