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RB Ffh2 PBEM 1-Cull

Setting my thread up.

Probably post more later on.
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Just checking in...as promised I'll be a dedicated lurker for Cull.

Athlete
Played in:
RBPB2 - Willem of Ottoman - 6th/10
RBPB3 - Joao of Inca 13th/17 or so???
PBEM6 - Shaka of the Vikings 2nd/5 (thanks Lewwyn)
Dedicated Lurker For: Scooter/Pindicator/Noble PB8
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Popped Agri from a hut, saving me 8ish turns on necessary research. RNG gods, thank you.bow

Here's an image of my capital at the moment:

[Image: civ4screenshot0014f.jpg]
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Why did I choose Kandros Fir of the Khazad?

1. The dwarves ability: more gold per city equal better result, less gold equal bad result.
-less than 50 gold per city: 2 unhappy faces in all cities
-50-99: 1 unhappy face per city
-100-149: no effect
-150-199: 1 happy face in all cities
-200-299: 2 happy face in all cities, 10% production in all cities
-300-599: 2 happy face in all cities, 25% production in all cities
->500: 3 happy face in all cities, 40% production in all cities, 25% GP in all cities

This can be both good, and bad. It slows down research and expansion rate, but if you can get it too even 200 gold per city, its a very useful bonus. The max limit is ungodly, and is only slightly less than the hammer bonus from Buern. in the normal game.

2. Each give gets a specal palace unique to their race. I get a palace with a free gold resource, -10% War Weariness in Empire, +20% City Defense in Empire, 1 happy face in capital, 8 gold in capital, 1 hammer in capital, and 2 culture. A pretty strong capital.

3. The Ale luxury resource gives my units +2 experience points. This is pretty minor, but still somewhat useful.

4. Double movement on hills. Very useful.

5. The leader, Aggresive, Fiancial, Inguenity is good. Aggresive give C1, but C1 give +20% str. in Fall from Heaven 2. Fiancial is the same from normal civ, and is quite good in a no tech trading game. Inguenity give me 50 gold at start, at 50% upgrade costs. The 50 gold is useful for only giving me +1 unhappy in capital, instead of the +2 unhappy. But then all Khazad leaders have it.

6. Hero: Maros. Give him CG, plant me in a city defense with 50% city defense and 12 str. with some metal, and you got a tough nut to crack. A possible vampire counter to Bob.

Those are what I consider to be the main reasons the Khazad are good. Their world spell is okay, but if used in the late game, can oven cause starvation in high pop cities.

Athlete, thoughts on my civ pick?
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Well...my now (newly acquired) FFH experience is rather limited to the first couple dozen turns of playing the amurites so don't expect a whole lot of contribution from me that will help. Still your logic seems pretty sound.

The world spell actually sounds kind of neat to me but how much that might actually help later I have no idea. The hero definitely sounds nice and should help deter or stage off any attacks, but given the choice I think I'd want a more aggressive type hero. It seems to me the aggressor will normally come out the better in vanilla civ warfare and my understanding of FFH is that it's more combat oriented. Still he could potentially hold the fort down and prolong an attack while reinforcements arrive, or simply discourage one right from the get go!

The other smaller benefits (double movement on hills, +2XP) are nice and can definitely give you an advantage in the right situations. The whole gold/city thing looks like it could give a decent bonus if you can make that work and really make you a production powerhouse. It will be a matter of getting yourself setup properly in the shortterm to maximize the full power of your longterm potential.

Best of luck to you Cull and the more updated the thread the more insight I might be able provide! Well take that with a (big lol) grain of salt but atleast us lurkers will really enjoy it!

Athlete
Played in:
RBPB2 - Willem of Ottoman - 6th/10
RBPB3 - Joao of Inca 13th/17 or so???
PBEM6 - Shaka of the Vikings 2nd/5 (thanks Lewwyn)
Dedicated Lurker For: Scooter/Pindicator/Noble PB8
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Thanks for the comment Athlete!

The turn went along normal. I explored some more, and nothing major happened.

I was looking through some online guides, and some of them suggest running 80% research to build up gold while playing as the Khazad. What do you think about this?
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From the little I've read and played, the early worker techs take a long time to research hence why most people grow to size 2 before starting a worker. Personally I don't think I'd want to delay that more than necessary because it takes so long to begin with. However you will get a bonus for doing so. Beelining also pays off more for you in FFH then in regular civ as well (again from what I've read) so getting Iron Working for your hero sooner than later might be good as well. With that in mind then:

What's your current tech path (next 3 or 4 techs in mind)?

From the screenshot it looks like you're on mining. How many more turns to go? You've got a lot of forests to chop which will really help. To me it looks like getting Agriculture after mining and then maybe Mysticism for an early God King Civic Swap to get extra gold? And then onto Iron Working? How quickly should you try and get there? Some of that I'm not too sure on, just thinking out loud. Personally as I ramble I think I'd wait on the 80% tech rate until I was in the God King civic so that way my tech rate doesn't suffer as much. Make any sense?

Athlete
Played in:
RBPB2 - Willem of Ottoman - 6th/10
RBPB3 - Joao of Inca 13th/17 or so???
PBEM6 - Shaka of the Vikings 2nd/5 (thanks Lewwyn)
Dedicated Lurker For: Scooter/Pindicator/Noble PB8
Reply

I'm going for a straight Runes of K-something religion to get the money flowing.
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Kilmorph smile. That's a pretty good opening for the Khazad. Have you decided yet what kind of economy you are going to run?

Darrell
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athlete4life10 Wrote:To me it looks like getting Agriculture after mining and then maybe Mysticism for an early God King Civic Swap to get extra gold?

He popped Agri from a Hut already wink
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