Your Top Ten Tips for Your Favorite Civ

razzach

Warlord
Joined
Mar 14, 2009
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I was looking at the Strategies section to understand the quirks of the different civilizations I want to try out and I love the Top Ten Tips thread. But I brazenly tried to asked them tips for Kahdi and Austrin. For my bravery, I was rewarded with the Austrin tips but was stringently reminded that I need to ask in the FF or FF+ thread... :D

And they were right. FfH and FF have some very different mechanics now, that employing some of the tips there would have been ineffective. So to help those who are new to FF/FF+ (or those like me who have never been good at civ...I just love the tinkering :lol:). Please post some of your tips on playing FF/FF+! :D
 
Do you want this thread to be FFPlus only? Or FF, with sidenotes for changes in gameplay due to FFPlus?

-Colin
 
Archers are a key to early combat. If you can train them up and upgrade them with Drill I & Archery I, you can soften up dangerous units (even things like an experienced Orthus) down to a point where warriors or axemen/swordsmen have a chance of taking them out. And you should defend any strategically key forts with archers, fort commanders are useful but need backup if their position is subject to attack by even a small enemy stack.

The key to a strong early and mid-game economy is not just worked tiles and specialists, but also free beakers and gold from markets, elder councils, and the guilds. Its well worth getting two early merchants and two early bards, so you can build guilds like Kingfishers, Farmers, Fabriforma, and the Masquerade. The investment will pay off quickly and grow exponentially as your empire grows and acquires more resources.
Trade is always good to have but becomes most powerful once you have Astronomy and open borders with foreign empires on other continents.
 
Bannor tips: (Fall Further PLUS, Version 22)

Leaders:

I personally think Sabathiel makes the best Bannor leader. Organized isnt that great but charismatic is awesome for your military. Most of your units will start with 0 xp (demagogues and units recruited by commanders/donal lugh) so getting them (and their commanders) their promotions faster is a big bonus.
+1 happyness for all cities also helps in the early game.

Dont be fooled by tethiras instructor trait, unless it gets changed it only works for units BUILT - something you ll rarely do playing bannor. It does zero for your army of demagoues, recruited troops, great commanders etc. etc.

The main reason to play with decius is obviously his trait that allows for building units/buildings of the original civ in conquered cities which can be very nice if you
capture calabim cities for instance.

Other 2 leaders i forget the name of but they got nothing on charismatic sabathiel or Decius.


Your first city:

I d suggest making your first city your future GP farm and Wonderbuilder so best would be a city with at least 1-2 food resources (corn,wheat,rice,cows, pigs, sheep, mushrooms, deer etc. etc.) and good production capability.

1. Early Game:

Technologies:

Ancient Chants -> Mysticism -> Agriculture -> Education

Buildorder:

1. Worker
2. Warriors (until Mysticism is researched)
3. Elder Council (as soon as Mysticism is researched)
4. Pagan Temple
5. Cleric
6. Warriors / additional clerics until city hits happycap
7. Settler (when city reached happycap)

Improvements:

Worker should prioritize building improvements on food resources (should have settled next to atleast 2 of those), even if it takes 15-20 turns since you don’t have the proper techs yet. After food resources are done switch to building as many cottages as you have population available to work them.

Civics:

As soon as mysticism is researched switch to Godking AND Pacifism (takes only 1 turn of anarchy if you do it manually, i.e. don’t switch when asked to by the advisor)

Great Persons:

As soon as the elder council is finished assign one sage. With pacifism it doesn’t take long till you get your first great sage who should build an academy.

Military:

DON’T send your troops outside your cultural borders (aside from the starting scout who should try to get as many goody huts as possible before something big and mean unevitably eats him) - they ll stand no chance against the masses of deadly beasts wandering around since the latest version of FF+.
Save them up for later. Every unneccary lost warrior just means an even more evil beast (giving a str 9 cave bear xp to get combat strenght promotions is a BAAAD idea ) and less warriors should another civ declare war on you.


2. Next Stage of the game:

As soon as education is researched your goal should be getting fanatism as fast as possible but obviously some sidesteps like going for calendar if you spot lots of dye, cotton, sugar etc. resources are okay. Keep turtling since warriors & clerics cant do much other than fend off barbarian attacks.

Don’t be too selective regarding a spot for your second city (and 3rd/4th) – running around outside cultural borders is very dangerous even with multiple warriors as escort since the latest version of FF+. As long as it can work some cottages its good enough, special resources are just a bonus.

Keep producing settlers in your godking capital and make sure every city is always defended with 2 warriors which is enough to fend off early barbarians – in addition a “quick reaction force” of 2-3 warriors and a cleric should make sure your improvements aren’t plundered / your workers aren’t killed by barbs . New cities should immediately build a worker and after that warrior. The workers should build cottage after cottage after cottage – best improvement there is for bannor.

When you have 4 cities stop expanding - your godking capital can now switch production to the bone palace since you ll already have researched philosophy by that time. I rarely see the AI going for it so normally it shouldn’t be an issue getting that wonder first. the golden age and the engineer GPP it gives are nice and its not like you have much else to build before reaching fanatism other than even more settlers/troops (which would kill your economy).

