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FFH , Understanding a civs strength.

I am going to random and try a civilization at noble. After watching some of Sullas videos and abit about how to scout and so on. I just wanted help in understanding to play a civilization or how to play a civilization while focusing on its strenght + the power of the different religions. I got Luchipriup* mind spelling*. I had wine and corn so i reserached farming. I had a nice amount of hills so i went mining. I got exploration from a hut. I went ancient spirit + mysticisim to start moving towards RoK. I saw the beakers on Rok and decided to go masonry first. So that I am a tech closer to the hero. I am not sure how to play the civ thou.

Edit : I went animal husbandry before Masonry since the city I was going to build had cows as the food source.


Edit 2 : I deleated this thread from the gaming table since I meant to do it here and did a mistake and posted it there frown
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In FFH, it is usually Agriculture-Calendar to get Agrarianism farms and grow and produce sttlers, workers. Then Exploration, so your workers can do something, and to connect your cities. If you have gold nearby, you can research mining before going for education. Then it is time to decide, what economy to build: cottages or aristo-farms. This is the way I play early FFH.
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One thing to keep in mind as Luchuirp is that the Masonry tech unlocks their worldspell. "Gifts of Nantosuelta" puts a golden hammer in each of your cities, which you can settle as engineer specialists (you can also use them as weapons, but that's usually a bad idea). Now, it's debatable whether you want to use this right away (early boosts have a snowball effect) or wait until you've settled a few cities (since you get more golden hammers that way). But a reasonable early game strategy with Luchuirp is to tech masonry very early and use the worldspell immediately; that can be a big boost to your production and get you a very early Great Engineer.
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Um, well, I'd like to give suggestions, but your description is kinda vague. I think we could help more if you posted more details, stuff like you'd see in someone's PBEM report.

A couple thoughts, anyway:
No matter who you have, you always want to start with getting the worker techs you need to improve your resources. So good choice on Agriculture - I hope you did Crafting too, for the wines?

Next priority is usually some form of commerce. You either want Education for cottages, Calendar if you have a calendar resource, or worst case all the way to Code of Laws for Aristocracy. Your wines might fill this role for a while, but eventually you'll need something more. Once you have that, you can start on the rest of the game.

Luchiurp are the Golem civilization. One priority is to get to Construction, so you can build Sculptor's Studios and therefore all your golems. Masonry is a nice tech for them too - you probably want to cast your worldspell as soon as you get there, and settle the hammers right away (ok, as HK mentions, it's arguable - but you definitely want your worldspell sometime, anyway).

Sculptor's studios will be your culture source, probably, so you won't need that from religion. That means Kilmorph could definitely be a good one to start with. But yes, get some commerce going first.
EitB 25 - Perpentach
Occasional mapmaker

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I'm starting to understand tech and land But I have a huge problem with armies . I either build an army that brings my tech down to 40% or I have to small of an army trying to somehow get an economy working .
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(January 20th, 2013, 08:12)Ryan Wrote: I'm starting to understand tech and land But I have a huge problem with armies . I either build an army that brings my tech down to 40% or I have to small of an army trying to somehow get an economy working .

This is definitely one of the challenges in FFH, as you generally need more units than you would in a Civ game of similar difficulty. Getting enough economic strength to support your military is a balancing act. flug_auto's suggestions of a cottage economy or an aristofarm economy are possible options; a coastal economy can also work for certain civs such as the Lanun.

Try a Financial leader -- it gives a big boost to the commerce produced by aristofarms, cottages, or coastal tiles. It is a powerful trait (enough that some people don't like to play Financial civs) and can help keep your economy going as you learn how to balance everything.
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I use a magic heavy army, the multiplying effect of summoned units and fire balls to soften stacks means your army doesn't have to be massive. The AI doesn't like to attack with damaged units. Beware though, magic armies are slooooow to build as the time required to build up xp can be quite lengthy
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In SP you will do just fine with Golems. In MP however speed is a deciding factor and thus Golems suck. You'll do better with Chariots or mobility promoted hasted Champions IMO. Even in SP you'll kill off an enemy faster with those units than with Golems.
Dwarves profit hugely from double movement on hills and their great starting techs as well as Golden Hammers. Also keep in mind that Deruptus Brewing House gives your Dwarfes +2xp.
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