FfH-02: Phase 2 Teaser

Chalid

Black Dragon
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Munich, Germany
The Dwarf was nearly blighted by the bright sun. It has been a long time since members of his clan was on the surface. It had been a long cold night but now an new Age has begun. A rebirth. His gaze fell upon the desolated plains. Everywhere were the traces of the past age. But most of the snow was gone.

Behind him the other members of the clan left the ancient caves. It was time to move on. Time to found a new City that might become the center of the new dwarfen empire.


This SG is a preview to the FfH beta release.
The Options set are:
Mod: Fall from Heaven 110f
Difficulty: Monarch
Map: Balanced
Sealevel: Low
Size: Tiny
Gamespeed: Quick
Enemies: 3

It is played by Members of the FfH Design Team.
Participating are: Chalid, Corlindale, Loki, woodelf

I'll post a roaster as soon as i figured the time zones out ;)


I draw a map and we got the Lurchip as race. Or starting technologies are Mining and Ancient Chants. We are finacial and arcane. As UniqueUnits we have a complete set of Golems.

I would propose to settle in spot as we have a lot of resources.

As reserch goal i would aim for Dwarfen Studies (we are Dwarfs, what else should we aim for?) as worker techs are of small use until we get an mud golem. As research path i would start with going to philosophy. The alternative would be to start with Bronze Working and taking the Dwarfen Studies as free tech, but as the AI priorizes Philisophy we might miss it this way.

woodelf or Corlindale may play the first 20 turns, whoever gets it first. Afterwards every player 15 turns and than 10 turns each.
We should try to get it running as smooth as possible as we have not much time till this Version will become obsolete. So if a player misses to post his get it for 24 hours the next one will play the turn set. So have much fun.
 

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Sounds good. Normally I try for Philosophy, but if I get a Goody Hut to pop me a tech I use that tech to dictate what Religion I shoot for. But as Dwarves maybe Dwarven Studies makes sense. :)

Animal Husbandry is another I try for so I can Capture Animals with my scouts before the animals all disappear.

So we play 20 turns and post a screenie of our land? What else will we be posting?
 
Of course you will be posting screenshots and stories of all the funny things that happen to you during your gameturns, as there might be a lot of guys that are interested in whats going on in Phase 2. And don't forget the savegame....

Animals will stay some more time. It depends of course on how long there in unexplored Land. On second thought we do not have any Animal-Resource within our range of view, so those turns might be invested into nothing and make us loose the religion race.
 
Good point. It looks like a jump to Calendar after our Religion is a good idea. Of course, the Gods of Hut popping dictate a lot of my games. :)

And pray Orthus isn't anywhere near!
 
Chronichles of the Luchuiurp, part I:

The city of Ithralia was founded in an area of beautiful coast, lush green forests and fertile grasslands along the riverbed, in the first year of the Age of Rebirth:



Noting the considerations of the other council members, I decided to let the city direct its efforts to the research of Mysticism, so we might reach Philosophy in the near future. I commanded the city governor to start training some scouts, so we might learn even more of the countryside surrounding us.

Our first band of scouts were then dispatched towards the southeast, as we had received information of a primitive settlement there. Our scouts were greeted most kindly by its inhabitants, who even taught us the secrets of Mysticism!



Greatly motivated by this discovery, our sages immediately began to study the secrets of Philosophy.

Our scouts travelled further to the southeast, and there they encountered emmisaries of another civilization:



The people of the Elohim seemed to be kind and benevolent, so we are certain that future cooperation with them will be a benefit to both our lands.
As our scouts headed further onwards, however, they encountered some less welcome strangers:



The people of the Balseraph seemed to be rather hostile towards us, and their leader appeared to be some kind of lunatic. I do not trust them, but I do not feel that we are ready for a war, so I decide to make peace with them for now. There's no doubt in my heart that this will change in the future, though.

As our scout were about to head northwards, it was ambushed and killed by a pack of ferocious tigers. Thankfully another band of scouts was ready to be dispatched at the same time, so I sent them northwards and told the governor to start training another group of scouts. We also have need of a Mud Golem at some point, but for now I think such a creation will be too great an effort for our citizens.

The new scouts headed northwards, and discovered yet another civilization:



The Amurites seemed a bit cold towards us, but I do not think they will prove hostile in the near future. I made peace with them, and sent the scouts to the northeast.

