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Learning Capria FFH SG

Oh, and regarding Chalid. Yes, he's awesome. But we want to make sure we put Empyrean last in our religious journey.

Ie, first get a bunch of Confessors (awesome!), Stonewardens (slightly less awesome!), and Priest of Leaves (so we can bloom furs/deers and get disposatigers).
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Can someone explain marsh? I did not see any during my previous games, I am guessing because they were not on Erebus or Erebus Continents map scripts.

Is marsh a base terrain type or an overlay? Can it be improved or removed? What is the effect? (Sounds like a reduction in food, which is bad news.)

Offshore cities have a very nice impact on trade route income, especially if your mainland cities do not have foreign routes available (or do not have many). But kjn is also right about lighthouses being very, very expensive relative to BtS. Small islands make poor city sites in FFH even with seafood, whereas the same sites in BtS can be awesome. Lack of strong slavery makes a huge difference, plus the super-costly lighthouses.
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haphazard1 Wrote:Can someone explain marsh?

Marsh, in a word, sucks.

haphazard1 Wrote:Is marsh a base terrain type or an overlay?

Base type.

haphazard1 Wrote:Can it be improved or removed?

Not in the base FfH mod.

haphazard1 Wrote:What is the effect? (Sounds like a reduction in food, which is bad news.)

1 food, costs two moves.
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DaveV Wrote:Marsh, in a word, sucks.

Ouch. Not good at all.

FFH is generally very good about improving your land, although some things have to wait until Vitalize is available. This is one of my favorite aspects of FFH, as BtS lacks any capability for engineering your land with terraformers as in SMAC. But now marsh appears to "lock in" crummy terrain. frown

Does Vitalize do anything to marsh?
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haphazard1 Wrote:Does Vitalize do anything to marsh?

No. There is absolutely no way to get rid of marsh. I think they may have created it to add garbage terrain to the scenarios.

In some of the modmods, you can scorch (I think) marsh to terraform it. I don't like to use the mapscripts that generate marsh (I'm looking at you, Erebus Continents!), because of the lack of any way to deal with it.
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Regarding Marsh, it's not actually any worse than Plains if you're running Agrarianism, so Agrarian + Sanitation Marsh can still at least support a specialist.


Alternatively, just build workshops over it and pretend it's a mine.
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Personally I prefer le mappe deux to the first one. It gets the same job done with less number of cites, and the placements seem to be a nice bit stronger in my opinion.

No worries on the delay either. The forum is bugged to hell and back.
Travelling on a mote of dust, suspended in a sunbeam.
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DaveV Wrote:No. There is absolutely no way to get rid of marsh. I think they may have created it to add garbage terrain to the scenarios.

In some of the modmods, you can scorch (I think) marsh to terraform it. I don't like to use the mapscripts that generate marsh (I'm looking at you, Erebus Continents!), because of the lack of any way to deal with it.

As an aside, do you know of any decent scripts that avoid this? For hastily organised MP games and the like.
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Regular Civ has desert and ice terrain that's always useless and never improvable, so is marsh in FFH really that big a deal?
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You can make desert into decent plains tiles fairly easily in FFH; Ice is generally localized to the poles just like in regular Civ, plus you can also use an early spell to change it to tundra (which in FFH you can chain irrigate).


Marsh just sits there forever, never changing, always lousy. And it's unpredictable- most map scripts don't add it, but when they do it's often not easily avoided, unlike Ice.
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