hegemonkhan
Warlord
- Joined
- Jul 20, 2006
- Messages
- 201
very important notice: please read
please do NOT post on this thread yet, as it isn't done and i don't know how long the edit ability lasts. if there's posts by u guys in between my posts for the guide, it would be confusing and messy.
so far, i can still edit, but i ran out of room. only so many characters per post. so now i made a 2nd post. so please do NOT post on THIS thread since i have to make additional posts anyways due to limit of character length per post.
i made another thread for and that u may post your feedback about this thread here:
http://forums.civfanatics.com/showthread.php?t=309085
^ (post your feed back for this thread on this thread link above) ^
------------------------------------------------------------------------------------------------
What's a good civ to start with? -darkness
good civs are at top of civ selection list. neutral civs are in the middle of the civ selection list. evil civs are at the bottom of civ selection list. this (the "civ selection list") is in the game creation-setup screen where u choose your civ, # of civs, and other game settings.
good, neutral, evil effects diplomacy and many other things in the game.
religions can specifically change your alignment (good, neutral, evil) status, but i don't want to go into detail of it right now.
these civs (below, 1-5) are the mostly conventional civs. aka they are the most like civ4/warlords/bts civs. the other civs have some kind of unique features of FFH2 which can make them harder to learn for new people.
1. elohim civ. good civ. leaders are ethne the white-female and einion logos-male (best civ for new players)
2. hippus civ. neutral civ. leaders are Tasunke-male and rhoanna-female (powerful warmonger civ)
3. dovello civ. evil civ. leaders are mahala-female and charadon-male (weak after beginning of game)
4. clan civ. evil civ. leaders are jonas-male and sheelba-female (weak after beginning of game)
5. bannor civ. good civ. leaders are Sabathiel-male and capria-female (good warmonger and huge empire civ)
------------------------------------------------------------------------------------------------
What do I need to watch out for? -Darkness
the new stuff of FFH2 u need to know compared to civ4/warlords/BTS:
1. the recon unit line is a major military combat line on par with melee, mounted, archery, seige, etc.
2. the recon units CAN attack-take cities (don't lose your capitol to an exploring scout who declares war on u controlled by a human player)
3. exploration is much much much more dangerous. you WILL 95% of the time lose your warriors and scouts if u leave your culture-territory
4. besides goody huts with their good and bad outcomes, there's also explorable tiles like dungeons or graveyards (that also have good and bad outcomes), barbarian unit spawning tiles (ruins, goblin forts, barrows, bear dens, etc?), special feature tiles like guardian of pristine pass, pyre of seraphs, etc (that can have good or bad outcomes).
5. barbarians are much much more dangerous in FFH2 (especially with raging barbs on, higher difficulties, and more "fogged" tiles), especially for new players. cities with 1 warrior isn't enough anymore. 3 warriors per city is a good amount to be safe for new players.
6. beware the barbarian hero unit, Orthus. make sure u got ~5 decent-good promoted warriors ready for him.
7. there's items in the game like when u kill orthos u can pick up his axe.
8. do NOT go near the barbarian city with the red dragon Acheron, until u are ready.
9. diplomacy and relationships are based on alignment (good, neutral, evil) and hardcoded mechanics for each civ, for example, some civs HATE other civs. some civs LOVE to go to war.
10. the civs are VERY unique and different from each other.
11. religions are completely different in FFH2. they are like further customation (uniqueness) for your civs. religions can also change your alignment. they have many many many additional effects.
12. FFH2 has a magic system. with it's own magic units and magic resources and improvments. both religious magic and non-religious magic.
13. the AC (armegeddon counter). as this gets higher bad things happen and the game gets much more dangerous and difficult.
14. two unique civs that can enter the game (they can NOT be picked before u start the game)
15. the spread of hell tiles.
16. the creation of ice tiles by the illian civ.