Meanwhile, our sages made a grand discovery:



Greatly inspired by the teachings such learned, our sages managed to discover the process of creating bronze, a powerful new material, immediately afterwards. Now our sages felt that the time had come to further develop the mystic teachings and organize them into an organized spiritual worldview for our people. But I intervened, as I felt certain that there would be enough time for that later on. For now, I asked them to find out how we could begin to extract some of the resources found in the oceans by Ithralia, a practice called Fishing. When that is done, perhaps I will consent to the wishes of the sages.

Our scouts wandered further, and found a small settlement. They were blessed by experience, and got a little more of that as they were ambushed by a tiger. They decided to rest for a while before moving on.

Meanwhile another scout was trained and sent to the northeast, and Ithralia started to work on a Settler.

Thus ends the first part of the Chronichles.
 
As he was called to the council chamber he had not heard the news. The old leader had stepped back and a new hand was designated to rule over the dwarfen clan. He had never dreamt that the choice would fall upon him but he did not fear the task.

Proud he left the chambers but the commander of the Dwarfen forces had bad news. A Giant was seen far in the north and our Scouts had no means to escape him.


Further south a new source of precious metals was found. Unfortunately it was already claimed by that madman. No one ever knews what his evil mind is up to.


After the taking of his seat as Leder of the Lurchip no further surprises appeared. Oh only one bad thing has to be repoted. Some of the sages of the realm claimed that we should be able to go out into the sea on small pieces of wood called boats. These would allow us to harvest fish. He immediatly sent them out of the room so that they pray to the almighty Kilmorph.

Some years later finally the Scouts found another ocean far behind the realms of Perpentach. The land on this coast was fertile and bloomed. A good place to settle in the far future.


Finally a small group of dwarfes wanted to settle new land and so the leader called his council to decide where to settle and to mention otehr things.

Along the coast there were to sources of valuable copper but most of the other land were already claimed by other Nations. To the norteast there might be some good spots to settle down so should the band be sent there to hold up a path to built further towns? Maybe some magic will allow us one day to bring the desert to bloom.


And what shall we do against that Madman and the Girl from the Amurites?
Shall we built a library to call the men of Magic to our side so that those can deal with them? What about the Elohim? They seem to be goodwilled and might on day become powerful Allies.
 
When the old leader stepped aside he left the Realm in good spirits. Ithralia was thriving and a new settlement was planned near some deposits of valuable Copper than the brave scouts of Luchuirp had located to the north just below the lands of the Amurite. During the 3rd year of my reign the city of Mutanbo was founded and immediately began work on a Mud Golem to mine the valuable copper ore.



Once a mighty warrior was completed to protect Ithralia the city began construction on a work boat to harvest the clams that lay just off of the city's shores.

Our lone remaining scout reported finding stone, gold, and fur far to the SE. He also encountered barbarian huts that rewarded him with invaluable experience to combat the skeletons, Giants, and Bears that were guarding the gold and fur.

After completion of the work boat the town of Ithralia had to decide what to build next.



With the lunatic Perpentach near the military had to be addressed quickly, but until the Mud Golem was completed in Mutanbo the building of a barracks made little sense so an Elder Council was began.In unexpected and welcome news the fledgling city of Mutanbo founded the Religion of the Runes of Kilmorph.



The people took to the streets demanding a quick switch to this new and magnificent religion. I complied and we adopted the Runes as our State Religion. Next I directed our sages to try to discover how to construct roads that would connect together our empire.
 
As another year began, our venerable leader felt compelled to retire, and I was asked to take his place.

At the beginning of my reign we received dire news - our trusted scouts had been viciously slain by a pack of bears taking them by surprise in the woodlands. We were deeply saddened, but our grief became easier to handle when a Thane arrived from Muntango, and spread the message of Kilmorph to the people of Ithralia. We can now rest assured that Kilmorph has received our brave scouts in her benevolent embrace, and we will mourn no more.
A Council of Elders was completed in Ithralia, and I asked the governor to train us another warrior, as I grew increasingly worried about the treath of Perpentach. Even the Amurites seem to grow more angry with us, as their borders approach our lands. I think conflict is inevitable, but hopefully not in the immediate future.
Our sages discovered the Wheel, a fantastic contraption allowing us to transport things with very little effort. I asked them to pursue the study of Writing, as I feel it might be useful in regards to our future relations with the Elohim, and of course the magical knowledge implicit herein, which I've heard rumours of, will also be to great benefit to our empire.

