Beginner Questions

its an epic lair (like aisle of somethingor the other, this stupid island). by some bad luck i never got anything good out of it. only a stack of griffons and other not-so-easy-to-kill stuff. anybody ever got anything good out of it?

To me, it acted like any regular lair, out of several dozen reloads or so just to see if anything special popped out. Nothing out of the ordinary at all, in any way. Was sort of a let down... :undecide:
 
mhm. i just always get out more animals and bad barbarians than out of usual lairs. btw: did you opt for the changed random seed if reload?
 
mhm. i just always get out more animals and bad barbarians than out of usual lairs. btw: did you opt for the changed random seed if reload?
Yep. Otherwise reloading would've been somewhat useless. :crazyeye:
The question is warrented, of course. It's an easy thing to miss.
 
Ok so I’m probably fishing for ideas more than I should be but I’m curious as to what I should be prioritizing in my current game. I picked Bannor on standard size Pangaea. I took the charismatic/organized leader since I seemed to always expand too fast through capturing cities in BtS.

I’ve got 5 cities (somewhat spread out but my slider is at 90% research so I’m ok there) and I’m not sure what to research next. I’ve wiped out 2 enemies and the rest on the map are considerably far away but I’ve got a solid army built up. I’ve researched up to IW in my tech tree (took a long time to get), and have essentially all of the first 2 tier techs excluding mysticism. I have no access to iron atm (I do have copper) but I could build a city by iron they just aren’t good locations (both have tons of desert tiles and maybe 1 other resource such as cow or a farm one). From here do I push farther into mithril or should I race to fanaticism and just keep going. I plan to just win from killing off everyone else but I can’t tell if I should try mithril weaps even if it takes a long time to research or if I should just settle on some iron even if it’s a crappy city, upgrade and attack while going for fanat. Or option 3 would be just pick up a basic religion (not sure how much research that takes) but not beeline to fanat.

Thanks in advance for the advice, I’m really starting to get into this game.
 
get an adept with water I. can turn deserts into grasland. and the hell get the iron, if available. increases the stength of your units +1, so its definitly worth a city in the desert. by the way: by spell "bloom" (look it up) or ritual genesis you can improve tiles even more afterwards. the thing is: not your every city has to prosper. important is to keep maintainace at an affordable level (and believe me, i know thats hard. i keep overexpanding every other time. warrior rushes are sometimes just too effective ... :rolleyes:)
 
Go find some Iron or collect buffs (in the MMORPG sense) for your troops. Knowledge of the Ether gives you Adepts which can get you:

Body Mana: Haste spell. +1 movement. Mandatory for melee heavy armies.
Nature Mana: Tree Top defense. Combine with Haste for fast movement through forest terrain with a +50% defense modifier. Lets see those vaunted withdrawal horsement handle that.
Enchantment mana: Enchant Blade spell: A simple, permanent +20% bonus for melee units and +1 happiness for your empire. Lovely.
Spirit: Courage. Lets you attack enemies with fear. But the major effect of it is that it increases healing rate by +10% permanently, that I think works on the move as well. I prefer to get Courage from Royal Guards casting their spell, but YMMV.
Law: Loyalty. Mostly worthless.
Chaos: Dance of Blades. Gives extra first strike for one turn. Not very good, but worth getting if you have Chaos from Palace. It'll tip the odds about 5% in your favour. The scenarios it is useful for is that it works on all units, even non-living ones like demons. Alternatively, if much stronger than your opponent it'll make you more likely to win fights without taking damage. If your opponent is much stronger than you (such as throwing axemen vs. a super-hero) then it'll much improve your units chance of scoring hits and slowly dragging him down.
Shadow: Blur - Allows units to ignore enemy first strikes, not permanent. You'll be glad you had this when fighting a blitz Gilden Silveric on a hill, otherwise its slightly less useful than Chaos.

Other Tier 1 spells worth mentioning:
Entropy: Rust - removes weapon promotions from enemies. Wipes the smile from Iron opponents.
Metamagic: Floating eye. FLy this sucker over a peak and you'll see why its good.

If you stick with a minimal magic route then its also worth thinking about what use of buffing spells will get you in terms of mages.

Enchant II: Flaming Arrows - +1 Str to Archery units. Who uses Archery units? Who cares?
Nature II: Poisoned Blade - +1 Str to Recon units. Mandatory for Svartalfar. Few others care.
Body II: Regeneration - Increased healing rate on the move. Very nice.
Spirit II: Hope - The Royal Guard spell. Gives free courage to all untis in the city, give culture and happiness to the city.
Chaos II: Mutation: Do you like to gamble? Cast this on a stack of obsolete units for a chance to turn them into . Very good for the Clan of Embers who have lots of superfluous Warrens units and several breaks in the upgrade path.
Shadow II: Shadowwalk - I think this spell has changed behaviour in some patch I didn't notice, but it lets you ignore some terrain/city defense bonuses. I've been very impressed with it when using Svartalfar as it lets recon units take cities.


