FFH -- We don't betray or kill all of our allies

Sounds like a plan, man I forgot just how different this game is especially the tech tree. Don't mind if I do not add too much to the conversation, I might as well be a FFH noob.
 
Noteworthy happenings.

T4 Warrior pop 3 barbarians from hut.
T5 Warrior dies.
T14 Rivers of blood is cast. Guess worker first would have been better.

Capital is 1 turn from growing to size 2. Got gold from two huts.
 

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Noteworthy happenings.

T4 Warrior pop 3 barbarians from hut.
T5 Warrior dies.
T14 Rivers of blood is cast. Guess worker first would have been better.

Capital is 1 turn from growing to size 2. Got gold from two huts.
This is a got it.
Looks fine so far. There was no way anticipating that the Calabims were on the map and that they would cast River of Blood this early (or would they do that in Tholal's mod every time?) I'd follow the original plan. teching Edu while growing on warriors. As River of Blood was cast maybe it's not worth growing to size 5 before starting the worker? Maybe size 3? I'd try to time the worker so that it can be available as soon as Edu is researched.
Scout to explore the areas South. Funny that we haven't met anyone so far. We might be (semi-)isolated.

I'll play in the evening, if you're OK with the plan.

Lord Civius, I'd be happy if you could contribute. This is still civ 4, it just has a little more tweaks :) Saw that you have a D3 game fired up, will be lurking that one.
 
D3?

I suggest hunting after education.

Perhaps you should play 20 turns and then we decrease the turn set? like
20/15/10/10/...

Is this a medium size map with 7 opponents?

I found the AI will just sit in his city for a while to start with in this mod. But we have some space to develop into.
 
D3 = Dynasty III.

Yep, maybe I'll play until Edu is in and then we can shorten the turnsets to 15 and later to 10.

I selected the normal amount of opponents (6 on a standard map) with Arendel and Amelanchier as two AIs in a team, so there should be 7 players in total on the map.

Oh yes, the Ai is probably keeping the scouts in the cap as well.

Hunting sounds fine to me, it's probably the most important tech for us ATM. (Giving us hunters and leading to FoL. Maybe even Archery sometime if we want lumbermills before we switch to FoL. I found it hard to complete any lumbermills after FoL is on. The forests turn too fast into ancient forests.)

Question: I have never played this mod with Lairs off. What kinds of barbs could spawn in the fog after the animal era is over? I know goblins and normal barbs (warriors, later archers and axemen) have a chance to spawn without a lair. Is is true for lizardmen as well or are they bound to ruins?
 
I do not see that we would want any lumbermills. Better of to mine any hill we see. Or if lacking hills, build farms.

Perhaps we should have put our capital with more hills in cross. Guess our capital will be a commerce city and we will settle our next city with more hills.
 
Cap will be a commerce city, definitely. Although I guess we'd want to run the odd specialist here too in the early game.

Lumbermills are extremely useful in this mod in general IMO, as opposed to BtS. There is otherwise no real way to get useful production on flat land before Guilds.

As GoN will raise the happy and health cap way above 20 it's generally better to grow in the early game so farms will be on anyway, at least initially. Shame that FPs cannot be forested :(
 
We have one hill and plenty of plains/forests, should be enough production.

1H vs 2F vs cottage. I think 1h is weakest. Perhaps we will not get sanitation early. Then it is 1H vs 1F. Given that archery is almost as expensive as warfare I would rather get warfare and conquest. For other nations lumbermills are great.

I'm making a suggested dotmap. Please both of you give feedback on it.
 

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Farms are better IF we have Agro and Sanitation, definitely, but that may or may not be our immediate goal. We might actually want to discuss getting Way of the Wicked and use Slavery for a while -- and since we want KotE rather sooner than later this also opens up the possiblity to get some Ritualists with a short time spent in AW. Otherwise +1 h is top since we won't be able to run too many specs until we get some rather expensive civics like Arcane Lore.

Dotmap is too spaced out in my opinion, that's a lot of maintenance. We should settle the cities closer to be able to share tiles and save on maintenance. Also, we want to utilize the oasis tile since it's a great tile early on and we want to make sure that most of the FPs overlap so that the cottages can be worked by either city. Orange is not really great on top of the banana since that's the only food resource in the region.

