Chandrasekhar
Determined
I have a game running right now as Arendel of Ljosalfar. I've let my opinion be known regarding the strengths and weaknesses of the elves, but I decided that I should also have some firsthand knowledge of how they play, as the AI and humans have very different ways of playing. I'm near turn 200 at the moment (it's a quick game), but I think I've played enough to start writing about what I've found.
Firstly, it's worth saying that the Ljosalfar have a very strong beginning in FfH. One hammer is pretty valuable in the early game, and once the first worker is out there, he can begin to take advantage of the elves' ability to build in forests (assuming that a worker tech has been researched). This is compounded by the fact that the elves' unique hero, Gilden Silveric, is one of the earlier heroes, being built at archery.
I found that Gilden Silveric, along with the extra
boost from forests, made early game war incredibly useful. By year 100, I had wiped out one neighbor, and by year 150 I had destroyed the other. If the elves got a middle/late game hero instead of an early one, they would merely be strong in the early game, instead of nigh unbeatable.
I also founded the Fellowship of Leaves, as I wanted to see how ancient forests would impact the strategy of the elves. I found that the ancient forest spawn rate was actually low enough that they didn't provide an overly strong benefit. However, this was also largely because I didn't have many forests in my empire. A spawn rate independent of how many forests there are in the first place might prove to be a balancing factor, if this playthrough is any indicator.
Though I had the misfortune to start far from any incense, I did rush to commune with nature and built some duids along with Yvain the Wood Elf. I found that blooming your empire prooves incredibly useful to the elves. I would strongly suggest that druids, priests, and Yvain be required to spend some time building forests, perhaps like workers build improvements. Even then, it's questionable whether or not any non-national unit should be able to do this. Making the bloom spell linked to Nature III might solve this.
The +1
for villages and towns makes these improvements even more desirable for elves. I had an plains/ancient forest/hills tile with a town on it that gave 1
/4
/4
. That's as much as I'd expect to see from a improvement on a resource, not something duplicable such as this. I'd suggest changing something about the way that elves get benefits from Arcane Lore.
Consider this: what if an elven town got -1
until Arcane Lore? Cottages built on forests by elves would effectively be the same as other races cottages built there except:
1) Elves would have double movement on them,
2) They would have +50% defense,
3) Improvements could be built more quickly (because the forest wouldn't have to be chopped down)
4) No instant
bonus would be obtained by building there (because the forests wouldn't be chopped down)
Then, after Arcane Lore is researched, the elves still have the same yields in forests as other races do elsewhere, but they also still get the double movement/high defense bonuses. Farms aren't particularly unbalancing, and I actually like the fact that the elves have a small advantage with them until sanitation.
So, to recap, here's how I think the elves could be well balanced:
-Later hero, perhaps at bowyers. Increase strength, accordingly.
-An ancient forest spawn rate for the empire instead of a chance per forest (i.e. ancient forests spawn on average every three turns, instead of 2% chance of each forest becoming ancient forest each turn).
-Make bloom less accessable to lower tier units and/or include a work time that must be speant to make new forests.
-The above plan for regulating elves
advantages.
Clearly, a simple nerf crusade isn't the way to go here.
actually turned out to be well balanced, what with the river bonuses not being applied, but the hammers are a bit high. Limiting elven cottages to villages wouldn't solve the problem, only make the elves more
based. Please consider my suggestions and give feedback. I'll post some stuff on the late game once I get there.
Firstly, it's worth saying that the Ljosalfar have a very strong beginning in FfH. One hammer is pretty valuable in the early game, and once the first worker is out there, he can begin to take advantage of the elves' ability to build in forests (assuming that a worker tech has been researched). This is compounded by the fact that the elves' unique hero, Gilden Silveric, is one of the earlier heroes, being built at archery.
I found that Gilden Silveric, along with the extra

I also founded the Fellowship of Leaves, as I wanted to see how ancient forests would impact the strategy of the elves. I found that the ancient forest spawn rate was actually low enough that they didn't provide an overly strong benefit. However, this was also largely because I didn't have many forests in my empire. A spawn rate independent of how many forests there are in the first place might prove to be a balancing factor, if this playthrough is any indicator.
Though I had the misfortune to start far from any incense, I did rush to commune with nature and built some duids along with Yvain the Wood Elf. I found that blooming your empire prooves incredibly useful to the elves. I would strongly suggest that druids, priests, and Yvain be required to spend some time building forests, perhaps like workers build improvements. Even then, it's questionable whether or not any non-national unit should be able to do this. Making the bloom spell linked to Nature III might solve this.
The +1




Consider this: what if an elven town got -1

1) Elves would have double movement on them,
2) They would have +50% defense,
3) Improvements could be built more quickly (because the forest wouldn't have to be chopped down)
4) No instant

Then, after Arcane Lore is researched, the elves still have the same yields in forests as other races do elsewhere, but they also still get the double movement/high defense bonuses. Farms aren't particularly unbalancing, and I actually like the fact that the elves have a small advantage with them until sanitation.
So, to recap, here's how I think the elves could be well balanced:
-Later hero, perhaps at bowyers. Increase strength, accordingly.
-An ancient forest spawn rate for the empire instead of a chance per forest (i.e. ancient forests spawn on average every three turns, instead of 2% chance of each forest becoming ancient forest each turn).
-Make bloom less accessable to lower tier units and/or include a work time that must be speant to make new forests.
-The above plan for regulating elves

Clearly, a simple nerf crusade isn't the way to go here.

