I guess this is a mix of possible bugs, balance issues, BTS anomalies and you-name-its. I've played at least 15 games of.25k or l. I was not able to read or post in this forum for awhile, so please bear with me if something I write has been mentioned before. Your comments are welcome and appreciated.
1. Bear Explosion. In prior versions we had the Wolf Pack and the Wolf Explosion. Anyone else notice that the Bear has replaced the Wolf in .25? In most of my games I have been unable to capture a single Wolf while the map is loaded with Bears. I think it is still a good idea to give the Happiness for the Dancing Bear, but how about re-instating Happiness for the Wolf Pen?
2. HN Issues. I think there is still some wackiness associated with Hidden Nation units. Why is it another civ's unit, like a Worker, can land on the same tile as my HN Curley and nothing happens? Yet, when I land on the same tile as the Worker, he is killed (not captured)? Another issue is the ungodly healing time necessary for HN units. My HN Curley has 7.0 strength. In a battle he is damaged to 5.7 strength. Why does it take 11 turns for him to heal to 7.0 strength again? It doesn't seem to matter that much if he is in Neutral or Hostile (he is HN???) territory. A unit with the Medic promotion really helps, but I still don't understand why HN units take so long to heal.
3. Fled vs. Withdrew. OK, what's the difference between these two terms? I see some units fleeing while others withdraw. FEAR is not involved. It doesn't seem to make any difference whether the unit is defending or attacking or the type of unit. I've had mounted units, as you might expect, but also Elephants.
4. Spawn Rate. I lost an Epic game in turn 13. Yes, it would fall under the category of bad luck, I suppose. Stupidly, I went for a couple of goodie huts rather than a Ruin just outside my borders. on turn 7 a Barb Lizardman appeared to guard the Ruin. No way to kill him with a Scout. I left my Warrior at home to defend, but it did no good. On turns 11, 12, and 13 (yes, 3 turns in a row) the Ruin spawned a Barb Lizardman. All three headed straight for Cahir Abbey. I was surprised my Warrior with only a Defender promotion survived the first two attacks. One more attack and it was Game Over. Can this spawn rate be slowed down, or, just chalk it up to bad luck?
5. Random Events. I guess I kinda like this new feature in FFH2. However, if possible, I think more events need to be added. The reason I say this is because in one of my games I had 7 mining disasters (explosions, poisonous gases, etc.) in only about 20 turns. Yes, they are random, and, again, I suppose more bad luck. But, I only had 3-4 mines in my two cities. Wouldn't adding more events to the list reduce the chances of getting hit over and over again with the same 'random' events?
6. Great Persons Assisting Tech Research. I think this might have been explained before, but I still don't get it. I usually play Einion Logos/Elohim and with the Philosophical trait and after building a Pagan Temple, I can start getting Great Prophets early in the game. That first Great Prophet will let me research Philosophy if I want. Makes sense, I guess, let's do it. However, my next Great Prophet will help me research Priesthood???? This baffles me. I have Mysticism, Hunting, and Mining. Why can't the Great Prophet let me found Fellowship of Leaves or Runes of Kilmorph by researching their techs. Does it make sense to research Priesthood before you have a Religion? I don't think so (although with the Elohim you can then build Monks).
I am pretty sure other civs are able to use that Great Prophet to found one of the early religions (OO would be included too if you had Fishing), but why not the Elohim? In other words, it seems to be civ-specific as to what tech.that Great Person will assist you with. Maybe this is one reason why the elves always found FOL and the dwarves, ROK?
If so, that would be a balance issue, I think. Let the Great Person be applied to the same tech for all civs based on whatever has already been researched. Or, maybe, if possible, give the player a choice. That would really make it interesting.
7. Kithra Kyriel . I often like to have Fellowship of Leaves for my religion. I still cannot understand the reason for FOL's first hero, Kithra Kyriel, needing Feral Bond to be researched. You can build AV and Order heroes when you adopt the religions. You can build ROK and OO heroes when you research the religion-specific techs. Why not let the FOL player build Kithra with Hidden Paths? Now that Yggdrasil is gone from there Hidden Paths is pretty useless. Or let him be built when you adopt FOL.
Finally, has anyone else played a raging barb game with Labruscum on a Huge land map on a slower game speed? What did you end up with by around turn 300? I played a number of these games. Some never made it to turn 300 as I had Conquest Victories courtesy of the raging barbs. I have to say in .25 the AI has taken a turn for the worse when it comes to dealing with the raging barb option. Civs are really mowed down quickly. Civs with the Barbarian trait bizarrely declare war on the barbs and also get destroyed. AI civs just cannot get away from expanding and focus on defending.
When I added more and more AI civs, the games lasted a little longer. However, still by turn 300, the barbs took over most of the map. 30-40 barb cities was the order of the day. You got plenty from Labruscum to start the game. Then, I noticed in this new version, the barbs rarely raze cities, but capture them. Lastly, you still have that incredible spawn rate for barb cities. All this adds up to a massive Barbarian Empire that, of course, need not worry about maintenance costs, etc. Why, you will even find them building the Forbidden Palace and other Wonders of the World and, my goodness, having Golden Ages! Barbarians!!!
What is wrong with THAT picture?