If you get attacked before reaching fanatism you should normally (maybe not vs doviello ^^) have enough warriors to at least hold out until donal lugh and crusade can save your ass. you can easily recover from one lost city (unless it was your capital). But for this its really important that you werent wasting any troops to feed beasts outside your cultural borders before.

GPPwise you ll like get a second sage before fanatism/before the bone palace is finished. I d recommend settling him in the academy city for faster research. After the bone palace is built, don’t assign any specialist as you ll want to guarantee an engineer next (from the bone palace bonus to engineer GPP)

3. Finally there – you have researched Fanatism.

Build Donal Lugh in your capital. If you are already in a war you might have to use donal asap, else leave him in the safety of your capital for 13 turns which is enough to get him to level 5 with sabathiel as leader.

Take the following promotions: Combat Strenght I -> Corporal -> Sergeant -> Combat Strenght II -> Master Sergeant.

Now Donal Lugh can lead 5 units, giving each of them a 20% xp boost and 25% strength. If you re still not in a war go out and take on some animals/barbarian but remain close to your borders still. Small Dragons and cave bears can still tear donal a new one until he got some more promotions and with his high defensive strength + guardsmen he s always the first to get attacked unless seriously wounded.

If you spot a skeleton make sure to use donals recruiter promotion in your biggest city and then let donal kill it to refresh the promotion ( I haven’t actually tried this in FF+ yet since I didn’t find undead to kill in my latest bannor game, so if this was changed – ignore this tip ).

Anyhow. Donal Lugh is amazing. His xp will skyrocket if you use him/his troops properly and he can turn into a captain at lvl 10 and general at lvl 20. As general he s able to lead up to 9 troops (with commanding influence I-III promotions), giving all of them up to +120% strength (45% from battle commander I-III, 25% from master sergeant, 50% from general) alongside other bonuses. You haven’t seen a stack of doom until you seen one led by donal lugh ;)

Small reminder: as soon as donal lugh takes the captain promotion he can no longer get many promotions since captain turn his unit combat into commander.
I highly recommend getting all the combat strength promotions and the “Commando” (allows movement on enemy roads) before that happens. Don’t waste a promotion before lvl 10 on mobility, woodsman or guerialla …. these he can still get as a commander.

enough about donal ….

if you are in a war or can see one coming soon your tech research should focus on getting Order asap since it gives the most benefits for an early war (blessing your demagogues, valin phanuel) and is faster reachable than…

…empyrean, which you could go for if you still have some time until war becomes unevitable.

The pros of Order:

-lower maintenance costs thanks to cathedrals
-great happyness boosts from social order civic
-good early hero with valin phanuel and nice lategame hero with sphener.
-up to 80% converting defeated units chance with sphener and tier 3 priests.
-Bless is a great spell to buff your stacks of demagogues.

The pros of Empyrean:

-Chalid
-Chalids / Tier 3 priests Crown of Brilliance weakening enemies for your armies
-Chalids ability to get the amazing Valor spell.
-Free Sun mana from the Empyrean shrine. Do a quick research of KOTE, train an adept and start creating floodplains in your river tiles.

I prefer empyrean but on higher difficulties with aggressive neighbours you might not be able to afford researching the many more techs it takes to get it.

If you weren’t involved in a war yet, I d suggest starting one as soon as you have your religion of choice and can assemble enough crusaders.


4. General tips for the rest of the game

-Since Sabathiel can build command posts anyhow there s zero reason to waste the recruiter promotion of donal lugh and great commanders on it. Especially not considering that most of your troops wont be BUILT anyhow.

-Your capital should get all the military buildings and be allowed to grow as big as possible to get the most out of the recruit ability from donal / great commanders.
Its generally a good idea to not immediately send your recruited troops/demagogues to the front but let them sit in the capital for a few turns until they are lvl 2 or 3 (goes fast with sabathiel, have I mentioned how much I love “charismatic” ? ) so they can grab mobility I and corporal before going to war with their commanders.

-Once you got the bone palace, stop assigning any specialists so you can make sure your next GP is an engineer in order to build a master smith (when you have the tech for it) which can further boost your armies with nice equipment. Try to get as many great engineers and therefore master buildings as possible – this will give you more and more engineer slots and more and more production capability.

-After you have fanatism and went for order (and don’t plan on switching to empyrean) catch up on earlier techs and get catapults as fast as possible. after that go for bronze/iron working since it’s a good boost for your armies.

-After you have fanatism and went for empyrean you ll want chalid asap. between chalids crown of brilliance and a donal lugh led attacking army, you wont need any catapults. get bronze/iron working and then theology for more crown of brilliance.

-Don’t ignore the magic tree. You ll have huge armies that all start with 0 xp so every buff to their strength is welcome. And with every melee unit having the guardsmen promotion as bannor – your adepts are safe of annoying assassins. If you go for empyrean you ll also get sun mana from the shrine which together with an adept means you can turn your rivertiles into floodplains over time.

