[Note: My game is not yet complete, although it is very close (see below). I will add the final turns and ending stats once I finish the game in a couple days.]
I have been following the two FFH2 PBEM games with great interest, and was planning to try the mod myself. Then this adventure popped up, so I jumped right in. Who needs information, or play testing, or even planning? Let's just dive into the deep end and figure out this swimming thing as we go.
I was cautious early on, and also had some poor luck with scouts and early warriors getting eaten. So it took quite a while to meet my nearest neighbors (Clan, Ljos, Luchuirp), and I did not meet the eastern civs until much later. (I did not meet the Elohim until turn 242!) But offsetting my poor luck with exploring was excellent luck with events and lairs. I got the free prophet event the same turn I accumulated 50 gold, and my starting warrior popped a great engineer from the dungeon near the Clan (the same one Amelia got mistforms from, I think). The warrior was that far west only because he became crazed after exploring a closer dungeon, and then survived a griffon attack -- just random luck. He then survived three more battles on the way home, escorting the GE. This guy is still alive at T259, over 40 XP -- my lucky melee unit.
So I settled the GE and GP in my capital for +5H, +5G, +3B from quite early on. This sizable boost helped me push out to an enormous lead over the AIs in tech and cities, pumping out settlers and founding several early cities while still running 100% science for many turns. I founded FoL, RoK, and OO (the latter two mostly because I could), teched to Priesthood for the PoL to bloom my lands, and started up the arcane tech branches to play around with magic. I expanded to 10 Svart cities, and added a barb city which had sprung up next to Yggdrasil. I did not get as much of the east as I originally wanted (Beeri got the double gems and ivory sites), did OK to the north, and pushed hard to the west (Jonas Endain was boxed in completed by my closed borders).
Orthus was a non-factor: he spawned in the far north and was killed by the Ljos almost immediately. Barbs in general did not cause me much trouble after the early years -- my God-King capital with settled GE+GP had no trouble supplying the military needed to suppress them, and my rapid expansion filled the available territory anyway. I focused almost entirely on a cottage economy with forests, GoN, and lots of adept springing and PoL blooming to maximize the value of my extensive lands. Around T170 or so, I finished blooming forests on every non-oasis, non-FP tile in my entire empire. Not being able to really modify your lands is one of the things I dislike about Civ IV, so I enjoyed the micro of making every tile bloom.
Jonas Endain had been moving a sizable stack of axes around my western border and making threatening noises, so over the following 20 turns or so I assembled a modest force of bronze swords and warriors, PoL with tigers, and illusionists with fireballs and haste. Haste plus Raiders with equal or superior units is very bad news for the AI; add tiger spam and fireballs and the Orcs did not stand a chance. Five cities were added to my empire and the PoL went back to getting the empire fully forested.
Around this time I finally met Alexis as she went to war against the Luchuirp and captured a couple cities which were in range of my hawks. She and the Ljos were roughly tied in tech, land, and power although well behind me (especially in tech). Beeri was a sizable step further behind, and was slowly losing ground. I built up and developed for a few dozen more turns, beginning the process of building the 4 magical towers en route to a planned arcane victory.
Around T220, the Calabim finally reached Feudalism and began turning loose the vampires. Beeri began losing ground rapidly, and at T238 his capital fell with Barnaxus dying as well. I did not want the vampires on my doorstep, so I decided to annex Beeri's western empire as a buffer zone. I had been preparing for a while, just in case, so I had plenty of melee muscle, PoL, and arcane units by the borders. Beeri had lost almost everything he had defending his capital, so I grabbed three cities defended only by warriors in 4 quick turns. First good civ eliminated, T242 -- not likely to win any speed points there! I did have sizable arcane forces, however; I will add the exact numbers with my final stats but it was something like 384 total arcane XP (3 archmages, 9 illusionists, and a bunch of adepts).
I had just beaten the Calabim to Beeri's relocated capital (they would have taken it next interturn), although I had to stretch a bit to do so. Unfortunately, Alexis was outraged and declared on me during the interturn. She threw a ton of units at my forces in Val'ron and managed to wipe them out, including one of my archmages and a valuable golden hammer. :anger: It cost her over 30 units to do so, including 12 vampires, and I immediately counter-attacked and killed another 7 vampires. But she still had a lot of units and I was badly positioned, so I then activated the Seven Pines to force peace. (Halving the AC was a nice bonus, although it had never gotten to 20 -- it has been a non-factor in this game.)
