'Classic' settings?

dagorkan

Chieftain
Joined
Aug 29, 2008
Messages
46
What would you recommend to a player fairly new to FFH to experience the most from what it has to offer?

So far I tried

1/ one Huge/Marathon game with every civ on an Erebus styled map - about six or seven civs died early on and it became slow and crashed every few turns past turn 500, I abandoned it.

2/ one Normal (I think)/Epic game with seven civs on another Erebus map. At turn 640 turn/loading times are tolerable, I haven't had a single CTD and Armageddon seems to be approaching (about to get to future tech, counter at 60, Infernals/Mercurians expanding)...

but this time it was way too easy. All the other civs except Sandalphon (powerful in my first game too) stagnated at around turn 250 and nothing much has happened. No wars and more than 70% of the map is unsettled (though now 50% of it is a burning wasteland).

mapffhzf7.jpg
larger]

Civs:
Ljosfar (good elves) on a six civ island in the south, very cultured, huge cities but technologically backward until I help them out, the one good civ, score 1400

Mercurians took over the Ljosfar capital city in the middle of that island (so they have no access to water, are surrounded so they can't expand), have done nothing, score stuck at 400

Sandalphon at the lower western coast, the most developed civ apart from me, stayed neutral but friendly toward me and the elves, around ~score 1500, they have about 12 cities all inland of that region

Calabim - almost got destroyed by barbarians, they were at one city until about turn 350 then slowly expanded without opposition and discovered the Infernals - they're still pretty weak, score ~1100 but the largest civ, they have about 10 cities spread out over the red/brown land which I haven't encountered yet

Doviello - were my biggest worry but they never went through with their threats, they were quite powerful taking over all of that eastern continent south of their start location but for some reason stagnated about 200 turns ago, I think they are at war with the Elves but nothing's happened. Stayed evil but never formed an evil alliance and have taken neutral religions, score stagnates around 1200, I know they have more cities on the eastern edge which I haevn't uncovered

Clan Ember - also got off to a difficult start but I think from lack of resources (semi-desertic), they had 3 cities a while ago, must have lost one which was just to the east of their capital, never done anything at all though they had scouts all over the north of the central continent (mine), score around 700

Lanun - myself, after beating back the barbarians I took control of all the two+ square islands throughout the central sea and the southern lump of the central continent (everything above is pretty uninteresting and the only reason I'd have to settle it is to stop other civs taking it). My most recent city was to the north of the Calabim which I worried about but apart from barbarians and recently an Infernal attack I've had no threats. The one city in the NW was a barbarian city I took over after the infernals attacked me (I went looking for them) surrounded by fire. I have double the score of the nearest rival. I've got a ridiculous crop yield/manufacturing advantage over every other civ (more than double anybody else for shield production) and I can churn out a unit a turn in my capital and secondary capital (50+ shields, 100+ for boats with modifiers).

Infernals - map doesn't show it but World Editor does are in the SW (west of Succellus' Tomb) with two cities and a steadily increasing about score 600

Barbarians - dozens of cities in the western part waiting to get conquered by the Calabim

So it's a pretty boring game, I built myself up but I don't see much of a challenge apart from the micro-management and building an army to annihilate all the evil guys. It's a nice map but I think there are just not enough civs or that they are not aggressive enough

I figure Normal/Epic is good though I could lower the speed and increase the map size to allow more civs but keep the game file size/bugs down..

What else? Is there a better map script? Maybe the civs were too isolated.

And what civs would make for the most interesting gameplay? What balance of good/neutral/evil? I read the Lore and it seems the Amurites and the (followers of Mulcarn) are the two central civs but they weren't picked by the random generator. I'd like to see some of those big good vs evil wars people talk about. Earlier conflict would also be a good thing.

I love this game but I don't want to start another game to discover it turns out the same, that it takes so long to get things to start happening , that one side is overpowered or that conflict becomes impossible because of how the map is.
 
for a starter, I'd recommend the largest map size that you can afford without it becoming too slow inbetween turns ( Large? normal? ) with the default number of civs ( for large it should be eight IIRC. six on normal. both are quite good numbers ) , normal speed. quick and epic can work too ( personally I go with quick these days to keep things coming fast and a more interesting game, but that's up to you. ) , marathon is not recommended. then check wildlands, blessings of amatheon, barbarian world and living world. these are basically the default . play it at difficulty level 2 steps higher than you play normal civ, and once you start getting a hang of how FFH works, it's recommended to check "no AI building reqs" for a more competent AI. actually, I played my first games at settler cuz I play civ at noble and I wanted to understand how things worked before getting in deeper, but that is really easy and perhaps not fun. gives you all the time in the world to play around with stuff, but is by no means near to the "real" FFH experience ;) oh, and if you feel lonely and think that the default number of civs is not enough ( it's lower than in default civ, more wilderness to explore ) , you should try raising it some, maybe even doubling. if you get nasty and try slotting in all the civs, i.e. more than doubling the default numbers, you're probably gonna start near a couple of barbarian cities due to barbarian world not having lots of space to place barb cities. if you don't like that, turn off barbarian world on any such setting.


