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Miguelito gets tricked by magicians, but Bob isn't fooled. Kaiser rules from behind.

I don't get it, was the issue that there was something about Nauf's install of Civ / EitB which was corrupting every file he sent for certain players?
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We're not safe yet, I'll start to be hopeful when everybody has managed to open their first save.
In accordance with what I wrote in the tech thread, it seems to be due to naufragar manually editing the Kurios' leader name to Kardith Lorda, although that should be totally fine. Tbh I just don't know.
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While these techincal difficulties are worked on, can you give me some insights on these special tiles which are spawned in the world?

I realize that there are some kind of interactions possible, either for all or just some CIVs (Letum Frius seems to be only enterable when playing 1 of 2 specific CIVs). Is there a place where I can look these up?
The wiki seems to stay purposedly vague on them.

Also do you recommend playing with Orthus and Archaon (the Dragon who spawns in a barb city and is a huge pain)?

Are any of these to be expected in this game?

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While these techincal difficulties are worked on, can you give me some insights on these special tiles which are spawned in the world?

* Bradeline's Well: Can explore with a level 4 (IIRC) unit, after a few turns will roll a result from either the Very Good or Very Bad results tables, which you can find detailed elsewhere on the internet.  Exploring unit always gets 1 exp, and can try again a turn later if receiving a Very Bad result, assuming they survive. 

* Broken Sepulcher: Same as Bradeline's well, plus grants Death Mana if roaded. 

* Dragon Bones: Grants the tile it's on +3 commerce (which you can increase with certain techs), provides ivory, grants +1 happy to nearby cities. 

* Guardian of the Pristine Pass: Spawns three hostile Gargoyles if you walk within a tile or two of it, after a brief grace period (around 30 turns). 

* Letum Frigus: Only source of Ice Mana aside from the Illian Palace.  Gives the Aggressive trait to the Illians if they're the first to enter the Frigus tile, or an instant golden age to the Amurites if they do instead. 

* Maelstrom: Either teleports units which explore it to a random water tile anywhere on the map, damaging them in the process, or destroys them entirely. 

* Maenalus: Same as Bradeline's well, except only appears on ocean tiles.

* Mirror of Heaven: Grants the tile it's on a large production boost, provides Sun Mana if roaded, grants range over an enormous area if you have a unit parked on it (not if it's merely in your culture but otherwise unoccupied). 

* Odio's Prison: +25% strength to all units within 3 tiles.  Mostly just a waste of the tile it's on. 

* Pool of Tears: +1 happiness to nearby cities, units on it heal 50% more quickly and are instantly cured of the Disease, Plague, and/or Withered "promotions". 

* Pyre of the Seraphic: Okay, this one is pretty nuts.  Same as the Broken Sepulcher, except with Fire instead of Death Mana, AND you can sacrifice any non-summon Angel unit on it to do heavy fire damage to bordering tiles and gain a permanent Fire Elemental.  Except Angels with the Heroic promotion, who grant like nine Fire Elementals instead (rarely worth it in their case, though).  You're very fortunate if you're playing as Basium and have the Pyre still standing in your territory.  The AI has no idea how to use this ability. 

* Remnants of Patria: +3 happiness to nearby cities, +3 hammer bonus to the tile it's on, which you can boost through certain techs. 

* Ring of Carcer: Does nothing by itself, but contains Brigit; if you can manage to get a level 15 unit you can enter the Ring and will be rewarded with Brigit, an outlandishly powerful hero unit (this is pretty easy for the Calabim, very difficult for everyone else).

* Seven Pines: Entering it while at war will, for one time only, allow you to force a cease fire with everyone you are fighting (except the barbs).  Note: not a peace treaty, so there's nothing stopping you or your opponents from redeclaring whenever. 

* Standing Stones: +1 happiness to nearby cities, Earth Mana if roaded. 

* Tomb of Sucellus: +1 happiness to nearby cities, Life Mana if roaded, +25% healing to units standing on its tile. 

* Yggdrasil: +1 happiness to nearby cities, +3 food bonus to the tile it's on, which you can boost through certain techs, grants the unique Fruit of the Yggdrasil resource if roaded, which provides an additional +1 happiness and +2 health. 


I realize that there are some kind of interactions possible, either for all or just some CIVs (Letum Frius seems to be only enterable when playing 1 of 2 specific CIVs). Is there a place where I can look these up?

The in-game Civilopedia lists them all out under "Unique Featuers", or just consult this post wink


The wiki seems to stay purposedly vague on them.

The wiki contained embedded malware several years ago, so I wouldn't bother with it.  I'd also run a virus scan. 


Also do you recommend playing with Orthus and Archaon (the Dragon who spawns in a barb city and is a huge pain)?

Orthus, yes- he adds some spice to SP games, and his Axe is an awesome piece of equipment if you give it to a unit with high mobility (it grants +1 Strength and Blitz).  Acheron, probably not unless you're playing on a map with a lot of free space, since his city spams culture all over the place and will make a large area unusable for most of the game.  He's not even all that great a unit by the time you're able to capture him. 


Are any of these to be expected in this game?

I think they're banned in the current settings.  Dave doesn't like fun  shakehead  Commissar
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Yes, we're playing with no unique features and no Orthus or Acheron.

The important news here is that we're playing, finally!

The capital was founded:


Question - how much time until barbs start appearing? My plan is for the scout to circle SE-S (check spots around the wheat), but when does it start to get hairy? Should I just leave her at home for now? Also the warrior could scout a little NW-W (like, until the peak range), moving quickly through the forests, before covering the cap, but from when will we really need a garrison?

