ok, lets try this for starters...
step 1 - forget everything about the big fat cross. its evil and a temptation. DONT persue it. build your cities to take advantage of the 8 surrounding tiles and build your cities close together. your prolly wondering why i say this ....
1- how much higher then 9 or 10 is your happy and health cap? doing this you dont need to build farms often and you can have more cottages and such.
2- this keeps down your distance penalties (which honestly are minimal anyway.having high maintenence in a city is almost a myth)
3- there are a few key buildings that are cheap and available in every city (market, sages , temple)
4- each city is capable of trade routes (trade routes are free gold)
step 2 - understand the myths that you learned a LONG time ago .... cottages do NOT make gold. they make trade. you can adjust your sliders to turn trade into gold or research. why is this important? because it helps to know that sometimes you can get more research at 90% then you can at 100%. research is measured in beakers , gold in coins , trade is just confusing at times.
---- mouse over the numbers in the city tab and look how the bonuses are calculated. this is where you find out that the 50% gold bonus to godking is almost never doing you a bit of good.
step 3 - understand your point score... soo much of your point score is tied into landmass that you have inside cultural borders. if you keep your culture low it greatly throws of your score. if your not going for a cultural vic and dont need a culture push then skip it entirely.
step 4 - FFH is a game about the religions. its all about who is going to control this dirtball we call erebus. if you want a religion , race for it. the advantages of the holy city are ENORMOUS. (i have had the AV holy city producing over 700 beakers a turn at one time).
step 5- understand production limits and roll over. some of the races excell at being able to make units every turn. there are times that building a warrior a turn is greater then taking 4 turns on an axemen.
step 6- when to stop? did you know you can stop all your research and pump it into money and crush your enemies in a dozen turns? the guild of the nine allows for some startling economic abilities.
basically this mod is soo bloody complicated its great.
ohh if your haivng a hard time with economies DONT play the clan of embers. even i sometimes cause them to crash and burn in a fatal collapse
gl and have fun....
step 1 - forget everything about the big fat cross. its evil and a temptation. DONT persue it. build your cities to take advantage of the 8 surrounding tiles and build your cities close together. your prolly wondering why i say this ....
1- how much higher then 9 or 10 is your happy and health cap? doing this you dont need to build farms often and you can have more cottages and such.
2- this keeps down your distance penalties (which honestly are minimal anyway.having high maintenence in a city is almost a myth)
3- there are a few key buildings that are cheap and available in every city (market, sages , temple)
4- each city is capable of trade routes (trade routes are free gold)
step 2 - understand the myths that you learned a LONG time ago .... cottages do NOT make gold. they make trade. you can adjust your sliders to turn trade into gold or research. why is this important? because it helps to know that sometimes you can get more research at 90% then you can at 100%. research is measured in beakers , gold in coins , trade is just confusing at times.
---- mouse over the numbers in the city tab and look how the bonuses are calculated. this is where you find out that the 50% gold bonus to godking is almost never doing you a bit of good.
step 3 - understand your point score... soo much of your point score is tied into landmass that you have inside cultural borders. if you keep your culture low it greatly throws of your score. if your not going for a cultural vic and dont need a culture push then skip it entirely.
step 4 - FFH is a game about the religions. its all about who is going to control this dirtball we call erebus. if you want a religion , race for it. the advantages of the holy city are ENORMOUS. (i have had the AV holy city producing over 700 beakers a turn at one time).
step 5- understand production limits and roll over. some of the races excell at being able to make units every turn. there are times that building a warrior a turn is greater then taking 4 turns on an axemen.
step 6- when to stop? did you know you can stop all your research and pump it into money and crush your enemies in a dozen turns? the guild of the nine allows for some startling economic abilities.
basically this mod is soo bloody complicated its great.
ohh if your haivng a hard time with economies DONT play the clan of embers. even i sometimes cause them to crash and burn in a fatal collapse
gl and have fun....