me, I like to turn on permanent alliances, require complete kills and last days alongside with the above mentioned. end of winter is kewl too, but maybe makes the early game too long.

and keep in mind that you can just make up your very own settings depending on your personal taste. have fun :)

edit: I've just read your whole post, sorry :D from what you've said, I recommend doubling the amount of civs and checking last days. makes for a far more exciting experience ;)
 
Thanks, what civs would you recommend? I've noticed the Good guys tend to stick together more compared to evil, what ratio of evil to good would help force conflict?

As for the loading time/bug issues does anyone know what the cause of those is? Is having a larger map with more civs more costly in terms of bugs/resource hogging or is longer games the problem, or are they both equally responsible?
 
well there are no recommended civs actually. I usually play with all random cuz I like not knowing who I'm gonna be up with. but sometimes I like to keep it flavoury and I go for bannor, ljolsafar, khazad, sheaim, elohim, lanun and svartalfar. these are the civs most closely linked to each of the seven religions imho. that's 2 good, 2 evil and 3 neutrals btw.

about the loading time, yes it is linked to map size and number of civs, and it increases the more you go on with the game. I don't think it's connected to gamespeed though, just turn number. basically, the more stuff on the map, the slower it gets. end-game usually means lots of cities and units. you'll have to experiment a bit to find a compromise between what you WOULD like and what your pc CAN handle :D I know I'd love to play huge maps with all civs. it gets too slow after a while though, and I'm not actually patient when it comes to waiting between turns. it tends to ruin the experience for me. don't blame ffh, this is a Civilization 4 drawback. lots and lots of stuff to calculate. oh, and huge maps have been often reported to cause memory allocation failures during the endgame, especially if you try to load a previous turn, so maybe you should avoid those for the time being. bugs shouldn't be related to map size and number of civds AFAIK. are you running Vista? there is a pesky issue with Vista machines crashing when flames end up on a ice tile, the team is working on that right now and I'm sure they'll soon fix it. but if you have Vista and you're having crashes, that is the most common cause right now I think. anyway, there's a " version 0.33 bug report" thread where you can report whatever bugs you find and help the development of the mod.
 
I suggest:
Standard size Pangaea or Lakes, with 9-10 civs, no tech brokering, no AI upgrade requirements (in fall further mod), Immortal difficulty. That way you're not the tech leader even by the midgame most of the time. Sometimes the enemy even gets mages.

I'll generally create a mix of Random Good, Random Neutral and Random Evil civs to have a balanced number of each.

I find that as far as AI opponents go, Elves do pretty well (S or L), Tasunke does well, lizards can do pretty well, Clan does well in early game, Balseraphs often do well. Sheaim, Bannor, Kuriotates all are terrible, dwarves are usually pretty bad.
 
I've fallen in love with "RandomMapScript" on standard, I add two civilizations (and then let them all randomly fall into place), and Epic/Marathon. I'll play Quick if I'm testing errors or a modmod though.
 
Gekko said:
to keep it flavoury and I go for bannor, ljolsafar, khazad, sheaim, elohim, lanun and svartalfar
No Amurites or Illians? I guess it's because I discovered FFH after playing the "Age of Ice" BTS scenario that I see them as the main two rivals


Gekko said:
lots and lots of stuff to calculate. oh, and huge maps have been often reported to cause memory allocation failures during the endgame, especially if you try to load a previous turn, so maybe you should avoid those for the time being. bugs shouldn't be related to map size and number of civds AFAIK. are you running Vista? there is a pesky issue with Vista machines crashing when flames end up on a ice tile, the team is working on that right now and I'm sure they'll soon fix it. but if you have Vista and you're having crashes, that is the most common cause right now I think.
No, I'm on XP (Media Center edition), the bugs I got were just CTD's nothing specific, I upgraded to patch E and have had no problems in my current game

I suggest:
Standard size Pangaea or Lakes, with 9-10 civs, no tech brokering, no AI upgrade requirements (in fall further mod), Immortal difficulty. That way you're not the tech leader even by the midgame most of the time. Sometimes the enemy even gets mages.
Sounds good... what does "no AI upgrade requirements" do? I have downloaded the latest FF and am thinking of using it for the next game, is it as stable as FFH v33?