Then we received good news from Muntango - their artificiers had perfected a marvelous creation, a Mud Golem, and we immediately put it to work mining copper, so we might outfit our warriors with better weaponry:



I let Muntango build a Market next, as I think it will be good to have some gold reserves once we are ready to give our warriors their new weaponry and training.

Thus ends the fourth part of the chronichle.
 
The times were peaceful, but how long will the peace last? At least for some more years it seems. The Lurchip Civilization prospered, when they learned to carve dwarfen Runes out of the stony tablets to praise Kilmorph. The Dwarfs leared how to irrigate the soil and how grop dyes and reagents. Many took the Axes to become Dwarfen soildiers in their armys and the copper in the Mines of Mutambo allowed the dwarfen smiths to built weapons with unseen quality.

But there were not so good things to report, too.
Although a Barraks was built in Mutanbo the Dwarfes wanted to fight their own way. They did not want to be trained as Axemen. And somewere in distant Lands the secrets of Cernunnos and Danalin were reveled and the Madman started to spread the Cult of the Leaves.

But now i have to take a step back and others will lead the Lurchip into more glorious days. The Library of Ithralia will soon be finished and we hope that a sage will settle in the city to one day built a Academy of the Arts. And maybe some foreign Adeps will start their studies in the Library.
 
In the very same year that Mutanbo started it's library there was even better news that our Mud Golem had completed a Plantation to allow our loyal dwarves the luxury of Dyes.

Shortly after our sages learned Polytheism to allow the building of Temples in the name of Kilmorph. Ithralia completed a Library as well and broke ground on a Market to increase the coffers of the Realm. Peace was bringing properity, but how long would it last?

Troubling news from abroad that Non-Believers completed the Parthenon and that the Heathen religion of the Ashen Veil was founded as well.

The Elohim envoy brought an offer of Open Borders which we gladly accepted ensuring that Ethne the White would continue to look fondly upon us and hopefully be a powerful ally when needed. I still don't trust Perpentach!



Our sages completed researching Knowledge of the Ether, revealing a mystical and potentialy powerful resource of mana within our borders. Our Mud Golem was dispatched immediately to connect our roads with it. As soon as the market was completed in Ithralia an Adept's training was started as he supposedly can solve the mysteries of the mana node.

When the city of Mutanbo completed it Library it began an even more ambitious project of completing a Great Library in hopes of attracting scholars to our lands.

I feel my time draws to an end and I look for my successor to guide the people of Luichurp to greater heights.

 
As time went on, the empire of the Luchuiurp started to prosper, though not all was good. Our craftsmen, which had been working on a grand library to store the most fantastic of knowledge, were dismayed to learn that such a project had already been completed in a different land. Thankfully some of the materials could be salvaged and sold, so it was not a complete loss. I commanded the governor of Muntango to commence building a temple to Kilmorphs honour, as I feel it is time we spread the word of our grand religion.

Reflecting on the frailty of our grand construction, I also started reflect a bit on the state of our empire. It occured to me that some changes might be needed in the way we administered our society. I felt that we should let our people focus more on their spiritual development, increasing happiness, and perhaps inspiring them to great things. Furthermore, or recent admittance of an Adept in the arts of magic in the empire suggested that a new education system might also be adopted. After a chaotic year of revolutions, these changes were enforced:



I sent the newly trained adept to our discovered mana node, and as expected he was able to decipher its mysteries. He suggested that he could harness its power to enhance the bodily potential of our mages and warriors, and I agreed that it seemed a good idea. Within 2 years the process was completed:


Meanwhile, we had received an unexpected visit:



I saw no reason to turn the Amurites down in this matter, even though I still do not trust them completely.

The temple of Kilmorph was completed, and a Thane of Kilmorph was trained shortly hereafter. At the end of my reign he had managed to convert some of the Elohim citizens to the wisdom of Kilmorph, and it is my belief that the Elohim leaders will soon aknowledge it too, though I might not live to see it. A second Thane is also being trained, to be sent to the Amurites in an attempt to convert them to the true faith.

Ithralia has become a center for Arcane lore, and is training countless adepts as I write this. Two of them has already been trained in Chaos and Death magic, respectively. Though the latter practice is somewhat frowned upon here, dire times call for dire measures.

Our sages are working on the mysteries of summoning, the art of calling powerful beings from the netherworld to ones aid. I firmly believe that such lore will be crucial to our future survival, in a possible war with the Perpentach, or the Amurites. I spoke with Ethne on the matter, and I think we can make her agree to form an alliance against the Balseraphs, if we can get a hold of something she wants.
 
