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FfH 1 How to avoid interesting times

Ok we’re Svartalfar (Dark Elves) with the traits…

Arcane – Free Potency promotion to arcane units, this increases passive XP gain. Arcane trait also doubles production of Mage Guilds

Raiders – Virtually all unit types produced will start with Commando promotion. Also you receive 100% more gold from pillaging.

Sinister – This trait isn’t listed in the Civilopedia but put simply it adds 1 attack strength to your Recon units.

We start with Agriculture (best starting tech) 1 warrior + 1 scout.

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So when first opening the game, our first city is already settled and huts are visible both east and west. Both units head towards them, while I start building a worker and teching Calendar first.

Both huts pop maps, which reveal fair chunks of land to the North and West. The scout uses the watchtower to see 3 Goblin Archers in the nearby fort. Well they’re pretty safe until catapults there. Warrior pops another hut NW which grants me Calendar, well that’s both good and bad, it saved me 15 turns of research but at the same time it would’ve been nice to pick up something I hadn’t put beakers into already!

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I’m noticing a lot of mana nodes nearby, 5 so far. If someone wants to go for the Tower of Mastery they shouldn’t have too many issues.

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Warrior makes contact with Jonas Endain NW. Ugh I’d pretty much put him down as the absolute WORST neighbour to have in FFH. With expansive he’s going to settle fast and he can ignore all barbarians (except animals). He’s effectively the Tokugawa/Justinian of FFH, very difficult to be friends with and will expand and be aggressive.

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Anyhoo my warrior spots a Lizard guarding a ruin so smartly avoids it only to walk straight into a Polar bear. Well scratch one warrior. My scout who is now SE of my start position fairs better dealing with a Wolf but taking quite a lot of damage in the process.

Worker completes and starts improving the Wheat. A warrior is ordered up and probably several more to try and avoid an early exit at the hands of barbarians.

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Uh-oh, a Lizard appears on my western border. It can get to my undefended capital in 2 turns, fortunately I can build a warrior in 2 turns. Lizards get a 20% penalty when attacking cities so my warrior will have an advantage, but one bad roll of the dice and this game is over. I also have to move my worker off the Wheat or he could get taken.

Turn 20 may well be the fastest someone gets eliminated, hope it’s not me!

Hit end turn and……warrior wins with 0.1 health left! Wow one round of combat away from an early defeat. Scout comes across an undefended ruin on an eastern Peninsula. It’s risky but I’m going to pop it…

A good result! The scout gets a poison blade, which adds 1 strength. A really bad result there would’ve been rather interesting too though!

Turn 22, Crafting is in and the Wheat improved. I also grow to size 2. Scout goes towards a Lion but on the first move sees a Griffon nearby too so moves back. Definitely don’t want to fight them both at once. Tech choice is Ancient Chants on the way to Education.

Get the rare insects event, there are 2 choices and the 2nd costs 100 gold, which I naturally don’t have. The 2nd has a 67% chance of granting +3 health and 1 free sage specialist. The 1st option grants a +1 commerce tile yield

Scout heals up and sees the Griffon nearby. Since I’m not close enough to attack this turn I move onto the forested hill to maximise defence and I unknowingly step right next to another bear! Going to need some luck if they both attack.

Woohoo! Scout defeats the bear, then the Griffon! He’s up to 8XP now and takes Combat 2. To give inexperienced FFH players a clue how useful this scout is now, a scout is base 2 strength with a 50% bonus vs. animals. Right now he has 4 attack strength + 50% vs. animals + 40% from combat promotions, heck he almost has odds on an Elephant which is an 8 strength unit!

T31 Ancient chants completed, Education is next up. Lizard appears to the NW but shouldn’t be too much of a hassle. I’ve decided I’m going to settle south of my starting position.

Alchemist with Healing Salve turns up, I don’t have the money to do anything other than decline. It’s a pretty worthless event anyway. Oh the Lizard is dealt with easily.

