I'd say the main/key ways to get conquest wins on diety:
1. promotions: quality over quantity (get highly promoted units or heroes, enough units to protect them, and eliminate the AI with them)
2. expansion: stay as close to even as you can in quantity of cities with the AI (if you get surrounded/overwhelmed by AI cities, it's near impossible to win)
3. "cheat1": check on the 'new random seed on load' option, and use save-load, to get combat wins and/or good hut/lair/etc outcomes
4. "cheat2": explore the entire map using your special starting settler and the two other units at the start of the game, devise strategy/tactics/plans, and then reload, with that knowledge.
early game:
general strategy:
'diety' difficulty is very different than 'settler' difficulty. Your city max pop cap is very small (normally around 5 pop), city quantity maintenance is very heavy (REX is usually bad, unless you get/use cartography tech quickly/immediately for the 'city states' civic) ~ meaning it's generally better to create a 'god king' civic SE super city, and lastly unit quantity gets costly fast (generally only ~ 4-5 free units) ~ meaning you can NOT out unit produce the bonus enhanced diety AI (hence the uber value of unit quality: promotions), and lastly the AI gets huge bonuses/modifers/extra-starting-units/faster-tech/etc of course. Also, due to the low max pop cap, happiness is much more important and powerful, as it let's your cities grow, which makes a much bigger difference on diety.
this means that generally it's better to pump out warriors to get promotions (and prevent the AI from getting promotions) from the barbs and/or the AI (remember that you get much more experience for attacking units than from defending against units) and/or to steal workers from the AI instead of you wasting resources to build your own workers when you could be building combat units or buildings. Also, this allows your capitol to grow, and it doesn't take long for it to reach its max pop cap (~ 5 pop), as thus, there's not too much of a big benefit with building a worker first, instead of your warriors or buildings, due to the low max pop cap. Or, build resource buildings for a god king SE super city. Unless the starting area/map really favors building a worker first, it's generally better to build warriors or buildings instead, due to the low max pop cap. Once your city hits the max pop cap, then you can build workers (if you haven't stolen them from the AI, aka still at peace with AI) and/or settlers.
If you want to be really cheatful, wait for the AI to build it's second city, causing him to have his units split up, and wipe out the second city (it's easier due to not having the culture bonus that the capitol has), this reduces him to being roughly equal to you, though you should have the unit promotion advantage, now being able to wipe out his capitol and thus win the game, albiet a very boring stupid win, with warriors. ya, you could let him live to build up for a more interesting/even war, I guess. But, otherwise, winning with warriors is boring, you don't get to enjoy any of the wonderful features of FFH2, lol.
promotions:
*(march is extremely important! get it BEFORE shock II, it's that important! March is how you wipe out AI cities!)
warrior/archer/horse/axeman:
combat I -> shock I/cover I -> combat II/formation I -> combat III -> march* -> shock II/cover II -> combat IV -> combat V -> commando -> drill I -> drill II -> drill III -> drill IV
woodsman I/combat I -> combat I/woodmans I -> shock I/cover I
drill I -> drill II -> drill III -> drill IV -> commando -> woodsman I/guerrila I
scout/hunter:
woodsman I -> combat I -> shock I/cover I -> combat II/formation I -> combat III -> combat IV -> combat V -> commando -> drill I -> drill II -> drill III -> drill IV
combat I -> shock I/cover I -> combat II/woodsman I -> combat III/formation I -> combat IV -> combat V -> commando -> drill I -> drill II -> drill III -> drill IV
tech:
if you're going for a quick win, then tech directly for that tier 2 unit (hunter, axeman, horse, archer, adept, golem) and/or a bonus to strength/summoning (bronze weapons, mana node afinity or enchantment/nature spells or death mana: skeletons, or etc). As if your warriors don't quite eliminate the AI/win the game, your tier 2 unit (or bonus modifier) will mop up what's left of the AI.
otherwise, you need to focus on commerce techs (myst: god king+food+scientist/GS or edu: cottages or fishing/sailing: water tiles or whatever resource tech), as you need to get going on getting more beakers/techs and gold.
various early tech paths:
exploration -> cartography
ancient chants -> mysticism -> agriculture -> calender -> festivals
agriculture -> calender -> festivals
ancient chants/agriculture -> agriculture/ancient chants -> education
exploration -> fishing -> sailing
exploration -> fishing -> ancient chants -> mysticism
exploration -> hunting -> optional: archery
crafting -> mining -> bronze working/archery
crafting -> masonry -> construction
agriculture -> animal husbandry -> horseback riding
ancient chants -> mysticism -> knowledge of the ether -> optional: necromancy
(rush a religion/hero)
strategy focus paths based on starting land:
1. lots of river/grassland/floodplains: god king SE supercity or CE or REX
2. lots of forest/hills: pump warriors or buildings that give resources (beakers, gold, culture, etc)
3. coast+lots of water resources+tiles: heron throne+lighthouse
Commerce/maintainance sources:
trade techs/buildings/wonders/civics:
inn, tavern, Great lighthouse, harbor, foreign trade, etc
commerce/gold techs/civics/religions/buildings/wonders:
city states, aristocracy, foreign trade, god king, guilds (unlimited merchants), mercantilsm, runes of kilmorph temple, tax office, market (festival), gambling house (mathematics), courthouse (code of laws), money changer, bazaar of mammon, deruptus brewing house, tablets of bambur, etc
focus/improvements:
CE/SE/TE (cottages, merchant, priest, great merchant, great prophet, great bard, caste system, etc)
I personally like/use these settings:
custom game:
difficulty: diety
AI: 1 (round) or 1-3 (four corners)
Map: team battleground
Size: duel
climate: termperate
sealevel: medium
era: ancient
Speed: quick
team placement: round / four corners
team setting: N/A
world map: flat
new random seed on reload
no tribal villages
victories: conquest
~ or ~
custom game:
difficulty: settler
AI: 0
Map: team battleground
Size: duel
climate: termperate
sealevel: medium
era: ancient
Speed: quick
team placement: round
team setting: N/A
world map: flat
new random seed on reload
victories: none
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I'll get around to posting more... I've been playing FFH2 again recently, in my free time. So, I'll be posting more guides and etc eventually. Even if this game is dead (aside from those who play it competitively on realms beyond website/forum), meh.
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P.S.
does anyone know if the 'pearls' resource has been removed? Or, does it require certain maps (map scripts)?, as I've not seen them yet as the few times I've played lanun. Or, is my luck just really bad thus far, and I've just not had them in a game yet.