I was well along in my plans for arcane victory -- Elemental and Alteration were built, Divination needed 2 more turns and all mana sources for Necromancy were set up, with 14 turns of golden age remaining to hurry the construction. But the rest of my empire was mostly just sitting around building the odd wonder or building -- I shifted them to full war build up, with plans to exterminate the vampires from Erebus. Not a single bloodsucker would be spared! Units were moved into position, research set to 0% for upgrade cash (over 1200 gpt!), and the Nexus was planned for rapid construction once the Tower of Divination provided Pass Through the Ether tech.
On T259, with the Tower of Mastery under construction and my mana nodes restored to war time configuraion (2 fire, 2 life, 2 body to provide the most adepts and illusionists with haste, fireball, destroy undead), I launched my war of vengeance upon the Calabim! 105 units surged across the border grabbing three cities on the first turn. 4 archmages, 9 illusionists, almost 40 iron-armed champions, 8 PoL, and assorted hunters, hawks, warriors, tigers, etc. began the drive on the vampire homelands. Did I mention the Calabim had declared on the Elohim about 5 turns previously? Terrible bad luck for them to have their main forces so out of position.
So that is where events stand. I managed another golden age with the Mercantilism great merchant (my fourth, all during Tower construction) so the Tower of Mastery shows 32 turns. But with 12 golden age turns left I figure that will actually be more like 42 - 45 -- I should finish just past T300 I think. I could speed this up by replacing Thariss' towns with mines and such, but I just do not want to do that. This game has not been about speed, anyway.
I do not expect to finish off all the good civs -- the Ljos and Elohim are both pleased with me and I should finish my Tower before I could wipe them out anyway. (The Ljos have bronze long bows and their world spell, as well.) So I will end up with the 192 arcane XP scenario points, although this will have to be a shadow game anyway since I have not finished on time.
Thanks to Square Leg for sponsoring this game -- it has been a blast, and a fun introduction to FFH2. I expect I will be playing a lot more of this mod, trying different races and strategies. Hopefully we will see more Realms Beyond FFH2 events.
I have been following the two FFH2 PBEM games with great interest, and was planning to try the mod myself. Then this adventure popped up, so I jumped right in. Who needs information, or play testing, or even planning? Let's just dive into the deep end and figure out this swimming thing as we go.
I was cautious early on, and also had some poor luck with scouts and early warriors getting eaten. So it took quite a while to meet my nearest neighbors (Clan, Ljos, Luchuirp), and I did not meet the eastern civs until much later. (I did not meet the Elohim until turn 242!) But offsetting my poor luck with exploring was excellent luck with events and lairs. I got the free prophet event the same turn I accumulated 50 gold, and my starting warrior popped a great engineer from the dungeon near the Clan (the same one Amelia got mistforms from, I think). The warrior was that far west only because he became crazed after exploring a closer dungeon, and then survived a griffon attack -- just random luck. He then survived three more battles on the way home, escorting the GE. This guy is still alive at T259, over 40 XP -- my lucky melee unit.
So I settled the GE and GP in my capital for +5H, +5G, +3B from quite early on. This sizable boost helped me push out to an enormous lead over the AIs in tech and cities, pumping out settlers and founding several early cities while still running 100% science for many turns. I founded FoL, RoK, and OO (the latter two mostly because I could), teched to Priesthood for the PoL to bloom my lands, and started up the arcane tech branches to play around with magic. I expanded to 10 Svart cities, and added a barb city which had sprung up next to Yggdrasil. I did not get as much of the east as I originally wanted (Beeri got the double gems and ivory sites), did OK to the north, and pushed hard to the west (Jonas Endain was boxed in completed by my closed borders).
Orthus was a non-factor: he spawned in the far north and was killed by the Ljos almost immediately. Barbs in general did not cause me much trouble after the early years -- my God-King capital with settled GE+GP had no trouble supplying the military needed to suppress them, and my rapid expansion filled the available territory anyway. I focused almost entirely on a cottage economy with forests, GoN, and lots of adept springing and PoL blooming to maximize the value of my extensive lands. Around T170 or so, I finished blooming forests on every non-oasis, non-FP tile in my entire empire. Not being able to really modify your lands is one of the things I dislike about Civ IV, so I enjoyed the micro of making every tile bloom.