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T37, winery is complete to all my starting cities resources are improved. Our Heroic scout meets the first “Good” civilization in the E-NE. Beeri Bawl of the Luchuirp. He’s industrious + financial so will prove to be a greater threat long term than short term. For those new to FFH, there are 2 dwarven races, this is one that you could say “Likes golems too much” wink.

A 5th warrior is built and the first settler build begins. Scout runs into a Goblin…scout I think it is? The odds are probably better attacking so I win at 96% odds, take Woody 1 promotion and have to heal off the poison for a few turns.

Dwarven borders push scout away on turn 43. Looks like he picked up extra culture somehow.

T47, education is in, I then move my scout to a hut north of the dwarfs and pop Masonry. Pretty nice, it doesn’t help me right now but its one tech on the path to construction out of the way. Keep in mind that neither of the Elven Civs can build catapults though. Exploration is next just so my workers can some roads down. More accurately for now is roading 1 tile so my new city can connect along the river to my capital.

T48 on the interturn, my scout kills a Griffon and my warrior kills a Lizard. Those Lizards are definitely going to hurt someone badly, so far so good for me though.

Scout finds a skeleton defending a barrow N of the dwarfs. Attacks at 89% odds and loses. Well that sucks but I was due a bit of bad luck.

Exploration finished and start on Mining. Will probably grow capital to size 6 before getting more workers.

Storms rage across my lands apparently, I see no improvements destroyed or units damaged so I ignore it.


T57, settler complete, looks like 2 more warriors then some workers.

T59, Gareth Minor founded, I don’t really need more military right now so it will build a monument slowly while growing. Capital is building a scout before it switches to workers. I figure a scout is probably more useful for scouting than a warrior (who knew?)

T64 Mining is finished and we have Copper 2W of the capital. An annoying warrior is between my 2 cities, as long as he leaves my improvements alone he’s welcome! Mysticism ordered up for the God King civic and those Elder councils. Still unsure if I want to grab Way of the Forests at this stage. Mysticism’s discovery will allow me to tech Knowledge of the Ether and start getting some use from that Arcane trait.

New scout fights a lion and loses at 91% odds, ugh that one wasn’t worth building. That lion will probably run around with combat 1 now.

Jonas Endain uses his world spell “For the Horde”, this converts some barbarian units to his Civ. This is actually pretty good since there was a few sniffing around my borders. Given the AI’s bonuses though I doubt the unit cost is hurting much.

T72 Mysticism -> KotE It’s around this time where I expect people to make wildly different decisions regarding tech choices. The only reason I’m getting KotE now is because of the scoring setup. Svartalfar have basic access to Shadow mana, Nature mana and Mind mana. The first 2 are virtually the worst mana’s in the game with no passive effects and weak level 1-2 spells. Mind mana isn’t the best mana in the game but its fairly solid. Each Mind mana you own adds a passive 3% to your research. Level 1 Mind spell “Inspiration” adds 2 research to the city the caster I in (he/she has to stay in the city) and one Sage GPP a turn.

T76 Orthus spawns, thankfully he’s somewhere far far away in the fog

T78 couple more warriors built so its time for another settler. This one will grab the Gems + Corn to the north.


T79 switch to God King + Apprenticeship, should’ve done so when I got Mysticism, d’oh!

T81 Orthus is killed somewhere east of the Dwarves.

T88 KotE is finished, Hunting is next up at 14 turns.

T89 first Mage Guild ordered up as Settler completes.

T91 Nameless Tower founded by the 2 Gems + Corn to the North.

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T95 first adept trained. At the moment I’ll just make them for cities that can gain something from inspiration

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T98 contact is made with the good elves, was kinda spoiled that they were in the game by some of the comments made in the thread about the adventure.

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T99 Get the Harpy event, take the 5 unhappiness for a free bard.

T104 Hunting > Way of the Forests

T108 Thariss finishes Dereptus Brewing House, extra scouting has revealed an excellent city location north of Nameless Tower, which I will try to claim next.

Exploring warrior gets hurt by a lizard to the NW, since there’s another lizard close by I decide to pop the Dungeon since its far close to the Arendel. I destroy the lair but the warrior gets hit with the withered promotion. He’s going to be used purely to scout until he dies now since I can’t remove that promotion for a while.