17. metal resources (copper, iron, mithril) work differently in FFH2. they add str to melee and some other units. there's a spell, RUST, that can remove these metal upgrades of str to your units.
18. HERO units. they GET +1 exp per turn until they reach 100 exp.
19. magical units. they have a CHANCE of getting +1 exp per turn until they reach 100 exp.
20. promotions in FFH2 are much much much more powerful.
21. u can get exp from barbarian units up to 100 exp
22. to go over 100 exp, u must win against other civ units. (there's a few other means as well).
23. golem units (luchiurp civ) do NOT get exp. they are unique units and work differently based off of a hero unit, Barnaxus, and buildings.
24. animal barbarians can NOT enter your culture (unless owned by another player).
25. military unit barbarians CAN enter your culture and attack your cities.
26. there's also beast barbarians.
27. the hill giant barbarian unit can NOT enter your culture (unless owned by another player. usually they are from a wonder and they are named moe, larry, or curly)
28. some units can pillage and some can't.
29. there's many many many events in FFH2. it's a good idea as soon as u can, to get and always keep 100 gold in supply for the events.
30. etc...
i'll add more later.
--------------------------------------------------------------------------------------------------
SE vs CE: specialist (farm-food) economy vs cottage economy
in/for the short term,
CE is superior. also, the armegeddon "blight" event does NOT remove your cottages.
however, in the long term or ultimately,
SE is superior. however, SE requires your cities to build lots of buildings, which is really bad for the short term. wasting time building buildings, instead of military units for a military force. or it jsut takes so much longer to build buildings and there's so many buldings to get the high amount of specialists (at least until u get the tech and civic that gives unlimited specialists) to get the commerce in time for your empire. HOWEVER, beware the armegeddon "blight" event. it removes all your farm improvements. make sure u got an army of workers, to quickly re-farm your empire.....
please do NOT post on this thread yet, as it isn't done and i don't know how long the edit ability lasts. if there's posts by u guys in between my posts for the guide, it would be confusing and messy.
so far, i can still edit, but i ran out of room. only so many characters per post. so now i made a 2nd post. so please do NOT post on THIS thread since i have to make additional posts anyways due to limit of character length per post.
i made another thread for and that u may post your feedback about this thread here:
http://forums.civfanatics.com/showthread.php?t=309085
^ (post your feed back for this thread on this thread link above) ^
------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------So, last night I downloaded FfH2 and played around a little bit.
Needless to say I don't have the slightest idea what I'm doing (although I've played Civilization for years and am actually fairly decent at it, but this game just 'feels' much more complex).
I could use some pointers, like:
- What's a good civ to start with?
- What must I focus on in the early game? (which techs/buildings/units are important for me to get reasonably quickly ?)
- What do I need to watch out for?
- Is there any good material to read about playing this mod (I've already downloaded Xienwolf's manual and read the tutorial, but I really need more help) ?
Thanks!
What's a good civ to start with? -darkness
good civs are at top of civ selection list. neutral civs are in the middle of the civ selection list. evil civs are at the bottom of civ selection list. this (the "civ selection list") is in the game creation-setup screen where u choose your civ, # of civs, and other game settings.
good, neutral, evil effects diplomacy and many other things in the game.
religions can specifically change your alignment (good, neutral, evil) status, but i don't want to go into detail of it right now.
these civs (below, 1-5) are the mostly conventional civs. aka they are the most like civ4/warlords/bts civs. the other civs have some kind of unique features of FFH2 which can make them harder to learn for new people.
1. elohim civ. good civ. leaders are ethne the white-female and einion logos-male (best civ for new players)
2. hippus civ. neutral civ. leaders are Tasunke-male and rhoanna-female (powerful warmonger civ)
3. dovello civ. evil civ. leaders are mahala-female and charadon-male (weak after beginning of game)
4. clan civ. evil civ. leaders are jonas-male and sheelba-female (weak after beginning of game)
5. bannor civ. good civ. leaders are Sabathiel-male and capria-female (good warmonger and huge empire civ)
------------------------------------------------------------------------------------------------
What do I need to watch out for? -Darkness
the new stuff of FFH2 u need to know compared to civ4/warlords/BTS:
1. the recon unit line is a major military combat line on par with melee, mounted, archery, seige, etc.