Most of those “tips” are pretty obvious stuff for veterans I guess but hopefully this post motivated some people to try out bannor in FF+. I m having a blast with them as chain of command and crusade mechanics have amazing synergy.

I normally don’t build masses of troops. I m more the “turtle until national units come around” player who fights his wars with highly promoted mini-armies.

Bannor have an entirely different vibe to them that I really enjoy atm.

ALTERNATIVE strategy i d call "Easymode"

after building your first settler to found your second city research cartography and build the pact of nilhorn.

Larry, Curly and Moe are amazing early game units:

a) hidden nationality is not only good to annoy neighbours, its also a great way to get great commanders fast since killing units of enemy civs = great commader points. and an early great commander is worth a lot in FF+.
b) 2 movement points + ignoring difficult terrain + movement on peaks = you can decide where to fight. if you re smartly using peaks to your advantage you can avoid getting any of them killed pretty easily - just watch for griffons/dragons until they got some better promotions.
c) they get better as they age and can use bronze & iron weapons so they remain usefull for the whole game.
d) with their bombard ability you wont need catapults.
e) when you dont find anything to kill with them they can build improvements & roads
f) playing Bannor its a good move to make one of them a master sergeant so the other 2 get 20% more xp and 25% higher strenght.

just be warned that this removes almost any challenge from the game ;)
 
Dont be fooled by tethiras instructor trait, unless it gets changed it only works for units BUILT - something you ll rarely do playing bannor. It does zero for your army of demagoues, recruited troops, great commanders etc. etc.

:eek: I had not thought about that.... I'll move the trait to OnUnitCreated, rather than built. Will affect any free units, as well as demagogues. :goodjob:


That was a very well written strategy... Got any more? :p
 
sounds good valk, and while we are it, rally (bannor worldspell) is bugged - doesnt work even when in crusade mode. button is greyed out and you cant cast it (and no, the amurite worldspell wasnt used i.e. not causing this )
 
No offense ment, but that really isn't that great a way to play the FF Bannor. So I suppose that I've been tricked into giving another set of tips and tricks. Note, I'm going to aim this towards FF in general, and put in notes and tips about things to do for FF+ (just like this note here).

1. Leader. You have the choice between Spiritual and Industrious, Organized and Charismatic, and Organized and Conquer. (Note, FF+ adds a Strategist and a Tactician Leader as well, as I haven't used them before, it is up to you to try them yourself.) So what is the real difference between them? Organized and Charismatic means that You'll be able to get command posts in every city, and that you'll be able to level your units up at 1.5xp, 3.5xp, 7.5xp, etc. instead of the usual 2/5/10. This of course is very advantageous in getting 0xp demagouges and other units to be useful fast. However, Spiritual and Industrious isn't that bad a combination. The primary thing to remember is that at Fanatacism, both Order and RoK get a disciple unit who is good in combat. As that is a priority tech anyways, you can then get a different unit to base your armies around instead of the usual Champion/Demagog spam. Why is this Important? As a spiritual leader, all diciple units start out with mobility 1 and potency - the only important one here is mobility 1, which would make the core of your army fast moving, a definite benefit.

2. Use. In regular FFH, the whole goal of the Bannor is to get to fanatacism, switch to crusade, and spam demagog's like they're going out of style. Not a bad way of doing things, except that many other civs would have won by the time the bannor got to that point. This mostly left them as a basic civ with nothing special. FF changed that by adding The Bannor Chain of Command. This then is what you want to be using to make the Bannor special. To note though, ANY unit can join the chain of command and benefit from it, and nothing requires that the chain of command is full. Because of this ability of the bannor, I find Great Generals to not only be worthless, but actually to be a detriment in many cases.

3. The Bannor Chain of Command. The chain of command is a fairly simple concept that can rapidly grow to MASSIVE power. The simple part. Any unit can take a promotion, corporal, which increases the amount of xp that units higher in the chain get. Once they are a corporal, they can take a promotion Sergent, that allows them to command a unit (this is available once they are level 3). When they are Level 5, they can take the promotion Master Sergent, which allows them to command a second unit, and gives a promotion to all its followers that increases its strength by 25%. Then, when they are level 10, they can take the promotion Captain, which gives another command slot, and a promotion to all units under it that makes them free and cause no war weariness. This promotion also changes the unit to unit-combat Commander, allowing it to take all the commander promotions. Sadly, at this time these promotions only trickle down 1 level, to the captains followers, not to the followers of the captains followers. Lastly, at level 20, a unit can take the General promotion, which gives him more command slots, and gives an additional 50% boost to its followers strength, for a total of 75%.

4. What does this mean? Start pumping out warriors at the start of the game. Level them up, try to protect your higher level units, until you can get a master Sergent. Then, once you have one of those, give him command of a few units, and send them out hunting. Note, in FF, you will want to send hunters out with them to deal with the massive animal spam. Work at it, and try to get a Captain. Once you have one of them, you are set for the rest of the game. Take and put as many master sergents as you can under the captain, with as many sergents as you can under them, with as many corporals as possible under them. Every unit will be free and get +25% strength, and every kill that one of your under-units makes gives xp to EVERYONE above them. So if a corporal makes a kill, it will give xp to their sergent, their master sergent, AND their captain. Form up an army under the captain, and then march of to kick someones ass.