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T119 FoL founded in Gareth Minar. The free disciple will probably go to the city about to be founded north of Nameless Tower Going to quickly grab Festivals next

Ugh there’s a barb city founded 2N of where I want to found!

T121 Song of Autumn created in GM.

T122 Festivals > Bronze Working

My settler is sitting idle in Nameless Tower until I see what’s in the Barb city. Most likely will have to settle west instead. Unfortunately an orange border has appeared that way so I hope it hasn’t taken any of my spots.

T123 first hunter rolls out

T124 Healing Salve event again, 10 gold for one but I still decline. The Barbs have 2 archers in the city with weak promotions. I should have 4 warriors a hunter and a disciple to attack it in 4-5 turns, whether that’s enough remains to be seen

T126 Arendel brings 4 warriors 1W of the barb city. Was going to wait for my 2nd hunter but I’ll move next to it this turn and hope Arendel can’t take it. Also 4 barb warriors have appeared east of Thariss, guess the barbs have a city that way too

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T127 Arendel doesn’t attack the city this turn and my 2nd hunter moves next to the city. Next turn will be pivotal in how the land here is shared out.

T128 She doesn’t attack so I’ll take my chances vs. the archers myself…

1st warrior loses at 10% odds, wounding archer to 1.4/2.7 health
2nd warrior loses at 3% odds, does zero damage
3rd warrior loses at 3% odds, wounding archer to 1.1/2/2 health
1st hunter wins at 84% odds, is redlined to 0.3 health
2nd hunter wins at 95% odds, is wounded to 3.2 health and razes the city.

T129 Idris founded right where I wanted it.
Barb warriors didn’t take the warrior I baited them with so will probably have to sit in the city and let them pillage a tile.

T130 Unfortunately forgot to take screenshots of demographics at turn 50-100 etc, so here’s one from T130

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T132 Barb warriors all killed for no losses on my side. BW research is done and I’ll grab fishing. Also use this turn to adopt FoL

T134 Someone casts river of blood, hmm I wonder which civ could possibly do that?

T137 Fishing > AH, would like the subdue animal promotion. One of my hunters died to a barb warrior while attempting to explore N, argh!

T142 AH > Cartography, really unsure on what to research right now. Tempting to spend 20+ turns getting poisons so I can build my hero + assassins.

T145 Cart > Hidden Paths, decided to get guardian of nature civic sooner rather than later. OO is FIDL

T147 Here’s a nice shot of how well the AI managed the CofE capital

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Yup its T147 and they have a size 1 capital (after the game I checked and they had no negative event in the log to explain it).

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T148 I guess the AI popped a dungeon or something because there’s wraith NW of Idris. If that wasn’t bad enough it’s also combat FOUR. 9str + 80% strength = major ouch, looks like its going towards the goody goody elves though.

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T151 Meet the bloodsuckers, Alexis to be precise. Would like to have a friendly relationship with her but religion and my unwillingness to cut off ties with other civs will be a hindrance.

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T152 And the very next turn I meet the final civ, as expected it’s a ‘good’ civ/leader. Hi Ethne, I’m your trustworthy neighbourhood Elf, I’d never think of backstabbing you or hurting you in anyway y’know?

T152 Arendel coverts to FoL, not sure if the wraith is dead or not since I haven’t built any hawks.

T156 Hidden Paths > Sailing, after trading some world maps I can definitely get some use out of the trade routes. I also adopt GofNature. Beeri fires off his worldspell, no idea what it does.

T159 Find a graveyard to the NE of Alexis, get some gold from it.

Couple of overheads from T161

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And

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T163 Sailing > Drama, going to grab the free Bard

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T166 I get the FoL event which gives me a free golden age.

T168 Last turn Alexis got a great bard and I sighed with relief when I saw the free one from Drama was available, however this turn she got another one and no prizes for guessing how. Missed it by 1 turn. Drama offers me little else so I leave 1 turn left on it and switch to Poisons, which will take around 16-17 turns.

T170 Gareth Minar produces…. a great bard! Totally forgot about the shrine producing GPP.

