JFSebastian
Scout
Hello!
First and foremost, this being my first post to civfanatics, I must offer my congratulations and appreciation to the FFH2 team for pulling together a truly phenomenal success. Fall From Heaven II is a testament to good game design and the power of community driven creativity. Its really inspiring.
Anywho, I wanted to share my thoughts on the Doviello world spell and Wolves in general. I've been playing a Doviello game that was posted by Jet in the following thread:
Open game - Charadon, patch n edition
Thinking about if or when I wanted to use the world spell in combination with a surprise I had while reading Xienwolf's fantastic manual was the genesis of the tweaks that soon follow. The surprise I had was in reading the wolf entry where it says that wolves have a 10% chance of upgrading to wolf packs after combat. I really couldn't remember ever seeing a wolf pack in the wild and considering how often a wolf actually wins a combat, its not surprising that this was a surprise... I was also tickled to read that a wolf pack has a 10% chance of spawning a wolf in combat. Both mechanics struck me as being totally awesome, but essentially absent from the game as implemented. I think the following may add a bit of umph to these mechanics and give the Doviello a few interesting options with their world spell.
Feedback is appreciated.
First and foremost, this being my first post to civfanatics, I must offer my congratulations and appreciation to the FFH2 team for pulling together a truly phenomenal success. Fall From Heaven II is a testament to good game design and the power of community driven creativity. Its really inspiring.

Anywho, I wanted to share my thoughts on the Doviello world spell and Wolves in general. I've been playing a Doviello game that was posted by Jet in the following thread:
Open game - Charadon, patch n edition
Thinking about if or when I wanted to use the world spell in combination with a surprise I had while reading Xienwolf's fantastic manual was the genesis of the tweaks that soon follow. The surprise I had was in reading the wolf entry where it says that wolves have a 10% chance of upgrading to wolf packs after combat. I really couldn't remember ever seeing a wolf pack in the wild and considering how often a wolf actually wins a combat, its not surprising that this was a surprise... I was also tickled to read that a wolf pack has a 10% chance of spawning a wolf in combat. Both mechanics struck me as being totally awesome, but essentially absent from the game as implemented. I think the following may add a bit of umph to these mechanics and give the Doviello a few interesting options with their world spell.
- Increase the wolf to wolf pack upgrade chance from the current 10% to a much higher 50%-100%
reasoning: Makes it far more likely to encounter a wolf pack in the wild
- Change the mechanic for how wolf packs are generated. Instead of all wolf packs having a set strength of 3, wolf packs add +1 attack and +1 defense to the values inherited from the wolf its upgrading from.
reasoning: Allows wolves generated from the Doviello world spell to retain their superior attack strengths and still benefit from an upgrade to wolf pack.
- Remove the Doviello spell "Form Wolf Pack".
reasoning: Not so necessary with such a high chance to upgrade after combat and forces the Doviello to spend a little time working for the upgrade. Saves a wolf too. - Introduce two new promotions for animals called Fecund I and Fecund II, each adding 10% to the chance of spawning a new animal on combat. Could be implemented for both wolf packs and giant spiders.
reasoning: Introduces more promotions for those highly promoted animals that sometimes run out of promotion options. Also provides an interesting choice between raw power or enhanced chances of generating more animals. [wiki]Fecund[/wiki] is also a good vocab word.
- Modify the requirements for "Wolf Pen" from Carnival to Carnival OR Doviello.
reasoning: The Doviello already have a strong wolf theme and a lot of mechanics based on not having building requirements. This fits with both and introduces an interesting second use for the world spell. Whats more likely in Doviello society, monuments erected to celebrate Doviello achievements or dog fighting?Poor dogies.
- Disable the City Raider promotions for animals.
reasoning: Should animals be able to specialize in assaulting fortified cities? Shouldn't they be roaming the hills picking off unwary travelers?
- Enable the Flanking I, Flanking II and Woodsman II promotions for animals.
reasoning: These promotions fit better and make up a bit for the loss of the city raider promos.
Feedback is appreciated.