I find that as far as AI opponents go, Elves do pretty well (S or L), Tasunke does well, lizards can do pretty well, Clan does well in early game, Balseraphs often do well. Sheaim, Bannor, Kuriotates all are terrible, dwarves are usually pretty bad.
Thanks
 
I usually play Small or Normal map, tectonics Lakes, 2 additional ai's, Living World, No Tech Brokering.
Maps of size Standard or more tend to be unplayable end game due to long processing.
Erebus maps are very nice, but most of the time, I end up needing some ships just to get to the next valley or reach an island and that can make for a very frustrating game when you've killed one civ and then have to research 2 or 3 techs before you can build some kind of transport, then build them and start having fun again.
 
latest FF is just as stable as FFH. great modmod, I play it myself. No AI level reqs means that the AI can build from cities units that the player has to upgrade from a lesser one to get, after they get to a certain lvl. i.e. to get an archmage you have to have a lvl 6 mage, then upgrade him. this allows the AI to build them outright, which is good cuz otherwise they have no idea how to get them, eheh. and the erebus mapscript is really flavoury and fun, although not for everybody. try it out, you may like it. in case you don't, my favourite mapscript aside from that is perfect world. really realistic and good-looking, highly recommended. but still, I prefer Erebus... although sometimes it does take the isolation a little too far I have to admit. :D btw, the illians are not fully fleshed out yet, they'll be added later in the development. the current illians are kinda like a placeholder. they have no special abilities, no worldspells, no hero, etc. you can put them in the game, but it's not actually recommended, they are very alike other civs. amurites are good, you can definitely put them in if you like :D
 
[to_xp]Gekko;7211163 said:
well there are no recommended civs actually. I usually play with all random cuz I like not knowing who I'm gonna be up with. but sometimes I like to keep it flavoury and I go for bannor, ljolsafar, khazad, sheaim, elohim, lanun and svartalfar. these are the civs most closely linked to each of the seven religions imho. that's 2 good, 2 evil and 3 neutrals btw.

Flavorwise, the Empyrean belongs to the Malakim, not the Elohim.
 
Because of their god Lugus.
 
The Empyrean is tied to Lugus, the sun god, which Malakim revere.

(Sorry, crosspost...)
 
cool, didn't know that. thanx for the info. it's good news cuz I don't really like the elohim much. Malakim have much more flavour imho, and I sympathize with desert-dwellers :lol:
 
Thanks for all the replies,

I think I'm going to try FF on a Large Erebus map, with the game options you guys recommended, with Normal speed, maybe King difficulty, 10 civs - I hope that with the Normal speed it will be about the same in resource demand as my last game

Good civs:

Ljosalfor
Bannor

Neutral civs:

Khazad
Grigori
Amurite

Evil civs:

Sheiam
Balseraph
Calabim
Doviello

[I know civs can change Alignment, I just want to make it more likely the Evil outnumbers Good]

Now for the 10th Civ (myself) I'm not sure. I saw the Austrin and quite like the idea of them + the adventurer units would go well with the Lair/Village add-on which is in FF

Anybody know how they play?

Also I was wondering whether Kuriotate would go well as a good civ in which case I'll remove a neutral or replace one of the existing goods. Also Ahriman says they're weak (and so is Bannor), what's a competitive good civ that would interact well with those I've already selected?
 
Also
-what does Religion Based Interface do exactly?
-what's the diff between 'no tech brokering' and 'no tech trading'? How can you not trade for a tech you haven't researched?
-is 'end of winter' a good idea? How long should it add on to game time?
-should i change victory conditions from default? Never won a FFH game yet so I don't know
 
With Tech Brokering someone cant get say Sorcery from another civ one turn and then trade it too four other people the very next turn. You can only trade techs you got through research yourself. Obviously its the failure of the Civ that researched Sorcery in the first place too make the most of the situation but the AI loves too do exactly that.

It slows down the AI who looks for and proposes trades every single turn where most players probably wait until they actually finish something significant before even checking what trades are out there.

End of winter is a neat idea thematically and entirely personal preference. I find settling my first city blind a terrible idea and FFH's beginning quite slow enough already so I never use it.

Changing the victory conditions wont make a lot of difference, usually once you have smashed a neighbor or three for land and gotten a decent pile of mid-tech units and a hero or two the AI is no longer any kind of challenge and you can pursue any victory at your leisure.

My favourite settings are too massively overcrowd a Pangaea, Highlands, Lakes or Great Plains with
No Acheron (AI will spend the entire game suiciding stacks on his city),
No AI building requirements (helps the AI (?))
Barbarian World (actually helps the AI, gives something too do between city culture defense ruining everthing and mages/catapults/hero)
No Vassal States
No Tribal Villages
 
Thanks, the "brokering" part should have explained it

I've noticed that so far Infernals/Mercurians are always vassals of a good/evil power... not sure if that's a good thing but if I checked no vassal states I assume it would prevent that - or has Infernal/Mercurian appearance got it's own special procedure?
 
Back
Top Bottom