Oh and a quick look inside Prespur reveals this

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T171 A quick look at the diplo shows Alexis + Arendel having too much on their hands. Likely targets are Ethne (who’s afraid of Alexis’ military might) and Jonas whose capital still sits at size 2.

T175 hawk reveals an unopened hut + dungeon to Ethne’s east, scout will head that way ASAP

Also T175 demo’s

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T177 sees Jonas convert to FoL and Beeri renounce FoL in favour of RoK.

I also get the immigrants event, I decide to pay 120 gold for a settler.

T184 the hut only gives my scout XP oh well. My hunters are in the frozen north collecting bears, got a nice healing event so they all got healed a bit + some home units which took out the latest group of barbarians.

T190 popping a hut east of Ethne gives me a free warrior

T191 Poisons research finished, also a look at the tech screen shows Alexis hasn’t been slacking on the tech front despite all those Moroi

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T193 I raze the barb city of Spiran, I put some thought into keeping it but I prefer my dotmap placements.

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T195 Philosophy in, will grab CoL since maintenance is starting to be an issue

T196 Alazkan is up and running, first time playing with him so lets see what he can do.

T197 CoL > Priesthood, using Alazkan to take out the Goblin fort in my land at the moment. Wonder if I can use his illusion to pop dungeons from a ‘safe’ distance. (Note soon after – you can’t.

T200 Alazkan pops a Spectre from the fort. No biggie a nearby warrior kills it easily.

Also take screens of demographics + map for comparison purposes. I’m looking at it postgame now and my GNP improved only a tiny amount from T175 and my production and food went down! Not sure what happened there. Then I…forget to save the game before leaving!

A few days later I find my FFH autosaves (my Civ games save either to one location or another its strange) and thankfully there’s one for T200 so I only have to replay 1 turn.

T200 Take 2, Alazkan pops the fort again, this time I get an Azer. It’s just as likely to attack the Luchuirp but there’s an outside chance it will attack Alazkan and an even smaller chance that it could win.

T201 Azer attacks my city and loses to a warrior. It does however manage to damage every unit within 1 tile and set fire to a few jungle tiles. Definitely want Elementalism next to put out those fires!

Alexis declares on Ethne and she immediately asks me for help.

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Umm… you’re on your own.

T202 Alazkan explores the fort for the 3rd (or 2nd?) time. This time the Dwarves vs. Lizard’s result occurs, I take the 2 Dwarven axemen over the Lizard’s. With exploration complete I saw no reason to take them.

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T206 Alexis asks me to declare on Ethne, sure why not! Ethne only field’s warriors so it’s not an issue. My hunter in Luchuirp lands pops a dungeon and gets a scorpion + 3 wolf riders spawn.

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T207 Ethne casts Sanctuary. Bit of a waste since Alexis wasn’t pushing further forward. Also the wolf riders left my exploring hunter alone so time to pop that dungeon again! This time the lair collapses hurting him, could be worse I guess.

T208 Scout captures the scorpion, I’m assuming the Wolf Riders attacked a Dwarf city and died.

T210 Alazkan explores another Dungeon but is trapped in a cage. A nearby hunter frees him

T211 A very well promoted Tiger between the Elohim and Calabim border has been slowly killing my healing units (scout + bears). A hunter captures him.

T213 Elementalism completes, but before I can start building fire and water nodes Arendel pops up asking to trade her knowledge of Warfare for my Philosophy. Beaker wise it’s a good deal but hey I ask if she’d like to sweeten the deal and she throws in her relatively worthless world map too.

T216 Hunter pops a Dungeon in Calabim lands and gets a free Supplies unit. Again nothing spectacular.

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T217 A Svartalfar revolt takes place in the nearest CofE city. Makes sense since the city despite being around for a long time has zero cultural output.

Oh and latest look at the Calabim stack stuck outside Elohim territory.

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Yup good luck with that Ethne!

T218 realise I have all my adepts sitting on their backsides still. Start to improve some nodes.

T219 Get the mediator event that can get free peace with the Elohim, I decline.

