im_robertb
Chieftain
- Joined
- Mar 18, 2007
- Messages
- 21
Welcome to Fall from Heaven 2.023, the final Vanilla Civ release of the Fall from Heaven module. I'm not playing 2.025 because it (as with all future versions) requires the Beyond the Sword expansion pack, which I do not have (yet). So some features in other playthroughs won't be in this one - random events, probably some units, I don't know all the details. Anyhow, here we go.
Here's the main menu:
And here's me setting up the game's options. I'll be playing as Os-Gabella, so I can give you a look at how this leader (and the Sheaim civilization) work from a player's point of view.
Os-Gabella's traits are Spiritual and Summoner. What does this mean? I can build temples faster, change governments faster, and once I get Summoners, their summons will last for 3 turns instead of 1.
Now, the Sheaim are all about DESTROYING THE WORLD, and I'll show you how I'll do that. My goal isn't to get a traditional victory condition, though I may try for one along the way; my personal goal is to get that Armaggedon Counter (the circle with a 0 inside it, near the research bar) as high as possible.
Here we go. This is my starting location:
In FFH2, your starting settler can see a larger area and move faster than normal, so you have a few more options for placing cities while still being able to found your capital on the first turn.
Not a bad starting position; lots of resources nearby, a mana node (more on those later), and those flood plains will mean my city grows quickly and can sustain more population. So let's build our first city, Galveholm, right where we're standing.
Building a warrior to start. YES, I WILL need it. There are a LOT more barbarians and animals in FFH2 than in normal civ. Also, techs are slower, so you have time to play with your new toys before they're obsolete.
This is a Barrow. It spawns skeletons. My scout will destroy this before I have a problem on my hands. Meanwhile, my warrior to the south will grab a tribal village, gaining us...
AGRICULTURE! HELL YEAH! This is a good early tech to have, and now I'm tempted to build a worker real soon. Also, I'll set our research to Mysticism, which will unlock a great early-game civic, God King, as well as leading towards the religions. (It is very important for the Sheaim to grab the Ashen Veil, especially when trying to destroy the world.)
YEAR 2:
Next to my Warrior we see a Ruins. These spawn Lizardmen, which are MORE of a hassle than Skeletons. So we'll destroy that before it spawns one to guard it.
YEAR 3:
My scout grabs a village for 50ish gold. Not bad - but nothing stacks up next to a technology. I think I'll have both my units continue to explore, and hope I get the Warrior built in Galveholm before I get any problems. In FFH2, getting unlucky with this gambit can wipe out your civilization before you get started.
YEAR 5:
Grabbed another village for 30ish gold. Oh well.
Meanwhile, my scout has already found the north pole.
Here's the main menu:
And here's me setting up the game's options. I'll be playing as Os-Gabella, so I can give you a look at how this leader (and the Sheaim civilization) work from a player's point of view.
Os-Gabella's traits are Spiritual and Summoner. What does this mean? I can build temples faster, change governments faster, and once I get Summoners, their summons will last for 3 turns instead of 1.
Now, the Sheaim are all about DESTROYING THE WORLD, and I'll show you how I'll do that. My goal isn't to get a traditional victory condition, though I may try for one along the way; my personal goal is to get that Armaggedon Counter (the circle with a 0 inside it, near the research bar) as high as possible.
Here we go. This is my starting location:
In FFH2, your starting settler can see a larger area and move faster than normal, so you have a few more options for placing cities while still being able to found your capital on the first turn.
Not a bad starting position; lots of resources nearby, a mana node (more on those later), and those flood plains will mean my city grows quickly and can sustain more population. So let's build our first city, Galveholm, right where we're standing.
Building a warrior to start. YES, I WILL need it. There are a LOT more barbarians and animals in FFH2 than in normal civ. Also, techs are slower, so you have time to play with your new toys before they're obsolete.
This is a Barrow. It spawns skeletons. My scout will destroy this before I have a problem on my hands. Meanwhile, my warrior to the south will grab a tribal village, gaining us...
AGRICULTURE! HELL YEAH! This is a good early tech to have, and now I'm tempted to build a worker real soon. Also, I'll set our research to Mysticism, which will unlock a great early-game civic, God King, as well as leading towards the religions. (It is very important for the Sheaim to grab the Ashen Veil, especially when trying to destroy the world.)
YEAR 2:
Next to my Warrior we see a Ruins. These spawn Lizardmen, which are MORE of a hassle than Skeletons. So we'll destroy that before it spawns one to guard it.
YEAR 3:
My scout grabs a village for 50ish gold. Not bad - but nothing stacks up next to a technology. I think I'll have both my units continue to explore, and hope I get the Warrior built in Galveholm before I get any problems. In FFH2, getting unlucky with this gambit can wipe out your civilization before you get started.
YEAR 5:
Grabbed another village for 30ish gold. Oh well.
Meanwhile, my scout has already found the north pole.