Finally after a long time of studiing in the year 118 two adepts discovered the art of summoning. This was possible as a new academy was foundeed in Ithralia that hosted hundreds of long forgotten books. They learned how to call powerfull creatures for places where no mortal men could walk. A thirs member of the Guild soon joined them as Adept and he studied the Arts of Fire to be able to burn the enemyes land and one time summon Sandlions from the desert he created himself.

The Faithful Lady of the Elohim came with a generous offer and although we do not know how to tame these beasts we did not want to turn her away. So we took the deal.


In the North of the Dwarfen Realm an Disciple of the teachings of Kilmorph entered the land of the Amurites and surprisingly they Joined the Prayers to the mighty lord. Even Perpentach the crazy One allowed our thanes to enter his lands but the heathen people of Jubilee did not listen to the words of Kilmorph.

Some days later concerning News arrived from an humle servant who scouted the lands of the Elhoim and was on his way to find all the cities of our neighboring civilizations. They had found old writings telling of an God called Junil, a brother to Kilmorph, and the Elohim lost no time to start worshipping this new God. Our own Priests were alarmed and so one of them began studiing in the new temple of Ithralia, hoping to find clues that would allow to create a monument for Kilmorph to show the heathens his real power.

A good news is that our trade has made us the richest clan on the isle. Even if we are not the most powerfull nation.


Oh one more word for the ruler that will come after me. We are lerning our ancestors secrets of mining, as we hope that the mighty bambur will follow our flag and lead our armies in times of war.
 
Following the lead of my predecessor I continued spreading the Word of our glorious religion to our neighbors. While on his travels a humble Thane discovered a babrarian city protected by 3 orc spearmen. With the Runes in his heart he defeated 2 of the vile creatures when they attacked him.



While the Thane waited for a Dwarven Soldier and a Conjurer to come aid him our sages reported the Discovery of Dwarven Mining. They now set their sights on Education in hopes to learn more and more uses for the mysterious Mana nodes.



The good news that Mutanbo is calling forth the great Hero Bambur is tempered by the fact that the Elohim have taken the barbarian city before we arrived. Dismayed our Thane continued on his travels.

Back in the Captial, Ithralia, another Adept was trained and another quickly began training. Education was discovered by our sages and the magnificent study of Sorcery was commenced. Not all was good, however, as the Elohim city of Inishbofin rejected or call to convert to the Runes.

Just as I was nearing the end of my reign I learned that our Thane had discovered another barbarian city, a big one. Luckily our dwarven soldier and conjurer were still en route to aid our Thane. Hopefully my successor will be able to expand our empire.



As I leave I also learn that the Hero Bambur is very close to joining us and our Sages are very near to discovering the world of Sorcery.

 
Quick noob SG question....can lurkers post? If so, please do. I think those of us participating are all in our first or nearly first game. :)
 
Strategy session...

1 - try for the barb city
2 - Do we have a 2?

Who do we pick a fight with?
 
We might need the second summoner for the barbs.

Obviosly we try pick a fight with Perpentach as soon as Bambur has some promotions. Does Perpentach have open boardes with elhoim or amurites?
 
Lurker's Comment: Oh yeah, lurker's can comment. And I'll proudly be the first!

Looks interesting so far, but a bit behind in score. Do you think that the score does an adequate job of reflecting how each Civ stands in relation to each other within the FfH2 mod? Since it has so many variants from vanilla, is the game able to take into considerations all the new changes and accurately weigh them in calculating the score?

Also, what sort of victory are you aiming for? Are there different victory conditions for FfH2?




Edit: their to there
 
rumbold said:
Lurker's Comment: Oh yeah, lurker's can comment. And I'll proudly be the first!

Looks interesting so far, but a bit behind in score. Do you think that the score does an adequate job of reflecting how each Civ stands in relation to each other within the FfH2 mod? Since it has so many variants from vanilla, is the game able to take into considerations all the new changes and accurately weigh them in calculating the score?

Also, what sort of victory are you aiming for? Are there different victory conditions for FfH2?

Thanks for posting rumbold. :)

I think in this case the score is very close to representative since we have just 2 cities. We really got squeezed and our only hope to get more is to fight! I think Kael and anyone involved with weighing iPower values has done a solid job so the score and Power is trustworthy.

We didn't discuss victory at all. Hmmmm. Mostly the conditions are the same as Vanilla. I'm guilty of never finishing games since I'm trying to troubleshoot for bugs, not finish an entire game. This could be the first since v0.60. :lol:
 
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