Also Sanitation > Writing

Lastly my hunter pops another Dungeon and gets the enraged promotion. He’s likely to go to the nearest barb city and attack an archer. Will have decent odds of winning

T220 Alexis asks for Philosophy and I give it to her. Despite the war and tribute she still doesn’t like me at –1 overall. She will now trade some Dye for Wine though which I accept.

Hezic’kul the CofE city that revolted revolts again and wishes to join my empire. I accept it and the 2 free warriors that come as part o the package. The city may be able to grab me some pigs, which I lack. It already has an Elder Council and Granary in place.

T222 Form of the Titan is finished in Thariss and my enraged hunter captures an elephant….then when alt-tabbing back into Civ the game closes/crashes, arghhhhhhhhhh! Last autosave is T220 so I’ll go back to there next session. If I don’t get that city revolt + elephant capture again it’ll suck though.

T220 the turn plays out as before

T221 A Volcano next to one of my cities erupts. As far as I can tell this event doesn’t do anything. However it didn’t happen last time.

T222 No change, I get FotT again and my hunter gets the elephant, this time the elephant has a bit more health afterwards.

Also writing completes and sorcery is queued up next.

T227 Beeri asks for poisons, naturally I’d be glad to help but apparentely it’s the tech he’s after so I decline. I immediately ask him for archery for free and he accepts!

One of the unique things about the Svartalfar is that their recon units can ‘kidnap’ great people from other civs providing they’re in a city. So far I haven’t done so. However this turn I have a hunter in Prespur with a Calabim vampire and 2 archers and the kidnap button is lit up for no discernable reason, time to see if it does anything… Ahh wait I have to declare war to do so I won’t experiment.

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T230 Alazkan killed a Ljosalfar hunter on my border with CofE last turn, CofE sent 4 axemen to try and kill Alazkan on the interturn and they were all defeated

T235 Furia the Mad (great bard) born in Gareth Minar, decide to use him for a free golden age.

T236 Sorcery research is finished and so is the Great Lighthouse. Military Strategy is a 1-turn tech for a free great commander so may as well pick it up.

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T238 Pick up a 34 gold hunter from an event. FoL has been spreading like wildfire and its up at 63%. It’s not exactly in spirit of the variant but I’m going to see if I can grab a religious victory here. Alazkan joins up with the great commander.

T239 Trade is in, I get an event that allows me to turn the copper next to Thariss to gold, since I grabbed an extra copper to the north and don’t have a source of gold I’m very happy to pay 34 gold for it!

Also Ethne loses her 2nd city as her Sanctuary spell has wore off and Alexis has a VERY scary stack of moroi and vamps.

A galley on the way to ship a warrior over to the far away treasure chest pops a shipwreck on my south coast without incident.

T240 Bone Palace completed so that’s another golden age on top of the current one.

T241 My first action of my war with Ethne is my hunter stealing the abandoned axe of Orthus. I also have an assassin who may get some action vs. a settler and 3 warriors who are escaping Elohim lands

T244 Currency is in, attack the last Elohim city with a couple of units, one loses at 80% odds, other wins. Does this count in helping to kill a good civ? Decide o HBR as next tech just so my disciples can get mobility promotions.

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T245 Elohim are no more, Alexis ran through Ethne very VERY easily once Sanctuary wore off. I suspect this will happen in many other games too.

Why? Because having lots of forests is actually somewhat of a hindrance in FfH. In this particular case, Ethne had no immediate commerce tiles to work so she tech’ed very slowly, this meant at T245 she was still fielding an army of 100% warriors vs Vampires + Moroi. She didn’t have Bronze Working or even Exploration until the last 20-30 turns. In short, she really got the short end of the straw.

T246 Finish great library.

T247 Alexis declares on Beeri! She’s not threatening any cities and has no stacks anywhere near him, odd timing of the declaration.

T248 maths in, saving up for Animal Handling

T251 AH done, Feral Bond to unlock Kithra Kyriel the FoL hero next.

T252 Beeri asks for my help vs. Alexis. Umm.. no thanks!

