February 13th, 2013, 12:33
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To hook up a typed node without a node improvement on it requires the appropriate tech (sorcery).
Are you sure you mean east?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
February 13th, 2013, 13:02
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1W, woops. Thanks for catching me on that.
Also, you are incorrect: it doesn't take any tech to hook up a types node. The only thing the tech is needed for is creating the typed node. So we have metamagic available the instant that node is connected.
February 13th, 2013, 13:15
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(February 13th, 2013, 13:02)gtAngel Wrote: Also, you are incorrect: it doesn't take any tech to hook up a types node. The only thing the tech is needed for is creating the typed node. So we have metamagic available the instant that node is connected.
But it's not currently a typed node - just a typed mana. It's missing the node improvement. And you can't place that improvement until you have the proper tech and adept or mage.
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February 13th, 2013, 13:16
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No you are incorrect.
A improved mana node consists of two parts - a resource which is what is altered, and a improvement that harvests it.
The improvement requires the normal tech.
Try it our for yourself
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
February 13th, 2013, 14:25
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That makes sense then, I forgot about that since it doesn't come into play very often (the only time you normally see unimproved type mana is when it gets pillaged by the enemy.)
That's nicer then, because people still need to research sorcery to get that node. Anyone who was going to get sorcery anyway would have made a metamagic node soon enough, so it doesn't really harm you then
February 14th, 2013, 00:09
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Thanks for the input. So looking at the start I am definitely going to want to go argiculture first, followed by calender. I think I'll myst third. Production wise, worker first, warrior second. as general guidelines. Will have to see what the scout can see.
"Specialization is for insects." - RobertHeinlein
February 14th, 2013, 17:34
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Humm. Well after playing around for a bit. I am thinking that Fol will be really good for me. I think I should be able to outtech the elves early, and grabbing the holy city has several benefits.
1. More gold for me and less gold for the elves.
2. Provides nature mana with shrine.
2.5 If I get it early and nab the hero, it would be really strong combined with my civ heroes starting item. sounds good.
3. Not related to the holy city, but because I plan on using lots of recon units. Fawns, Satyrs, and ghosts being recon units allows them to grab Woods 1 and 2. Which if I am in a somewhat forested area, and can be added with POL, lumber-milled forests will provide decent food and production and with Guardians of Nature I can get big cities with lots of specialists. As the Sidar that sounds good. If I have more than 4 cities by turn 110ish, then building the mage guild in every city should be economical hammers wise. With god king and industrious the Catacomb Librius costs only 300 normal hammers as apposed to 600. and it give me another scientist slot. Since I want mage guilds in every city FOR SCIENCE. It seems worth it. The other two wonders I really want to grab, are the Great Library for plus 1 science per scientist making it 2 food for 5 science before multipliers, and the guild of hammers. Super sexy forges in every city and I don't even have to research bronze working or smelting to get it. I really don't see myself getting bronze working this game, because I plan on pretty much entirely ignoring the melee line. I'm not sure yet which sort of collateral I should get. I am half tempted to go elementalism, and then sorcery after getting poisons, for the hopeful nature mana from shrine. I just don't really have a way to guarentie a great prophet or bard. Then FIREBALLS. It reality it may be easier to just go for catipults. I'm need to find out if they are cloaked by my world spell.
"Specialization is for insects." - RobertHeinlein
February 14th, 2013, 18:03
(This post was last modified: February 14th, 2013, 18:04 by gtAngel.)
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Remember too that you get culture from spreading FoL, which is really great because building monuments sucks. (Seriously, they're super expensive for only +1 culture.) Also, I recommend using Ashen Veil for your collateral. Mages take a long time to develop and you're already going down the religion branch for FoL, so you have all of the prerequisites for AV anyway. Sacrifice the Weak is a great Civic too - it lets you turn food into beakers/hammers/gold at a 100% increased rate. The reduced great person rate doesn't even hurt that bad - you go from 200% to 180%, which is only a 10% decrease. Considering you can theoretically double your specialists and that -10% GPP doesn't hurt much at all.
And yeah, the Great Library and Guild of Hammers are both really really great. Catacombs isn't terrible either, but just make sure that you aren't wasting time on it if you need something else. Remember that it costs 450 hammers even as an industrious leader, so a lot of the time it's better to have more units or more infrastructure, considering that you aren't going too mage heavy and might not be able to ICS too heavily depending on what your enemies are doing.
Also, everything as far as I am aware is cloaked by your world spell. So you could get some catapults and cloak them up for a surprise engagement. Just keep in mind that Catapults are slow and constantly need replaced.
Also, don't completely forget about bronze working: It does let you chop down jungle, and eventually it's a pretty cheap tech (once most other players have it and your avg beakers per turn increases.)
February 14th, 2013, 21:10
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So correct me if I'm wrong but the problem with sacrifice the weak on monarch difficulty, is that the maintenance costs once I get a few cities are pretty crazy, and going sacrifice the weak will prevent me from going GON which will give me huge cities and huge food with production. AV collateral is pretty awesome, but depending on how many units they have it might be easier to just go POL spam because I can stick my hero weapon on sacrificial tigers giving them a +2 attack. The other thing with AV collateral is that it doesn't drop cultural defense. For research having more cities that are smaller are better, but for total production god king capitol with Lumber-milled ancient forests and GON might let me crank out ghosts faster while still running max scientists. Also a benifit of going mage is that I could go for arcane lore and go sage spam with scholarship. If I got that caste system and Great library. Sages would have base 6 science and would have unlimited of them. Based on the start I'm probably going to want to go an either early construction for farm spread, or archery into FOL to lumber-mill ancient forests. I'm pretty sure I'm going to settle on that plains hill. Going to scout first with the warrior, but that will be the likely scenario. With agriculture and worker first. Hummm. I wonder when this game will start. I'm ready to go, but I don't want to post all over the tech thread saying hey lets go, but I really don't know what the timeline on these things is.
"Specialization is for insects." - RobertHeinlein
February 14th, 2013, 21:20
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Why didn't you take shekinah if you plan to go arcane so much?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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