5. Hero's. Hero's make Excelent Captains. All that free XP puts them at level 10 nice and quick, and then they just need to take the captain promotion and they're set. An important thing to note though is that you may not want to send Donal Lugh or Baron Halfmorn up the chain of command, because of a particular quirk in the chain of command at the moment. As it is now, the chain of command will not let anyone promote higher than a unit that has commanded them in the chain - so if a corporal has been commanded by a sergent, they cannot themselves become a sergent unless first commanded by a master sergent. This makes it hard to get generals. But because Donal Lugh and Baron Halfmorn can command units, without being in the chain of command, put anyone under their command and then they can promote as high as they want, because someone who is "unranked" ranks higher than a general.

6. Teching. Due to the power of the Bannor Chain of Command, the bannor can excel pretty much wherever they want. So you can go down the recon line, the archery line, the horse line, the melee line, the religious line - whatever you want to do. As a spiritual leader, you have more synergy with the religious line, so feel free to go down that. But the bannor aren't restricted to anything, or restricted from anything. You may want to research Fanatacism, and running Crusade isn't a bad way to generate a massive army to stomp all over your opponents. But whether or not you use it is up to you - it isn't needed for Victory.

7. Religion. Again, religion is entirely up to you. Runes of Kilmorph and Order have the best synergy here, but if there is a different approach you wish you pursue, go right ahead and do it.

8. Magic. There aren't any restrictions here. However, there are some better uses for magic than others with the bannor. The big thing is that you will have a large army. Therefore, you're probably going to want to have buff spells - courage, enchanted blade, flaming arrows, poisoned blades, etc. Fireballs are always nice. But due to army size, you're probably not going to be worrying about the mages being the backbone, only a supporting unit. If you want to mod it yourself though, you can allow mages/archmages to still grab spells once they are commanders, allowing them to become commanders AND great spellcasters - what more is there to want?

9. Notes for Fall Further. As of right now, Fall Further hasn't made any changes to the Bannor. There are however some changes that they have made that will make the bannor play differently. The primary one here is the Animal Changes. Yes, Capital letters are needed here. It is VERY important - BUILD HUNTERS. You can't survive outside your borders without them - and with the chain of command, you can start your conquests at any time in the game. So use hunters as escorts. Use them to hunt down animals. DON'T send them out on their own - use squad systems, with a commanding officer and everything to give your hunter packs enough protection against unexpected things - like you just killed the bear and discovered the hungry COMBAT 5 CAVE BEAR right next to you... again. You want to keep your units intact - NOT feed the cave bears... and dragons... and wyrms... and spiders... damn they must have reaaaly wanted the wilderness to be wild in this mod.

10. Have fun. Experiement. Discover what you like to do the most. And most importantly, KILL THOSE DAMN CAVE BEARS... grr... i hate cave bears... I even hate them more than spiders... which is saying something.

Hope this different viewpoint helps.

-Colin
 
First off, well said... The Chain of Command radically alters play style for them.

1. Leader. You have the choice between Spiritual and Industrious, Organized and Charismatic, and Organized and Conquer. (Note, FF+ adds a Strategist and a Tactician Leader as well, as I haven't used them before, it is up to you to try them yourself.) So what is the real difference between them? Organized and Charismatic means that You'll be able to get command posts in every city, and that you'll be able to level your units up at 1.5xp, 3.5xp, 7.5xp, etc. instead of the usual 2/5/10. This of course is very advantageous in getting 0xp demagouges and other units to be useful fast. However, Spiritual and Industrious isn't that bad a combination. The primary thing to remember is that at Fanatacism, both Order and RoK get a disciple unit who is good in combat. As that is a priority tech anyways, you can then get a different unit to base your armies around instead of the usual Champion/Demagog spam. Why is this Important? As a spiritual leader, all diciple units start out with mobility 1 and potency - the only important one here is mobility 1, which would make the core of your army fast moving, a definite benefit.

We've added three Emergent leaders, with new traits: Instructor, Imperialist, and Strategist. Keep in mind, with all of these leaders you can gain an additional trait, based on your choices as you play... Makes these leaders very malleable.

Instructor is the star here. All non-Siege/Naval units created (as of next patch... Currently only those you build) gain one free promotion. Not an extra level, but an entirely free promotion... Means you'll get your Captain quite a bit sooner, as you can get to it a level earlier.

Imperialist is a bit weak at the moment. All cities founded start with a BFC, and you get +100% Great Commander emergence. As you said, GC's are weak for the Bannor atm.

Strategist is rather different. It grants Tactics 1 to all units... Faster route to Blitz, but weaker than Aggressive. It also grants Battle Field Tactics to GC's, allowing for the Formation promotions for Melee followers... Decent, but still a bit weak. Where the trait excels is with fast attack units. Tactics grants both withdrawal and defense... Lets you hit them fast, and get back out of the way. I'm planning on buffing it a bit as well.