Jonas Endain had been moving a sizable stack of axes around my western border and making threatening noises, so over the following 20 turns or so I assembled a modest force of bronze swords and warriors, PoL with tigers, and illusionists with fireballs and haste. Haste plus Raiders with equal or superior units is very bad news for the AI; add tiger spam and fireballs and the Orcs did not stand a chance. Five cities were added to my empire and the PoL went back to getting the empire fully forested.
Around this time I finally met Alexis as she went to war against the Luchuirp and captured a couple cities which were in range of my hawks. She and the Ljos were roughly tied in tech, land, and power although well behind me (especially in tech). Beeri was a sizable step further behind, and was slowly losing ground. I built up and developed for a few dozen more turns, beginning the process of building the 4 magical towers en route to a planned arcane victory.
Around T220, the Calabim finally reached Feudalism and began turning loose the vampires. Beeri began losing ground rapidly, and at T238 his capital fell with Barnaxus dying as well. I did not want the vampires on my doorstep, so I decided to annex Beeri's western empire as a buffer zone. I had been preparing for a while, just in case, so I had plenty of melee muscle, PoL, and arcane units by the borders. Beeri had lost almost everything he had defending his capital, so I grabbed three cities defended only by warriors in 4 quick turns. First good civ eliminated, T242 -- not likely to win any speed points there! I did have sizable arcane forces, however; I will add the exact numbers with my final stats but it was something like 384 total arcane XP (3 archmages, 9 illusionists, and a bunch of adepts).
I had just beaten the Calabim to Beeri's relocated capital (they would have taken it next interturn), although I had to stretch a bit to do so. Unfortunately, Alexis was outraged and declared on me during the interturn. She threw a ton of units at my forces in Val'ron and managed to wipe them out, including one of my archmages and a valuable golden hammer. :anger: It cost her over 30 units to do so, including 12 vampires, and I immediately counter-attacked and killed another 7 vampires. But she still had a lot of units and I was badly positioned, so I then activated the Seven Pines to force peace. (Halving the AC was a nice bonus, although it had never gotten to 20 -- it has been a non-factor in this game.)
I was well along in my plans for arcane victory -- Elemental and Alteration were built, Divination needed 2 more turns and all mana sources for Necromancy were set up, with 14 turns of golden age remaining to hurry the construction. But the rest of my empire was mostly just sitting around building the odd wonder or building -- I shifted them to full war build up, with plans to exterminate the vampires from Erebus. Not a single bloodsucker would be spared! Units were moved into position, research set to 0% for upgrade cash (over 1200 gpt!), and the Nexus was planned for rapid construction once the Tower of Divination provided Pass Through the Ether tech.
On T259, with the Tower of Mastery under construction and my mana nodes restored to war time configuraion (2 fire, 2 life, 2 body to provide the most adepts and illusionists with haste, fireball, destroy undead), I launched my war of vengeance upon the Calabim! 105 units surged across the border grabbing three cities on the first turn. 4 archmages, 9 illusionists, almost 40 iron-armed champions, 8 PoL, and assorted hunters, hawks, warriors, tigers, etc. began the drive on the vampire homelands. Did I mention the Calabim had declared on the Elohim about 5 turns previously? Terrible bad luck for them to have their main forces so out of position.
So that is where events stand. I managed another golden age with the Mercantilism great merchant (my fourth, all during Tower construction) so the Tower of Mastery shows 32 turns. But with 12 golden age turns left I figure that will actually be more like 42 - 45 -- I should finish just past T300 I think. I could speed this up by replacing Thariss' towns with mines and such, but I just do not want to do that. This game has not been about speed, anyway.
I do not expect to finish off all the good civs -- the Ljos and Elohim are both pleased with me and I should finish my Tower before I could wipe them out anyway. (The Ljos have bronze long bows and their world spell, as well.) So I will end up with the 192 arcane XP scenario points, although this will have to be a shadow game anyway since I have not finished on time.
Thanks to Square Leg for sponsoring this game -- it has been a blast, and a fun introduction to FFH2. I expect I will be playing a lot more of this mod, trying different races and strategies. Hopefully we will see more Realms Beyond FFH2 events.