Fall from heaven strategies and tips

In FfH 0.95g, it's often difficult to capture animals before they disappear from the map and normal barbarian units begin spawning. The easiest way to do this is to guarantee that your civ has Animal Husbandry as one of your starter techs. The Centaur Commune, Elven Empire, and Sshrathi Tribes all begin the game with this tech. Keep in mind that several of these civilizations are creative, and this strategy can be quite useful when going for the cultural win. Furthermore, although I haven't tried it, the Sshrathi start with Animal Husbandry and Tracking. They might be able to reach hunting, and field hunters before the animals leave the map

The second thing you will need is scouts, at least 3 of them. Replace as needed, as they may die. The first thing you should begin building is a second scout. Fortify your starting warrior in your city. You don't want him stealing xp from your scouts, or killing the animals you want to capture. You will need the scouts to reach 5 xp in order to promote them with combat I and subdue animal. There are two ways to do this - either begin a training yard after producing your second scout, and researching warfare as your first tech (for conquest), or "wasting" the first animal you fight on training. Both are viable options (and you will need to do the latter with your first two scouts anyhow).

Remember that scouts are a 2 move recon unit. Take advantage of this. Make your first move across flatlands (plains, grassland, tundra, or desert), and end your turn in a defensive tile (forest, jungle, or hills). Don't move too far from your borders. Remember that you will need to send those animals home through potentially hostile territory.

Pretty soon you should spot your first animal. With any luck, it will be a lion or wolf. Wolves are a gimme. They move 2, but only have a strength of 1, so your scout can take them easily with his +100% bonus vs animals. Lions are strength 2, but You should be able to take them if they are on a flatland. You want to attack your first animal, since you get more xp for attacking than defending. This should net you between 5 and 7 xp, depending on what you are fighting. Promote combat I -> subdue animal.

Once you have the subdue animal promotion, you're golden. Now, you need to protect that scout. Always, always, always end your turn in a defensive tile. If you can end on a forested or jungle hill, so much the better. Wolves will come to you. You will probably have to chase lions. If you need to heal your scout, do so on a forested hill, preferably one surrounded by flatland.

Lions can appear anywhere. Panthers can appear in jungles. Bears appear in forests. I'm not positive about tigers and wolves., but this should help your hunting a bit if you're going for the "full collection".

A word about bears (and less so, tigers). Bears have a strength of 4 (tigers, 3). There is almost no way that a scout can take out a bear. Even ending your turn on a forested hill, a bear will beat you about 3 times in 4, unless your scout is heavily promoted. If you spot a bear, your best bet is to run the other way. There is one exception to this, however. Sometimes, a bear will attack an opponent's scout or warrior and be wounded. Contrary to popular belief, a wounded bear is less dangerous than a fully healed one. :)

Also, avoid desert and tundra tiles. Deserts spawn strength 4 hill giants, which will decimate your scouts, and tundra spawn strength 3 skeletons. Since you can't capture either of these, just avoid those terrain types.

So at this point, you should have around 10 captured lions, 3 captured wolves, and maybe a panther or tiger. Be very careful returning them to your civilization. You may wish to escort them home with your scout. If they run into another animal, captured animals are typically killed. If escorted, you now have two animals. Keep in mind that no matter how much xp an animal gets, it cannot be promoted.

As soon as you see your first barbarian combat unit (warrior or scout), rush home with your scouts and animals. Currently, no more animals will appear, when this happens (although this will be changed in FfH 1.0), and you're just inviting trouble

This strategy works rather well if you plan to go Fellowship of Leaves, as you will want to upgrade your well-experienced scouts to hunters as soon as soon as possible after real barbarians start appearing, and Elven Studies is just a few more techs down the tree.

One final thing. Captured animals can enter opponents cultural borders with impugnity. Normal animals will never enter cultural borders. This means that if there is an opponent civilization that borders yours, you can send your animals safely home through their civilization, without open borders, scouting all the way.

Of course, when FfH 1.0 is realeased, most of this will be pointless, since animals will stay even when regular barbarian units are arriving. But, for now, hope this helps. Have fun with your new zoo!
 
Excellent write up Gwythur!
 
How are you all using mounted units? They are not best at defence, as they don't get defensive bonuses. And they are not good for attack either as they can't get city raider.
Any unit without CR promotion can't do anything against any unit with City Garrison, in city combat. Perhaps CR and CG should be tuned down a bit?
 