Priesthood and the right religion gets you:
FoL: Tigers, tiger cages (with carnival), forest creation.
OO: Tsunami spell - excellent city cracker.
AV: Ring of Flames spell - another excellent city cracker.
Order: Bless, +1 holy strength for next combat.
Empyrean: Revelation - mostly worthless.
RoK: Shield of Faith - +10% strength for all units, any unit, permanent. Not very good, but every little helps I guess. Minimal investment required for a permanent boost.


So pick your favorites out of that list and you can ignore everything else about the magic system unless you want to make a mage heavy army. If you look carefully then you'll notice that the best spells for a player who is only going to build 5 Adepts in the course of a game are concentrated in Alteration and Necromancy.
 
go for a religion. You're the bannor, so head for order (requires "code of laws" and "way of the wise"), then fanatism for the crusade civic.
Spoiler :
Try running your economy on cottages as much as possible, and you'll be amazed by it's effect. When you're at war, it gives you a demagog (ok melee unit, can use metal promo's) on every town improvement, and drops the town level with 1, so you'll get a whole horde of units every X turns). Remember to stay at war though! When you're not at war with anyone, the demagog's will disappear.


The heroes you pick up on the religion path are nice as well (valin phanuel, donald lugh and sphener), and the order's special building helps you maintain a large empire. Conquest all the way!
 
Ok so I picked up fanaticism (and order), is there any reason not to switch to crusade immediately? Everyone is so far away I feel like I need to prioritize mobility on my units and the +1 road improvement from tech. Outside of that what should I be setting my goals on tech wise? Should I just pop rally and go to town right away?
 
If everyone is still "far away", i'd say get expanding! Order is one of the best religions for large empires, and by the looks of it, you've got the space.

Other than that, aim for sphener/paladins, then head down the metal line (maybe metal line first up to iron, you need it for paladins). This should provide you with enough heavy muscle to get the fighting really going (using demagogs as flodder for your high stenght units).
Also, getting some collateral damage/bombardment going could be useful. For this, eighter go to construction for catapults, or down the magic line for mages.
Spoiler :
For combat mages, the best route is elementalism -> sorcery. Elementalism opens up air and fire mana, which at the 2nd level give you an AoE damage spell, and fireballs (can bombard and do collateral). To get mages, you need to train adepts, and wait for them to hit lvl 4, so you can upgrade them (about 80 gold per adept). To get a mana type, you need to use your magic units (adepts/mages/archmages) to build shrines of the corresponding mana type on raw mana nodes (those blue thingies).
 
REXing if they're far away is the way I'd go; I'll fight for land if I have to, settle it when I can. If we're do well, they won't be so far after awhile.
 
I've got a beginner's question that is probably very easy to answer by a more experienced player - What does Bradeline's Well do? The manual is beyond vague.

i saw on another thread its a lair with higher chances for both 'really' good and really bad events. that island i think is the same.

also when is the best time to cast those world spells? specifically the grigorys and illians

EDIT: The lair was already answered, didn't see it. But still have the question about worldspells
 
also when is the best time to cast those world spells? specifically the grigorys and illians

Grigory, Late Midgame or more. You will get instantly a bunch of GPs.
Illians, it depends. It could be early to give you a headstart. It could be after completing the draw, to hamper the reinforcements or your enemies. It could be in between, to gain an advantage on a specific research...You have to pick the right time according to your plans.
 
A couple quick noob questions.

Never played the mod, but heard a TON of good things.

Is the mod designed to be played on Epic speed? My civ game seems to be defaulting there, so I'm guessing thats what I should be playing at?

I can't seem to find any FFH2 scenarios anywhere after loading the mod. How do I access them?

Thanks!
 
A couple quick noob questions.

Never played the mod, but heard a TON of good things.

Is the mod designed to be played on Epic speed? My civ game seems to be defaulting there, so I'm guessing thats what I should be playing at?

I can't seem to find any FFH2 scenarios anywhere after loading the mod. How do I access them?

Thanks!

I have played FFH2 in all speeds. Just play the one that suits you better.

To reach the scenarios go Single Player->Play a Scenario. Select FFH2 Scenarios.
Skip the first few selections by pressing next and then choose the scenario of your choice in the relevant screen. Then, select your difficulty and anything else the scenario allows for, and play the scenario... :)
 
a game takes longer in FFH than in normal civ4. Generally, add +1 to every speed you pick: quick = normal, normal = epic etc.
 
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