Greetings heroes and heroines and welcome to the third issue of the FFH2 Challenge!
The purpose of this series will be to provide a platform, at which any FFH player can improve their gameplay and strategic knowledge of the FFH mechanics.
Those who are still aspiring to beat the higher difficulties can use this place to learn. On the other hand, those who eat Deity AI for breakfast can teach others how to achieve such results.
This time we will be playing as Hyborem of the Infernals
Hyborem’s traits are Spiritual, Barbarian and Summoner. Infernal also benefit from the Fallow trait.
Spiritual means no anarchy, double production of Temples and Disciple units start with “Mobility I” and “Potency” promotions.
Barbarian means peace with barbarians at the beginning but it also cuts down all the research by 10%.
Summoner grants “Summoner” promotion to all Arcane units (=summons start with Combat I) and it also increases a duration for all summoned units by 1.
Fallow makes this civilization even more interesting as it nullifies the effects of food – cities won’t grow or starve based on worked tiles, instead the Infernal grow their cities by adding Manes.
Infernal starting Technology is Crafting, Infernal Pact and all the other technologies known by the civilization that had summoned them. Their civ-specific advantage is that all cities start with some nice buildings including Demonic Citizens, which remove unhealthiness and unhappiness so you don’t need to focus on getting health/happiness buildings and/or resources.
The world spell is called Hyborem’s Whisper. This spell can only be cast by Hyborem and requires Malevolent Designs technology. It allows the player to take control of an Ashen Veil city.
The civilization hero is Hyborem, a very powerful unit that you get once you take control of the Infernal civilization. Be careful with him though - if you lose him, you also lose all your traits except Fallow.
Unique units include Balor, a berserker replacement, which may seem weak on the first glance as it does not deal collateral damage, but fear not, they start with “Stigmata” promotion giving them bonus equal to half the Armageddon counter. Imp is an adept replacement that starts with “Demon” and “Resist Fire” promotions and benefits from +1 Unholy combat. Hellhound replaces hunter and has an extra movement speed in comparison. Finally, Death knights are powerful knights that can cast Death spells.
The Palace provides Entropy, Fire mana and Iron resource. It also grants +50% and +1 +1 +1 from all state religion buildings.
Infernal can’t build Arquebuses and their blocked buildings include Public Baths, Infirmary, Smokehouse, Herbalist, Granary and Aqueduct.
Starting Location:
Settings:
(in the end I did leave the Events on, because turning them off could break some of the game’s functions - at least that's what the game says)
You will need Tholal’s More Naval AI modmod version 2.5 (Download here) to access the save.
As you can see, we start as Hannah the Irin of Lanun, quite possibly the best leader/civ combo to summon Infernal, but this is only temporary. Our goal is to research the Infernal pact technology which allows us to take control of the Infernal civilization. Note: you don’t have to beeline Infernal pact and I wouldn’t even recommend it. It is advised that you use your nice research to blast through most of the early game techs, since you will keep all of them once you gain control of the Infernal. Spreading Ashen veil around is a good idea as well because all the Evil units are reborn as Manes. And you will need a lot of Manes
The preferred victory condition for this one is Domination. However, feel free to ignore this and win whatever victory condition you desire.
If it's possible, please provide a short report of your game, where you will list the major events, tech path and the grand strategy used.
You can also divide your playthrough into segments and provide quick report for each segment.
T100, rushing your neigbour, using your worldspell, summoning Mercurians/Infernals are good examples of "checkpoints".
If you indeed provide a report, please use spoiler tags to keep the game unspoiled for others.
The save is attached below.
Worbuilder save is attached as well. If you decide to use it, make sure you load the mod (ffh2) first!
Good luck and have fun!
The purpose of this series will be to provide a platform, at which any FFH player can improve their gameplay and strategic knowledge of the FFH mechanics.
Those who are still aspiring to beat the higher difficulties can use this place to learn. On the other hand, those who eat Deity AI for breakfast can teach others how to achieve such results.
This time we will be playing as Hyborem of the Infernals
Hyborem’s traits are Spiritual, Barbarian and Summoner. Infernal also benefit from the Fallow trait.
Spiritual means no anarchy, double production of Temples and Disciple units start with “Mobility I” and “Potency” promotions.
Barbarian means peace with barbarians at the beginning but it also cuts down all the research by 10%.
Summoner grants “Summoner” promotion to all Arcane units (=summons start with Combat I) and it also increases a duration for all summoned units by 1.
Fallow makes this civilization even more interesting as it nullifies the effects of food – cities won’t grow or starve based on worked tiles, instead the Infernal grow their cities by adding Manes.
Infernal starting Technology is Crafting, Infernal Pact and all the other technologies known by the civilization that had summoned them. Their civ-specific advantage is that all cities start with some nice buildings including Demonic Citizens, which remove unhealthiness and unhappiness so you don’t need to focus on getting health/happiness buildings and/or resources.
The world spell is called Hyborem’s Whisper. This spell can only be cast by Hyborem and requires Malevolent Designs technology. It allows the player to take control of an Ashen Veil city.
The civilization hero is Hyborem, a very powerful unit that you get once you take control of the Infernal civilization. Be careful with him though - if you lose him, you also lose all your traits except Fallow.
Unique units include Balor, a berserker replacement, which may seem weak on the first glance as it does not deal collateral damage, but fear not, they start with “Stigmata” promotion giving them bonus equal to half the Armageddon counter. Imp is an adept replacement that starts with “Demon” and “Resist Fire” promotions and benefits from +1 Unholy combat. Hellhound replaces hunter and has an extra movement speed in comparison. Finally, Death knights are powerful knights that can cast Death spells.
The Palace provides Entropy, Fire mana and Iron resource. It also grants +50% and +1 +1 +1 from all state religion buildings.
Infernal can’t build Arquebuses and their blocked buildings include Public Baths, Infirmary, Smokehouse, Herbalist, Granary and Aqueduct.
Starting Location:
Settings:
(in the end I did leave the Events on, because turning them off could break some of the game’s functions - at least that's what the game says)
You will need Tholal’s More Naval AI modmod version 2.5 (Download here) to access the save.
As you can see, we start as Hannah the Irin of Lanun, quite possibly the best leader/civ combo to summon Infernal, but this is only temporary. Our goal is to research the Infernal pact technology which allows us to take control of the Infernal civilization. Note: you don’t have to beeline Infernal pact and I wouldn’t even recommend it. It is advised that you use your nice research to blast through most of the early game techs, since you will keep all of them once you gain control of the Infernal. Spreading Ashen veil around is a good idea as well because all the Evil units are reborn as Manes. And you will need a lot of Manes
The preferred victory condition for this one is Domination. However, feel free to ignore this and win whatever victory condition you desire.
If it's possible, please provide a short report of your game, where you will list the major events, tech path and the grand strategy used.
You can also divide your playthrough into segments and provide quick report for each segment.
T100, rushing your neigbour, using your worldspell, summoning Mercurians/Infernals are good examples of "checkpoints".
If you indeed provide a report, please use spoiler tags to keep the game unspoiled for others.
The save is attached below.
Worbuilder save is attached as well. If you decide to use it, make sure you load the mod (ffh2) first!
Good luck and have fun!