I use mounted units as pillaging units. I will move my infantry assault stack into enemy territory with a couple of horsemen stacked with them. Those horsemen can then sally forth, pillage adjacent squares and return. With movement promotions they can get up to 6 mps - that means that they can pillage an adjacent town down to nothing and get home in time for supper. With a bit of practice you can also work out where they will be safe from enemy counterattacks (ie not adjacent to enemy cities) and so they dont always have to remain stacked with the main assault group. Additionally if they finish their turn next to your assault group and they are attacked you can exact revenge on the now wounded enemy unit that is sitting out in the open and get an easy kill. You can also use them to finish off wounded units or intercept reinforcements moving in the open.

Alternatively in situations where you don't have access to other strategic resources you can use them in large stacks and take advantage of their retreat chance to throw waves of them against a town. You will end up with more survivors (and consequently some more experienced units) than if you tried that with basic warriors. If you use them like that I have found that the flanking promotion is more useful than move promotions.

YMMV
 
^Thx. They do get useful with 3 flankings, but since I also use mobility and shock/cover for them, it is kinnda hard to get all 3 flankings
 
I don't find that I pillage much. Usually I go to war with the intent of taking a few cities or more often, the entire empire. Pillaging seems counter-productive. As these will soon be my tiles, I want them already improved!
 
Unless you get drawn in war against stronger empire, which is well protected. And if you don't have iron to build macemans.
But I don't pillage much either, hence I don't use mounted much. But I do build some with mobility promotions as quick reinforcements.

BTW do you know that Marksmans and Shadows (in 1,00) will have ability to attack weakest unit in stack instead strongest? So they will be counter-mages unit
 
I don't use mounted troops much, since I usually capture cities, I don't want to destroy there improvements.

TheJopa said:
BTW do you know that Marksmans and Shadows (in 1,00) will have ability to attack weakest unit in stack instead strongest? So they will be counter-mages unit

Probably a good idea. As I said in an earlier post, I like putting the Baron in a stack with a couple archmages, then attacking a city. The Baron gets attacked, or does the attacking, so I get werewolves, and the archmages sit back and meteor the city for collateral. I've taken so many cities this way, and then gotten a werewolf army to boot.

And I still am not sold on the mithryl golem, even though it is really powerful.
 
Wow this thread has inspired me to download version 1.00. This mod seems like it would be funner in multiplayer since there is a focus on combat and promotions/religions.
 
jafink said:
Wow this thread has inspired me to download version 1.00. This mod seems like it would be funner in multiplayer since there is a focus on combat and promotions/religions.

The more people who play this the better.

Version 1.00 is awesome btw. But there's no strategies posted for it...yet.
 
i have now played partway through two games of FfH. I would like to mention to anybody who hasn't tried it that I would suggest playing one game speed quicker than you usually do in vanilla civ. So if you play epic vannilla, play normal FfH. This is just my opinion because i tried a game on epic and it seemed so slow...

I have to say that i love version 1.00. A long time ago i downloaded version 0.5 or something and, please dont take offense as this is by far the most popular mod on civfanatics, i wasnt very impressed. All that changed when i downloaded 1.00!! It is AMAZING!!!
 
I've also done a lot of 'animal hunting' with scouts early in the game (when youre still researching technologies, trying to build up, etc, and arent turning out many military units).

One thing i noticed about the AI barbarian units is that if they see your unit (and where they go?) they will follow to attack. This came in useful when Orthus spawned near my city building the catacomb librarus or however its spelled.

Due to animal hunting, my scouts all had a very high movement rate. I was able to use my scout as bait- kind of like dangling food in front of a dumb animal to make it follow you- for orthus and I could guide him where I wanted. My neighbor was actually outstripping me early on in research and amount of cities, and I was able to lead orthus near his cities. ALthough i had to let him kill my scout, he proceeded to attack my neighbor and give him a hard time. By the time he was finally able to kill orthus (he was using warriors agaisnt the barbarian king) one quarter of his empire was razed and another was owned by barbarians.

Although my neighbor ended up getting orthus's axe, the strategy helped me dominate hte continent i was on by giving me a head start on my rivals. I love how the barbarians are a force to be reckoned with in these games.
 