9. Notes for Fall Further. As of right now, Fall Further hasn't made any changes to the Bannor. There are however some changes that they have made that will make the bannor play differently. The primary one here is the Animal Changes. Yes, Capital letters are needed here. It is VERY important - BUILD HUNTERS. You can't survive outside your borders without them - and with the chain of command, you can start your conquests at any time in the game. So use hunters as escorts. Use them to hunt down animals. DON'T send them out on their own - use squad systems, with a commanding officer and everything to give your hunter packs enough protection against unexpected things - like you just killed the bear and discovered the hungry COMBAT 5 CAVE BEAR right next to you... again. You want to keep your units intact - NOT feed the cave bears... and dragons... and wyrms... and spiders... damn they must have reaaaly wanted the wilderness to be wild in this mod.

A few points here:
  1. We have, actually, made one small change to the Bannor, that could change the playstyle a bit: Crusade is now in the Membership category. Can continue to run other government civics, and don't have to defy the Overcouncil.
  2. I'm working right now on a way to limit animals by tech... Then the Dragons and upgraded animals (Cave Bears, Elk, Packs, so on) will spawn after any player has hit a certain tech.... And the lesser animals will stop spawning. ;) Should make it easier to deal with the wilds early, but they'll be worse in the late game. :p
 
Instructor is the star here. All non-Siege/Naval units created (as of next patch... Currently only those you build) gain one free promotion. Not an extra level, but an entirely free promotion... Means you'll get your Captain quite a bit sooner, as you can get to it a level earlier.

Not quite. It means your captain gets 1 more promotion, before becoming a captain. Captain REQUIRE's having the unit be a level 10 unit. Therefore, free promotions, while nice, don't get you to captain any faster. Now, I'm not saying that its useless, far from that, its like having aggressive without being restricted to just combat 1. But it won't get you to captain faster (except by being able to get xp faster from being stronger... but that isn't necessarily true when compared to charismatic).

-Colin
 
Ah, true. Well, at the least it lets you take an extra promotion, making the units more likely to survive to captain level... One of the drawbacks of the CoC is that you need to take quite a few promotions that don't add any direct combat benefit, making the unit easier to kill. This helps with that, either by an instant Combat 1 or by taking the first step towards Captain for free.
 
No offense ment, but that really isn't that great a way to play the FF Bannor.

no offense taken, i didnt make it clear enough that i was talking about Fall Further PLUS, Version 22 and edited my post to make that more clear from the start.

I dont play FF but i guess the wildlife in it is similar to FF+ before the latest patch, so i would play bannor exactly like you do, i.e. getting some good commanders as fast as possible. no "turtling" necessary.

The wildlife in FF+ is drastically different though since v22 (think "my little pony" (FF) versus "Jurrassic Park"(FF+) ). Maybe i m just having bad luck but a stack of 5 hunters doesnt return home as 3-4 high level hunters like it did in earlier FF+ versions/ most likely base FF - instead it doesnt return at home at all and leaves a bunch of mini dragons, cavebears, griffon packs that are even more dangerous than before because they got some nice xp from you.
All that research/production/gold wasted for nothing but a minor chance that you might get lucky and have maybe 1 remotely high lvl hunter survive.

Btw while this may sound negative, i am actually really enjoying the new dangerous wildlife of FF PLUS although i admit being sceptic before. Not being able to get some highly promoted elite units from slaughtering easy animals and therefore getting a huge advantage for an early war (like readercolin suggests) makes for a nice change of pace and offers more challenge then before.

i m right now in an immortal-difficulty bannor game (played emperor before mostly and wanted to see if my strategy holds one level higher) and got fanatism around turn 170-180, so imho it doesnt take that long. didnt get the bone palace (beaten by one turn), had pretty bad luck with my neighbour (xivan led calabim, currently has twice the points i do) so i decided to take things safe and wait for chalid before engaging.

i m now turn 230ish and been in war for 5 turns, looking good so far but there s 2 stacks of vampire doom en route to meet my chalid/donal army that will probably decide if i can take a city of him or lose the game ^^ would feel more comfortable if Rally worked since i only have 15 demagogues right now but in Crown of Brilliance we trust ;) - cant wait to get home from work and see how it goes.
 
Aoleleb's Tips for playing as the Legion of D'tesh the Doom Fortress Way (One main city):
1) Quarries and Graveyards are your friend. They both eventually get +4 :hammers: and +1 :commerce:, albiet at different techs. Necromancy and Arcane Lore for Graveyards, Construction and Guilds for Quarries. Quarries also require Slavery running for +4, but if you aren't running that, I'll have to hurt you.

2) Run Slavery. Always, no exceptions. Your population depends on slaves, and anything that increases your chances of getting them is always nice.