T253 Alexis kills Barnaxus and the dwarves are totally overrun, only a matter of time before they’re eliminated

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T258 Feral Bond completes, my assassin who has been slowly killing the units in a barb city gets the Aeron’s chosen event. Not one I’ve ever had before

Also going to grab 1 turn Divination so I can build a Life node. Need something to deal with Spectre’s and Skeletons if Alexis attacks me next

T269 Not a lot going on, religious influence up to 76%. Few more cities I can spread FoL to, I’ve also placed some Inquisition priests in Calabim lands should I get the chance to convert Alexis briefly

T270 Up to 78% at start of turn, Duin is going to try and take out barb cities east of initial Calabim starting position and my Aeron’s Assassin should deal with another.

2/3 FoL spreads succeed and it puts me at 81% influence! Should win at start of next turn

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T271 Religious victory! Alexis asks for 1140 gold and hey I’ve won so I’ll be generous.

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Aftergame thoughts…

CofE were actually the first to found a 2nd city. Despite this they never really got going, I’m used to them expanding quickly and building up a large early army but they were never a threat.

Elohim were the 2nd to found a 3rd city. They were never to found another. The combination of being surrounded by forests and no commerce resources meant they simply teched too slow and got Bronze Working and Exploration too late. Quite obviously they stood no chance of defending against Vampires + Moroi with Warriors.

Scratch that, the Elohim lost their 4th city to Barbs it seems!

At the end of the game, the Dwarves survived with one city left. They were a little squeezed this game by myself + Alexis but expanded north reasonably well. They were also happy to help when I asked for free stuff.

The Ljosalfar were slightly annoying culturally but it was easy to stay at pleased relations and they were always behind myself and the Calabim.

Alexis did a lot better than I’ve seen in SP games. She expanded the fastest, got Moroi and Vamps up fairly fast and then kicked serious arse. While I had been beefing up my army, I’m not sure how well I would’ve fared vs. her well-promoted forces. She started to fall behind in tech towards the end, but it was nice to see the AI get to Vamps quickly and use them.

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Endgame demo’s

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As for myself, I think the player has the strongest starting position in the game. You have plenty of land you can seal off to the southeast and a solid landgrab elsewhere will leave you as one of the 2-3 major players in the world.

I wasn’t familiar with the Svartalfar beforehand and didn’t even use the worldspell. Alazkan was mostly reduced to lair popping + worker harassment using his illusion.

So a religious victory in a game set up to be a war fest, not what I had intended when I started the game. Without access to catapults I was reluctant to attack before I could get fireball throwing mages, by the time I got there I noticed the unusual opportunity of a religious win, at that point it seemed like that would be the quickest and least time consuming route to take so that’s why I did that.

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15 hours 1 minute, you’ll not see me spend 30+ hours on civ games!

So T271 Religious victory

Elohim destroyed T245, I only killed 2-3 of their units myself though so I don’t think it counts. I do not have a screenshot for how much xp my most experienced adept line unit had at that time anyway.

Thanks for the game SL.
"We are open to all opinions as long as they are the same as ours."
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Another religious victory! (did you actually know how that worked or did you sort of stumble into it like I did?)

I got that Aeron's chosen event/promotion once playing Svartalfar too.... pretty bad ass. (+2 unholy combat for the first level 6 assassin).

I'm a little disappointed you didn't go for the kidnap in the name of science, I've never seen it happen.
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Aeron's chosen is a scripted promotion. One you should definitely aim to get if using assassins heavily. The first Assassin to reach level 6 will get the promotion event. It's a global thing, with only one Aeron's Chosen across the entire world.

The promotion itself is crazily good, more because of the heal rate from kills than the bonus strength IMO. A highly promoted dwarven shadow with blitz and Aeron's chosen will decimate the military forces of an entire empire.
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Nice report! The "raging storms" event won't hurt units- all it does it put out "flames" tiles. Mostly useless, although it can have an impact if there are lots of Burning Sands blocked paths.
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TheReverendDoctor Wrote:Another religious victory! (did you actually know how that worked or did you sort of stumble into it like I did?)

I got that Aeron's chosen event/promotion once playing Svartalfar too.... pretty bad ass. (+2 unholy combat for the first level 6 assassin).