Anyway, just curious if anyone has tried to play a game with these or similar specs. Raging barbs are quite a challenge in this scenario, but Labruscum added makes it very tough.
Thanks again for any comments on these observations.
1. Bear Explosion. In prior versions we had the Wolf Pack and the Wolf Explosion. Anyone else notice that the Bear has replaced the Wolf in .25? In most of my games I have been unable to capture a single Wolf while the map is loaded with Bears. I think it is still a good idea to give the Happiness for the Dancing Bear, but how about re-instating Happiness for the Wolf Pen?
2. HN Issues. I think there is still some wackiness associated with Hidden Nation units. Why is it another civ's unit, like a Worker, can land on the same tile as my HN Curley and nothing happens? Yet, when I land on the same tile as the Worker, he is killed (not captured)? Another issue is the ungodly healing time necessary for HN units. My HN Curley has 7.0 strength. In a battle he is damaged to 5.7 strength. Why does it take 11 turns for him to heal to 7.0 strength again? It doesn't seem to matter that much if he is in Neutral or Hostile (he is HN???) territory. A unit with the Medic promotion really helps, but I still don't understand why HN units take so long to heal.
3. Fled vs. Withdrew. OK, what's the difference between these two terms? I see some units fleeing while others withdraw. FEAR is not involved. It doesn't seem to make any difference whether the unit is defending or attacking or the type of unit. I've had mounted units, as you might expect, but also Elephants.
4. Spawn Rate. I lost an Epic game in turn 13. Yes, it would fall under the category of bad luck, I suppose. Stupidly, I went for a couple of goodie huts rather than a Ruin just outside my borders. on turn 7 a Barb Lizardman appeared to guard the Ruin. No way to kill him with a Scout. I left my Warrior at home to defend, but it did no good. On turns 11, 12, and 13 (yes, 3 turns in a row) the Ruin spawned a Barb Lizardman. All three headed straight for Cahir Abbey. I was surprised my Warrior with only a Defender promotion survived the first two attacks. One more attack and it was Game Over. Can this spawn rate be slowed down, or, just chalk it up to bad luck?
5. Random Events. I guess I kinda like this new feature in FFH2. However, if possible, I think more events need to be added. The reason I say this is because in one of my games I had 7 mining disasters (explosions, poisonous gases, etc.) in only about 20 turns. Yes, they are random, and, again, I suppose more bad luck. But, I only had 3-4 mines in my two cities. Wouldn't adding more events to the list reduce the chances of getting hit over and over again with the same 'random' events?
6. Great Persons Assisting Tech Research. I think this might have been explained before, but I still don't get it. I usually play Einion Logos/Elohim and with the Philosophical trait and after building a Pagan Temple, I can start getting Great Prophets early in the game. That first Great Prophet will let me research Philosophy if I want. Makes sense, I guess, let's do it. However, my next Great Prophet will help me research Priesthood???? This baffles me. I have Mysticism, Hunting, and Mining. Why can't the Great Prophet let me found Fellowship of Leaves or Runes of Kilmorph by researching their techs. Does it make sense to research Priesthood before you have a Religion? I don't think so (although with the Elohim you can then build Monks).
I am pretty sure other civs are able to use that Great Prophet to found one of the early religions (OO would be included too if you had Fishing), but why not the Elohim? In other words, it seems to be civ-specific as to what tech.that Great Person will assist you with. Maybe this is one reason why the elves always found FOL and the dwarves, ROK?
If so, that would be a balance issue, I think. Let the Great Person be applied to the same tech for all civs based on whatever has already been researched. Or, maybe, if possible, give the player a choice. That would really make it interesting.
7. Kithra Kyriel . I often like to have Fellowship of Leaves for my religion. I still cannot understand the reason for FOL's first hero, Kithra Kyriel, needing Feral Bond to be researched. You can build AV and Order heroes when you adopt the religions. You can build ROK and OO heroes when you research the religion-specific techs. Why not let the FOL player build Kithra with Hidden Paths? Now that Yggdrasil is gone from there Hidden Paths is pretty useless. Or let him be built when you adopt FOL.
Finally, has anyone else played a raging barb game with Labruscum on a Huge land map on a slower game speed? What did you end up with by around turn 300? I played a number of these games. Some never made it to turn 300 as I had Conquest Victories courtesy of the raging barbs. I have to say in .25 the AI has taken a turn for the worse when it comes to dealing with the raging barb option. Civs are really mowed down quickly. Civs with the Barbarian trait bizarrely declare war on the barbs and also get destroyed. AI civs just cannot get away from expanding and focus on defending.
When I added more and more AI civs, the games lasted a little longer. However, still by turn 300, the barbs took over most of the map. 30-40 barb cities was the order of the day. You got plenty from Labruscum to start the game. Then, I noticed in this new version, the barbs rarely raze cities, but capture them. Lastly, you still have that incredible spawn rate for barb cities. All this adds up to a massive Barbarian Empire that, of course, need not worry about maintenance costs, etc. Why, you will even find them building the Forbidden Palace and other Wonders of the World and, my goodness, having Golden Ages! Barbarians!!!
What is wrong with THAT picture?

Anyway, just curious if anyone has tried to play a game with these or similar specs. Raging barbs are quite a challenge in this scenario, but Labruscum added makes it very tough.
Thanks again for any comments on these observations.