3) Your mounted and melee units have a promotion that at first glance seems like a poor trade. It's called Wretched, and it gives -2 :strength:, No xp from combat, and a 15% chance to take slaves after combat. It also however, gives+1 Death Affinity This is to every melee and mounted unit you have. It is completely viable to skip the arcane line as D'tesh (except to get the boosts to Graveyards) and go down the Mounted line for an entire army of Horsemen of the Apocalypse

4) Forts: Learn it, Live it, Love it. Your forts allow you to grab things like Death Mana and Infused Ash without having to spread your population too thin, or having to deal with those annoying build order pop-ups.

5) There is absolutely no point to keeping enemy cities. Raze them and send the population back to your Spire of Doom.

6) It is worth noting that once you expand far enough in your conquests, and if you have the Nexus (you should), then you may want to set up "Staging Points" to get your One-Unit-Armies around faster.

7) Death Mana, just to reinforce that fact. When your Warriors have 9 :strength:, it's a beautiful sight.

8) It is quite possilble to destroy your enemies with peace. Open Borders + Watchers = Fun. Your Watchers have the Searing Heat promotion, which will turn any square they end the turn on into Wasteland. Surround your "friend's" cities with Watchers and watch as the population slowly dwindles.

Eventually, your Doom Spire will get so big you can pretty much build anything in one turn. Have fun ruling the world.
 
A different guide to Sheaim (for Fall Further+):



After the bannor guide I wanted to do a sheaim one but quickly realized that doing the standard “beeline for AV and own the world with ritualists” guide would be pretty boring and obvious for anyone but newcomers (and I think anyone who s already playing modmods for FFH is probably not a newcomer).

So I ve had a “different” game and wanted to share it. Its not as powerful as AV sheaim of course but still fun and has some good synergies….

1. Leaders:

Os Gabella. Why ? Malchavic = only 1 trait and that trait is pretty weak. I think he s intented to be an emergent leader capable of getting another trait but currently doesn’t work that way making him the worst possible leader choice for the sheaim.

Ophelia IS an emergent leader but for my strategy not interesting as it benefits a lot from having the summoner trait. Now of course Ophelia could get this one via emergent mechanics but its always a gamble and I don’t like reloading to get the better results.

Tebryn is the slightly worse Os in general but even more so for my strategy. Both share summoner so that’s good but the Arcane trait is pretty useless as passive xp gain for arcanes in FF was nerfed into almost uselessness and therefore potency is merely good for the spell strenght bonus but that one isn’t that big of a deal imho.
Since Os makes a good wonderbuilder and it lies along the critical research path the catacomb librarus is pretty much guaranteed to be built by me, so I ll have mage guilds for free which beats mage guilds for 50% less hammers.

So I m recommending Os Gabella for the important summoner trait and since many wonders come in handy in this strategy , industrious is also put into good use.

2. Religions:

What makes this guide different is that we aren’t going for the obvious Sheaim religious choice and early-game-winner-thanks-to-ROF.

Instead we re taking the other evil: Octopus Overlords. Why ? Well for starters hemah comes at Arcane Lore so you get a good Hero at your critical research path.
Secondly Asylums help with research and thirdly the Tower of Compliance (faster built thanks to Os Gabiella gives you a truly awesome city.

But even though we re talking OO, please note that playing on water heavy maps versus the AI is like playing chess against kindergarden kids. And playing OO on water heavy maps is like cheating when playing chess against kindergarden kids ;)

Also in this guide priesthood(tsunamie), fanatism(stygian guard) and theology (summon kraken) aren’t key techs so the naval power of OO isn’t even a goal.

3. Critical Research Path:

We don’t want to overrun the world with hordes of ritualists and diseased corpses, that’s too easy for us. Instead the key is the arcane path: getting to strenght of will as fast as possible to get eaters of dreams, collecting death mana like crazy and drowning erebus in hordes of pumped up spectres & wraiths.

4. Your starting city:

Most of the time you wont start near water (especially with flavourstart on) but if you do, chose carefully. Obviously water has some benefits: we re going for OO so we ll have to research fishing & sailing anyhow. and workboats don’t stop citygrowth like workers. good good. Please keep in mind however that water is horsehockey terrain later on since it cannot be improved (oceans) or can only be marginally improved (coasts -> fishing villages) – it got nothing on a city with many rivertiles and cottages/farms.
Since your first city should be your future main city (capital and city with the tower of complanency) I d only recommend settling near water if you can get a location that has as little ocean as possible, preferably more land than water tiles and at least 2 good resources in the water.
Else go for a city with preferably no mountains in the BFC, many river tiles, some food resources, you know the drill…

Personally I took a coast city, but it was a really good starting place with many resources and more land than water tiles.

5. Your starting phase:

Set up city, have your warrior guard it and send the scout out looking for goody huts till something inevitably eats him. Build a worker (workboat) and send him out to improve any resources. Built a second warrior.
Tech to mysticsm, adopt godking & pacifism in one strike and build an elder council & a pagan temple while you are researching knowledge of the ether. assign a sage when the elder council is finished and when your first great sage pops turn him into an acadademy.

(If you decided for a coastal city research fishing before mysticism obviously and keep churning out workboats till the best coastal and resource tiles are improved.)