Another question - will we want to go with 2 workers before the settler? They are lazy, and we will want to get some mines going. Also which size before we start the settler, 4? 5? 6? wheat+FP+gems+gold (+FPH mine) (+FPH mine 2) (+ cow if we tech that fast) (+oasis, but not really)
Maybe priorize an FPH mine over the desert gold, but early research is very important/demanding in FFH, right?
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Right now your Scout is both expendable and generally capable of handling herself. She needs to be out and exploring continuously, with the exception of pausing to heal, both to uncover land and to hopefully accrue exp by killing barbs she can get odds on (which will be most).


Your Warrior shouldn't stray too far from the capital, both because barbs capable of entering your borders will start spawning in around 20 turns (animals in around 5), and in case one of your opponents has a Scout which happens to head straight your way- they can capture cities. I'd make sure the Warrior can enter the city tile before a hostile Scout could, based on how much advanced notice your tile vision gives you.
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RE: growth, you're honesty going to be a better judge on those matters for the most part than I am; I'm very familiar with the mod obv., but the economic game has never been my forte.


Personally, I'd probably produce two Workers before the Settler, because your capital is so strong, but I'm not sure that's the optimal call. I'd also grow to size 5 or six between starting the Settler, unless you uncover a spot you absolutely must claim in the near future, since your second city isn't going to be contributing a ton to the empire in the near future, based on the land and resources currently visible. A city near or at your starting location would make for a decent Worker / Settler pump, eventually.
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(January 30th, 2021, 01:13)Bobchillingworth Wrote: * Pyre of the Seraphic: Okay, this one is pretty nuts.  Same as the Broken Sepulcher, except with Fire instead of Death Mana, AND you can sacrifice any non-summon Angel unit on it to do heavy fire damage to bordering tiles and gain a permanent Fire Elemental.  Except Angels with the Heroic promotion, who grant like nine Fire Elementals instead (rarely worth it in their case, though).  You're very fortunate if you're playing as Basium and have the Pyre still standing in your territory.  The AI has no idea how to use this ability. 

Not to hijack the thread, but this reminded me of something I'd been wondering in general. Do you think FFH2's AI stands up and makes the game worth playing solo, or is MP a more 'true' experience due to the complexity?
Past Games: PB51  -  PB55  -  PB56  -  PB58 (Tarkeel's game)  - PB59  -  PB60  -  PB64  -  PB66  -  PB68 (Miguelito's game)     Current Games: None (for now...)
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(January 30th, 2021, 15:48)Bobchillingworth Wrote: Personally, I'd probably produce two Workers before the Settler, because your capital is so strong, but I'm not sure that's the optimal call.  I'd also grow to size 5 or six between starting the Settler, unless you uncover a spot you absolutely must claim in the near future, since your second city isn't going to be contributing a ton to the empire in the near future, based on the land and resources currently visible.  A city near or at your starting location would make for a decent Worker / Settler pump, eventually.

Maybe I'll still set up a spreadsheet for the first city, although I'm unfamiliar with nearly all the parameters because a) mod and b) quick speed.

The starting location is obviously super food strong, but I feel like we don't want it very soon, because we have a bunch of stuff to do before researching fishing (mining, AH, edu?)
Right now my favourite second city is dot 3 from the turn 1 screenie, although settling three tiles from the capital with Cre feels like it has downsides as well. The scout will see more before deciding, but I feel like a city sharing the wheat would likely be a good call based on current info.

You also mentioned Mysticism as an early target. So, that gives God King, which we of course have the right capital for. But otoh immortal costs will drive us towards city states soon enough (or else we're not expanding fast enough). Would we be able to afford to wait with CS until a GA? Or would GK need to be worth the additional turn of anarchy (and on quick that hurts more doesn't it). Well we can assess after mining and edu I guess.
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Do you think FFH2's AI stands up and makes the game worth playing solo, or is MP a more 'true' experience due to the complexity?

Different experiences, both worthwhile in their own way, and even the SP experience changes depending on which mod you play. Vanilla FFH's AI is so braindead stupid I wouldn't bother, but though EitB's is easy to exploit, it can still threaten the player and on Immortal+ will produce some truly impressive armies which are fun to fight. The More Naval AI (MNAI) modmod is essentially base FFH (which IMO isn't structured nearly as well as EitB, but is still perfectly playable for SP), but with a vastly better and very challenging AI, albeit one which is kind of rush-happy.

MP is a whole other animal; the community has played dozens of FFH PBEMs over the years, and we're still innovating new tactics and strategies. You should rustle up some new players and give it a try! I'd be very interested to see how a game without any FFH vets plays out.

Edit: also, a lot of the fun features of FFH are inevitably banned in MP for admittedly good reasons, so if you want to experience all the crazy stuff in the mod you're going to need to either fight the AI or assemble a group of players who are willing to join a competition where there's a good chance the result comes down to some real malarkey.



Would we be able to afford to wait with CS until a GA? Or would GK need to be worth the additional turn of anarchy (and on quick that hurts more doesn't it).

I feel reasonably confident that eating the turn of anarchy is worth it, though you'll need to decide whether to delay the GK revolt until Education is in (so that you can also adopt Apprenticeship), or delay Apprenticeship until you research City States. GK will be acceptable until you have at least a few cities, and the extra production and commerce will surely more than make up for the lost turn.
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