Will play when I get home from work.
 
I just find that elves running FoL grow to size 20 so fast. But early game is very important. Perhaps you can post a suggestion.
 
So, played the turnset until Edu was in (started worker at size 4 so that it could be finished to be ready to build cottages):

Notable happenings:

T27 Scouting provided us with an early vic... eh, friend indeed:

Spoiler :
Falamar.jpg


T30 Our scout dies to a spider but not without examining Falamar's land a little more closely:

Spoiler :
Land_of_Falamar.jpg


He had his two cities when we met him:

Spoiler :
Cities_of_Falamar.jpg


T33 One of our forests gets poisoned, but fortunately we are skilled in nature magic.

T38 Falamar adopts Agrarianism.

T42 Worker is done, we put 1t into the rice farm

T44 Edu is in.

@Lord Civius: you're up. Note: I deselected our research so we have to discuss our next tech. Exploration --> Hunting?
 

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I just find that elves running FoL grow to size 20 so fast. But early game is very important. Perhaps you can post a suggestion.
I do like magenta and blue in the N.
I'd settle orange 1SE of banana, southern magenta 1N of sugar and white on the PH 1N of banana. That will still allow a coastal city between the cow and the rice.
Also: I originally thought we wanted CoE later? That may not give us that much excess happy unless we're extremely lucky and can get the GM until then. (In fact I'm a bit disappointed with the tropical setting. There isn't that much jungle around.)
 
K, I will try a new dotmap.

I find later in the game anyone can keep their cities happy unless they get to much war unhappiness.
 
I'd probably settle towards Falamar first as the northern area won't be contested. Also: are we sure about Exploration & Hunting next? Crafting & Mining is expensive too, but would give us much more production. Mysticism is cheap but we'd at least have God King. Calendar is fairly cheap too, and would allow us to improve some food / happy around us. Wouldn't it be better to go for Hunting with the cottages in place? (I'd actually settle 1N of sugar first, that city could work some of the (later) cottages, allowing the cap to switch to some hammer tiles.)
 
OK this is my got it. Sorry I have not been contributing but this has really become a learn as I go situation. I will prolly have to lean on you guys this turnset but will try to weigh in on the areas I am comfortable with. So hope you guys do not mind helping me catch up.
 
OK had a little time to look over the save so I will add my two cents.

Worker- Farm Rice-->Cottage FPs
Research- Crafting-->Mining-->Calender
Thariss- Finish Warrior, grow to happy cap, build settler

I will look over the dotmaps and give some feedback after work tomorrow. Prolly play the save then too if we reach a consensus on research.
 
I would like a second worker before settler.

Also perhaps farms on FPs. And cottages in forest. That we our second city can grow faster working the farmed FPs and our capital can work cottages forests to get more hammers and not rush into unhappiness.
 
I would cottage some FPs and forget about the rice for the moment, it's dry rice.
Cap is already at the happy cap, no early Slavery, no need to have more food yet. What we need is more commerce + happy in the first place. No need for FP farms in this city, almost all tiles will be 3F tiles when ancient forests are in place.

I'd grow cap to 5 on the warrior then start on the worker / settler production. Another worker sounds a good idea.

I'd probably tech Exploration (so that workers can road up the second city) and then Calendar for city 2. Mining takes forever without cottages and the workers will need time to set them up. Calendar will help there too.
 
What I wanted was the capital to work cottages in forests to not overproduce on food. Later on FPs will be less productive then our other squares so it is better if we have our developed cottages in the forests.
 
What I wanted was the capital to work cottages in forests to not overproduce on food. Later on FPs will be less productive then our other squares so it is better if we have our developed cottages in the forests.
That's right but ATM we are limited to using 5 tiles (provided we grow on the warrior) so we should use any tile with extra commerce and food meaning FPs are very valuable for us in the early game. We can speed up our research while the cap builds a worker and a settler on the excess food. A forest will not return the riverside commerce so a cottage provides only 1C and it doesn't really matter whether we build our worker / settler on 3F or 2F1H.
 
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