I'm a little disappointed you didn't go for the kidnap in the name of science, I've never seen it happen.

Definitely stumbled upon it. I was using the religion screen to see how many more disciples I needed to build for my own cities when I noticed my influence being unusually high.

As for the kidnap, having to declare war is a major pain in the ass (I mean Loki doesn't trigger a war when he flips cities!). I'm also unsure of whether the stolen GP retains movement for the turn, whether I'd get him out alive or even if there was a GP there as none was visible. Are GP's typically captured or destroyed when an enemy unit moves onto them? Not sure a war is worth it just to eliminate a GP when they 'recapture' it.
"We are open to all opinions as long as they are the same as ours."
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Very nice report, Dantski.

I will have to compare some of your demographics to what I was seeing at similar points. I obviously focused more effort on arcane techs and units (Tower of Mastery victory goal), but you did much better expanding northward than I did. I ended up blocked off from the east and did not even meet Alexis and especially Ethne until very late.

Alexis did seem to tech pretty well in my game as well -- Square Leg's note that he intended them to be far enough away to develop as a threat appears to have worked in at least some games.

I saw the same results for the Elohim in my game -- they expanded to 3/4 cities and then just completely stagnated. When I met them in my game (T242!) they did not even have Mysticism, or Fishing, or Education, or much of anything really. The forests and lack of commerce resources really strangled them, and presumably once they founded a couple cities their research pretty much dropped to zero.

Religious victory...I had FoL up to about 65% in my game, but did not realize this was a possibility or how it worked. I am not sure how the inquisitor function works, or how this is calculated. Do I need to have 80% of cities with only FoL, or can a city have additional religions and still be counted?

Very nice game and report, thanks!
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thanks for the comments!

haphazard1 Wrote:Religious victory...I had FoL up to about 65% in my game, but did not realize this was a possibility or how it worked. I am not sure how the inquisitor function works, or how this is calculated. Do I need to have 80% of cities with only FoL, or can a city have additional religions and still be counted?

The inquisition part of FfH isn't explained as fully as I like but here's my shot at it.

Firstly your disciple unit needs the inquisitor promotion

Secondly the civilization you cast inquisition in must follow the state religion you wish to keep in the city. I could explain this better but can't wrap the words around it. A FoL priest cannot remove non-FoL religions from a city if FoL is not that civ's state religion

Honestly if you've tried the Malakim side of the Decius content with FfH you'd be fairly familiar with the mechanics heh
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I have not had a chance to try the scenarios yet. This was my first game of FFH, other than a short (50 turn) trial run to see how initial development progressed.

I will have to experiment with the religious aspects and inquisitor. Other than going for a religious victory, or removing Ashen Veil to help control the AC, what other reasons would there be for removing a religion from your cities?
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Quote:I will have to experiment with the religious aspects and inquisitor. Other than going for a religious victory, or removing Ashen Veil to help control the AC, what other reasons would there be for removing a religion from your cities?

There is very little reason to do it on your own cities if you are not attempting a religious victory. Possibly you're expecting it to be taken, and wish to deny the enemy access to the religion in the city. Maybe you want to hurt their shrine income.

The extremely negative consequences of doing it however, mean that it might be a better idea to use as means of covert attack. Using inquisitor on a city causes a turn of unrest for each religion removed. It could be you want to invade someone, and causing their border cities to go into a religious revolt a turn before war seems like a good way to kick things off to me (Although I haven't tried it).

The other reason to do it in someone elses city is in order to prevent them from converting to a religion that you dislike. Certain civs have a high weighting towards one religion or another and that can cause clashes with you. Bribing them into your religion, the forcibly purging competitors from their cities is one way to strongarm a diplomatic friendship backed up by shared religion.


Of course the main reason for inquisitor is so that you can roleplay a ruthlessly theocratic state. Purge all non believers. Blood for the Blood God. Both the Illians and Grigori have access to inquisition and it would certainly be in character to use it to purge religions from their civ (although for very different reasons) despite neither having much shot at a religious victory.
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