Can't build fire mana node?

kokomante

Chieftain
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Jun 27, 2009
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Sorry if this isn't the right place to make the question and if it's too much of a noobish question but I just wanted to give it a try...

My friend and I are playing a FFH PBEM game and first of all let me tell you that it's been ages since I've been so addicted to a game. It's got all the best stuff from Civ4 with the D&D flavour and traits we know and love.


OK so I'm playing with the Ljosalfar, and although we were sort of playing against the computer, by the stage we are right now, with no AI representing a serious threat, we're considering instituting a turn limit so we can start hostilities against each other.

The thing is that I want to build a fire mana node, since I can't build war machines and I know he's got quite some serious stuff in his empire I would have to fight agains. Not only he's got the Basium as a vassall, but also firebows, mages with fireballs, etc.

I already got an air mana node and a body mana node. But when I moved an adept to the body mana node and pillaged it, I discovered that I couldn't build a fire mana node. I'm sorry if this is dumb and I just overlooked something, but I don't know what should I do to get the option to buy it. I already researched elementalism, but can't build it.


Also, as a bonus, suggestions for tactics with the Ljosalfar against my friend would be very welcome! :D
 
Just saw you have to cast dispel magic to "reset" mana nodes, so I guess that's the reason I can't build a fire mana node... I knew I was missing something simple! :blush:



Anyway I'm already researching sorcery and sailing to an island where I've got a colony with a raw mana node near so I can build a fire one there... :)

Still, would like to hear strategies for the upcoming war if you people feel like giving advice to a noob like me :p
 
First of, a critical thing you should now is that angels, the units which Basium recieves, resist fire, meaning using your fireballs against them will be less effective.

Getting a large amount of mages casting the maelstrom level two air spell can really help in your war, but beware hitting your own troops.
 
Chose your battlefields - as the elves, try to make sure that as many battles as possible are fought when on forest tiles - gives you a large boost. Also be careful of using Treants since they are vulnerable to fire.
 
If possible get rid of Basium's Empire Asap. Any unit that gets killed that are good and or of certain religions will be reborn as one of their angels (even your own elves). It may be best to summon Hyborem and become their leader - attack your old empire (sans all the units you deleted before you switching) and get those cities. That way you can destroy the world without feeling the effects and stomp your way onto their corpses...
 
Thanks for the tips guys!

Hyboream have already been summoned, not sure which AI are they vassals to, but they are obviously at war with my buddy who controls the mercurians. The thing is that, both me and my friend are part of the overcouncil and he is an Empyrean, so he made the organization vote to declare war on the Hyboream. Now, the Hyboream dwell in the "new world", that is, another continent (we're playing on a terra map). I'm the only one who has colonized the new continent as far as I know, so now I noticed some nasty Hyboream units coming to my cities with bad intentions. Furthermore, the Hyboreams won't talk to me, so I can't seem to declare a truce, much less ally with them!

My buddy is a Sheaim, by the way. We're established a 20 turn limit to be free from any peace pacts we have between us, and we're still at the third turn of that counter, so I've still got 17 turns before me to try to prepare for the war. Still, maybe it's too little time?
 
Are the Amurites in the game? If so, trying to vassalize them for their palace mana (which includes metamagic) can be a good idea. If not, I'd try and secure one more raw mana node as soon as possible and turn it into metamagic.

Having Fire mana is not optional if you want to win.
 
Yeah in three turns one city which I built specifically in an island with a raw mana node, will generate enough culture as to exploit that node. There is another raw mana node in that island, which I'll get a hold of as soon as I send another settler there.

I'm also thinking about creating a city in the new continent near a raw mana node, the problem is the presence of the hyboreams there (although the mana node is far to the north and the hyboreams are in the southern part of the continent).


So in total three raw mana nodes. Should I make them all fire mana?
 
You should probably make at least one of them Air:
First of, a critical thing you should now is that angels, the units which Basium recieves, resist fire, meaning using your fireballs against them will be less effective.

Getting a large amount of mages casting the maelstrom level two air spell can really help in your war, but beware hitting your own troops.
 
@kokomante: Angels only get 20% resistance to fire AFAIK, and you already have an Air node. I wouldn't waste more than one node for Air, unless I have the Rod of Winds, in which case 2 or 3 may be worth it. Maelstrom isn't a very good offensive spell IMO, but mixing it with Fireballs is a good strategy. Just make sure you cast Maelstrom before you hurl your Fireballs at the enemy ;)

If you are planning to go the magic-oriented way, make sure you do not promote your offensive mages to be a jack-of-all-trades. Specialize them either in Fire or Air magic, and spend the rest of the levels on Combat promotions to make your spells more powerful.

How many nodes you dedicate to Fire or any other magic sphere depens mostly on whether you have access to Brigit/Scorched Staff and whether you have enough nodes you can dedicate to other useful utility spheres like Enchantment, Spirit, Body, etc (if you feel you need them, that is).
 
Being elvish, I would certainly opt for a more defensive war of attrition. Try to get him to come to your forests, as even an elf warrior can be a decent defender on a forest tile. I would also make sure to gain some woodsman promotions, thus making your defenders even more effective.

Once you withstand his invasion, killing many of his experienced units in the process, you'll be in a better position to go on the offensive.

Let us know how it works out. :)
 
Are you allowed to win a cultural victory? Elves are usually pretty good for that victory condition. Has Theatre of Dreams and The Hall of Kings already been built by someone else?

What technologies have you focused on so far? Perhaps if you gave us more information about what your situation is, you might get more accurate advice. Also, tell us more about your friend's empire. What kind of units is he using? What kind of magic will he be using?
 
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