2. the recon units CAN attack-take cities (don't lose your capitol to an exploring scout who declares war on u controlled by a human player)
3. exploration is much much much more dangerous. you WILL 95% of the time lose your warriors and scouts if u leave your culture-territory
4. besides goody huts with their good and bad outcomes, there's also explorable tiles like dungeons or graveyards (that also have good and bad outcomes), barbarian unit spawning tiles (ruins, goblin forts, barrows, bear dens, etc?), special feature tiles like guardian of pristine pass, pyre of seraphs, etc (that can have good or bad outcomes).
5. barbarians are much much more dangerous in FFH2 (especially with raging barbs on, higher difficulties, and more "fogged" tiles), especially for new players. cities with 1 warrior isn't enough anymore. 3 warriors per city is a good amount to be safe for new players.
6. beware the barbarian hero unit, Orthus. make sure u got ~5 decent-good promoted warriors ready for him.
7. there's items in the game like when u kill orthos u can pick up his axe.
8. do NOT go near the barbarian city with the red dragon Acheron, until u are ready.
9. diplomacy and relationships are based on alignment (good, neutral, evil) and hardcoded mechanics for each civ, for example, some civs HATE other civs. some civs LOVE to go to war.
10. the civs are VERY unique and different from each other.
11. religions are completely different in FFH2. they are like further customation (uniqueness) for your civs. religions can also change your alignment. they have many many many additional effects.
12. FFH2 has a magic system. with it's own magic units and magic resources and improvments. both religious magic and non-religious magic.
13. the AC (armegeddon counter). as this gets higher bad things happen and the game gets much more dangerous and difficult.
14. two unique civs that can enter the game (they can NOT be picked before u start the game)
15. the spread of hell tiles.
16. the creation of ice tiles by the illian civ.
17. metal resources (copper, iron, mithril) work differently in FFH2. they add str to melee and some other units. there's a spell, RUST, that can remove these metal upgrades of str to your units.
18. HERO units. they GET +1 exp per turn until they reach 100 exp.
19. magical units. they have a CHANCE of getting +1 exp per turn until they reach 100 exp.
20. promotions in FFH2 are much much much more powerful.
21. u can get exp from barbarian units up to 100 exp
22. to go over 100 exp, u must win against other civ units. (there's a few other means as well).
23. golem units (luchiurp civ) do NOT get exp. they are unique units and work differently based off of a hero unit, Barnaxus, and buildings.
24. animal barbarians can NOT enter your culture (unless owned by another player).
25. military unit barbarians CAN enter your culture and attack your cities.
26. there's also beast barbarians.
27. the hill giant barbarian unit can NOT enter your culture (unless owned by another player. usually they are from a wonder and they are named moe, larry, or curly)
28. some units can pillage and some can't.
29. there's many many many events in FFH2. it's a good idea as soon as u can, to get and always keep 100 gold in supply for the events.
30. etc...
i'll add more later.
--------------------------------------------------------------------------------------------------
SE vs CE: specialist (farm-food) economy vs cottage economy
in/for the short term,
CE is superior. also, the armegeddon "blight" event does NOT remove your cottages.
however, in the long term or ultimately,
SE is superior. however, SE requires your cities to build lots of buildings, which is really bad for the short term. wasting time building buildings, instead of military units for a military force. or it jsut takes so much longer to build buildings and there's so many buldings to get the high amount of specialists (at least until u get the tech and civic that gives unlimited specialists) to get the commerce in time for your empire. HOWEVER, beware the armegeddon "blight" event. it removes all your farm improvements. make sure u got an army of workers, to quickly re-farm your empire.....