After KOTE is researched build a mage guild, an adept and then a settler. Meanwhile research fishing (if you hadn’t already) -> sailing -> message from the deep. The 2 warriors and the adept (who should immediately take death I so he can summon a skeleton and from there on combat promotions) are usually more than enough to defend your city from barbs. if you got some money from exploring before your scout was eaten you can drown your warriors as soon as you founded OO.

After the settler is done, switch production to a planar gate and then the catacomb librarus as it will give you another slot for a sage, 2 great sage points / turn , boost research and having mage guilds in all your future cities without building them is great especially with planar gates and mobius witches.

Look for a decent spot for a 2nd city but remember to be carefull about the new dangerous wilderness:

1. stay close to your cultural borders
2. have your adept and his skeleton escort the settler
3. the skeleton is expendable so as long as only 1 tough beast is attacking you cant really lose your adept or settler since you can always resummon skeleton next turn.
4. if you see a dragon or a huge bear – RUUUUUN!

A coast city is not a bad choice for your second city if its near some water resources.
Since you wont build the Tower in that city it doesn’t really matter if it could have much better tiles later on – its just another city for building a planar gate in afterall and if possible near a raw mana node (doesn’t have to be in the BFC , third culture ring is fine)

Also important: don’t found your second city before you found OO. most of the time the bigger city will become the holy one but I ve also experienced how a freshly founded city with 1 population became the holy city while my 9 pop capital didn’t.

Anyhow back to research: Go for Mind Stapling after founding OO to get your first good unit (saverous), the nice asylums and most importantly: the tower of complanency which should be built in your capital asap and from the on it can grow and grow and grow until it runs out of food.

After mind stapling research necromancy -> sorcery -> arcane lore.

Great sages can help with that via bulbing though you ll have to bulb alteration first which isn’t that great but one cant really help it.

The good thing with getting the tower of compliance is that you don’t (yet) need all those techs that unlock other happiness bonuses to grow your capital. And since your workers can build any improvement anyhow (just takes a while longer, but not a big issue imho ) you can focus on getting good at the arcane stuff fast instead.

When the tower of compliance was finished in your capital you should start building a sizeable army of adepts (5-6) for future use. its also about time to drop the research slider a bit to get some gold running so you can upgrade those adepts to mages once you hit sorcery.

Adepts with death mana make good explorers thanks to the easily replaced skeletons always defending first as already mentioned above. A stack of 5 adepts accompanied by 5 skeletons means you only run the risk of losing an adept if there s more than 5 attackers ;) So get those adepts some xp that they can be upgraded to mages later.

Don’t risk saverous exploring, he s not that strong and mini-dragons (who are much faster then him) eat him for breakfast until he got lots of promotions. I actually wouldn’t even waste time building him until somewhat later and use the production for adepts instead.

But that depends on your neighbours. with a powerful & aggressive neighbour nearby (or that isle which spawns stygian guards) its of course a lifesaver to have Saverous defending especially since he can get xp fast thanks to being a hero.

5. Becoming awesome

Hopefully your exploring adept/skeleton army will find a barbarian town or two to take over, preferably near raw mana nodes. If you cant help it, you ll of course have to do the settling yourself…

Raw mana nodes are important since you really want that tower of necromancy and you re still missing out on shadow, dimensional and entropy mana to build it (death and chaos comes from the sheaim palace). If the unique features Blair of Lacuna (dimensional) and Bradeleine s Well(entropy) are nearby, those are good substitutes as well.

If you are lucky and find more mana nodes … death death death. As soon as you have the tower of necromancy ALL your mananodes should be death (one for metamagic to train an adept in dispel and have him dispel the entropy/shadow/dimensional nodes and turn them into death ones – but if your lucky you might get a mobius witch starting with metamagic , then you don’t even need that ).

Works really well for sheaim as thanks to mobius witches you ll sooner or later get casters for every important spell/buff anyhow so you aren’t missing out on other spells in the long run.

If you get caught in an early war don’t go too offensive. with adepts&skeletons you have zero chance taking cities on higher difficulties and even mages with spectres will find it troublesome until you can pile up death affinity.
You definitely shouldn’t START wars until AT LEAST hemah is available, I d recommend waiting for strenght of will though if you can afford it.

Build an alchemy lab as soon as you can. I m not sure if the event is guaranteed to happen once the first alchemy lab is built or just a chance but mary moebius is a nice bonus and even without her the research bonus is nice.

Anyhow your capital should be building an alchemy lab, the crown of arkharien and hemah and before and after that: cultists to spread OO to your new cities and settlers to spread new cities if you don’t find enough barbarian ones.

Your other cities wont grow very big since you don’t have access to all these happiness bonuses from all the techs you missed out on (unless you traded for them with other civs) so its best to simply build a worker to improve its surroundings, a planar gate, an elder council and from there on : adepts, adepts, adepts (as you have a mageguild in all cities thanks to catacomb).

I think its very flavourfull: that one supercity thanks to the tower of compliance and plenty of small cities located near mana nodes and not having many buildings other than the planar gate feels very much like an evil mages civ.