I agree, especialy because you can't capture them. So they are not good thing to fight with ;) Unless you have axeman, which will earn good XP from killing them.
Anyone tryed FfH in multiplayer? Does it work?
 
not yet, soon though, very soon waiting for 5/19.

Has anyone seen a huge ramp up in FfhH games difficulty post 1.0? I hadn't been playing lately and just tried a new 1.0f game and got smoked on emperor (which is probably what should happen), it just never happened to me on 0.95. Or am I just out of practice?

Curtis
 
Am I missing something, because I can't seem to get Mages/Archmages to caste "Haste" and you can't build adepts anymore once you can build mages... I use haste a lot and it seems weird that later spell casters can't cast it.

Thanks.
 
Landmonitor, yep that's intentional. You need to upgrade your adepts to archmages or conjurors for them to have the haste spell.

There's quite a few units that provide unusual promotion paths. Like Scouts, can go down the Horsemen path or up the Ranger/Spy lines. If you plan on going up the Horsemen path try and get some of your scouts the WoodsmenI&II promotions along with GuerillaI&II that way your Horsemen will actually have some inherent defense bonuses rather than none at all. Also Warriors can go up the Archer path. With nice end game archery units like Flurry, Marksman & Arquebus you may want to specialize a few Warriors with City Raider 1,2&3 or Mobility 2 (archery line only gets the first mobility promotion) or even March prior to upgrading them into the archer line to get some promotions otherwise unavailable. These can make for some extremely powerful and versatile units later on down the road, the hard part is cultivating these unusual do it all units (Of course later down the road, you can pump out cheap warriors starting with like 15xp with buildings and civics and get some of these promotions easily then upgrade them into the archer line for 400G or so). Imagine a Flurry with Mobility 2, City Raider III and City Defense III being able to blitz a city and defend it simulateously from counter attacks, great for taking out the more remote lightly defended cities without having to send out a large force to capture them. Units like these can come in very handy in the very early stages of a war when the AI still has a powerful army but you're pressing as hard as possible to keep it a short devastating war.

The Religion spreading units also have some unusual upgrades paths, which are worth looking at, especially if you're spiritual (which gives you free mobility I to disciple units) As an example say you need a Druid or Beastmaster pronto, and you have a city with the Fellowship that can pump out Disciple of Leaves in 1-2 turns but your city that has a Grove and Hunting Lodge is gonna take 10 turns or more. Build a Disciple of the Leaves (getting free Medic I, Mobility I and I forget their other religion specific promotion, Dwarf Slaying maybe?) then send the Disciple to your Grove City for about 400G you've got your Beastmaster in 2-3 turns, plus got him a few free promotions that would have otherwise cost XP. The unit upgrade path is definately cool in this game allowing for some pretty cool strategies. The main drawback is you need the cash to pull them off and they're really not explained, so you have to really look closely and do your homework on the promotion options available to various units, also take a look at the unit upgrade path charts in the Mod thread, those charts are very useful!

What I plan on doing now that I've been looking more closely at these options, is to have a main first tier troop production city that has all the xp bonus and construction speed buildings in it but none of the upper tier buildings so you can always build warriors, scouts and base disciples out of it. Takes a couple turns at most to build any of these lower tier units and gives them a huge xp bonus along with the free building promotions, weaponsmith, armorer, etc...then have other cities with the National Unit buildings they can be upgraded into just have those buildings for upgrading the base units into, but be specialized for other purposes. And if you're agressive it's also a nice to pass on that free combat I for melee units promotion to your Archery Units by using the upgrade path to your advantage. This also gives me the advantage of not needing a bunch of specialized troop cities to produce all the specific National Units available. It does however cost a fortune, but by the time most of these units are available the money needed for upgrades like these is only 1 turn on 20-30% science and even that rarely even affects my research rate. Considering I'm probably also in the throes of World Domination I'm pulling in that kind of cash from capturing cities every 2-3 turns anyways.

This mod is very deep in potential strategies, but it takes a lot of planning and knowledge of the unit promotion and upgrade paths. Something which I'm only scratching the surface of here as I only just really started taking a closer look myself.
 
I played a game on Warlord today, and Got a Religious win fast. I got the highest score I ever recorded too.

I've been playing vanilla on Noble, so my next game will be at that difficulty...
 
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