Anyhow, it’s a long way to strenght of will but once finally there you can definitely take the war to your neighbours. If you did everything right you ll have 8 adepts/mages with enough xp to be turned into the sheaims awesome archmage UU / liches.

Since the AIs build their cities close to each other and their consume soul ability comes in very handy, especially combined with the summoner trait. Your wraiths will wreak havoc.

6. A few tips on how to promote your arcane units:


adepts:

death I unfortunately is a must for every starting adept until you have 2 death nodes and get it for free, but without death I you wont have skeletons and thus take a massive risk when sending your adepts out to gather xp. Later built adepts can of course skip it when they get it for free.

after that all you need is combat strenght I-V so your summons start with empower I-V promotions.

once you have those promotions the next important is getting fire I&II (palace mana). fireballs can bombard, cause collateral damage and most importantly are an alternative when fighting enemies highly resistant to death magic.

spell extension becomes important when you have strenght of will but not before.

eater of dreams (archmage UU) should definitely get fire 3 as well. before you can pile on massive death affinity fire elementals are often a better choice than wraiths and they also cause collateral damage.
chaos is also pretty usefull for “wonder” and mutating your casters: a “weak” or “enervated” adept isn’t utterly useless since it doesn’t effect his summons so the risk is much less than with melee units.


moebius witches:

unless you cant afford it because your neighbour is attacking and you need every unit there is you should destroy any moebius witch that spawns with spellspheres you don’t need so you have a chance for getting a better one next time.

You definitely always want moebius witches with:

….Air: because Maelstrom is a great addition to your offensive arsenal to weaken enemies for your mages & summons
….Body: hasting & regenerating your adepts/mages is very very usefull
….Ice: Slow is a great spell and later on you could upgrade this witch to get snowfall
for amazing offensive potential.
….Entropy: Pit beasts are somewhat meh except in the early game but corrode is very usefull weakening enemies.
….Sun: turning rivertiles into deserts is very handy since those deserts will upgrade into floodplains after a few turns. also blinding is a good spell to annoy your enemy with.
…Metamagic: scouting with the eye is very handy and dispelling mananodes to turn them into death ones is very important.
…Mind: inspiration is nice in your capital, charm is good and later on domination comes in handy. good all around.

In the early game Moebius witches that start with death, fire or chaos are also usefull as you can get spectres, fireball and mutate before even researching sorcery.
But since all 3 spellspheres are palace mana …. they become kinda pointless on witches as soon as sorcery is researched as then your mages can get those spells anyhow.

The other spellspheres are mostly meh until you get to strenght of will, of course then spells like Valor (law), Spellstaff (Enchantment) and others will come in very handy but the tier 1&2 spells of those spheres are not really usefull to you.

When I reach strenght of will (and have 4 death mana so any upgraded mage/moebius witch will get death 3 and therefore also lichdom for free) I ll make sure to upgrade the moebius witches first that have spellspheres that I definitely want the tier 3 spell off (law for valor, ice for snowfall, mind for domination etc.) and turn them into liches. after that come the actual eater of dreams who are upgraded from mages that already have combat strenght I-V so they get the most out of summoning.

7. the endgame

up to you, really. after strenght of will you have everything you need to wage wars though of course its no godmode on higher difficulties so be carefull and don’t piss off every other civ at once. I d suggest researching the techs now that unlock other units from planar gates, improve your economy and chose your conquest targets by the number of mana nodes you can get.

I personally liked going the recon route to unlock manticore´s and to have rangers that could capture the mini-dragons. I ended up with 4 different mini-dragons which made at least a bit up for winning before I ever got to Abashi ^^

Also start raising the Armageddon counter via rituals & razing since that makes your summoned units even stonger thanks to the sundered/stigmata promotion.

If someone summons hyborem and he s not too far off you should probably focus on killing him before he gets too powerful and spreads too much hellterrain. Also makes sure that you get the nice “Gela” item off him. His units will be a tough nut to crack with death & fire summons so better do it before he has too many of them for you too handle.


Anyhow, I know the “collect death mana and have fun with eaters of dreams” is not terribly original either but as far as I guess most people playing sheaim focus on AV early and therefore often don’t get to strenght of will before they won the game (whether they actually won or stop because the game got too easy), so I m hoping doing it this way and with a different religion was at least interesting to some readers.


Suggestions:

The arcane trait needs fixing. With potency almost useless due to low passive xp gain & caps in Fall further it’s a pretty bad trait, one of the worst.

Spiritual not only gives potency, it also gives mobility and it also gives no anarchy from changing religion / civics. And as everybody knows…. since savants can upgrade to mages spiritual pretty much means that even your arcane units will get potency anyhow PLUS mobility (which cancels out the one free promotion that you could argue is lost by going savant -> mage instead of adept -> mage ).

I m not sure if my memory is playing tricks on me but wasn’t Arcane at one point in base FFH supposed to also give 1 free promotion to each arcane units ?

That would be a welcome change. In the life of an archmage that d total out as 3 free promotions (1 at adept, 1 at mage, 1 at archmage, obviously on top of the free ones they already get) so it d be a pretty usefull trait.
 
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