Few more questions

Twibs

Chieftain
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Apr 26, 2010
Messages
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I'm bit confused now about the patch version I'm playing. Is there a way I can check it? I downloaded the mod only couple of months ago, so I assumed that it had all the patches. In game it says FINAL RELEASE and version date is May 14 2009. But I don't e these "patch k" stuff I see on the forum. I recently played the "Radiant guard" scenario and I got from Bastradam 1 confessor and 3 three champions, so it can't be any really early version(cos they didn't have the confessor, or so I read), but I keep reading about these stacks of 300 units, an biggest I've seen so far is maybe 20, or less. And I'm playing Monarch and just switched to Emperor to get some challenge. (Mind you, haven't tried any normal games with Emperor yet, I'm still hooked to the scenarios). But by reading all these topics I think I shouldn't be at Emperor-level yet.

Ok, now to game related questions.

After I capture an enemy city, I usually build there a monument or temple to get some cultural influence and get that border pop, if it doesn't have one yet. If it does, maybe some money building, like market, or courthouse if later in game. Is this ok strategy?

Tile improvements. I usually just spam farm early on, to get things going, then start doing mines and gottages somewhere along. I don't have that good grasp of all of the different improvements. If someone has the time, some general advice for the Windmill, workshop, lumbermill, farm, mine, gottage would be welcome.

GP. Ok so I read that wonders contribute to these, specialists do also, but usually it's build this and that and then at some point some GP's pop. What's the normal way for normal CiV to handle these? (i.e. Non-grigori)

Are there summaries about the mod-mods? Wildmana had decent faq, but the other's didn't quite deliver the ideas behind the mods. What would be a good mod to move to after I've had my time with vanilla-FfH?
 
I believe there is usually a need to download a patch on top of of the latest version, which is a bit counterintuitive.

Building a monument is a fine thing when you get a city. Not all temples will give you direct culture, though, only Octopus Overlords. Alternatively, if you have a religion already you can use any disciple (except Ashen Veil's) to build a great work and plop +20 culture down, which gives your city all the culture it probably needs for a long time. Additionally, most religions provide a little culture directly when in a city, if it is your state religion (or you have no religion). Notably, Runes of Kilmorph does not do this.

If you just use farms, mines, and cottages, you won't do too badly. For a bit more advanced play you could find some descriptions of using Aristocracy & Agrarianism together, which uses a lot of farms and few cottages. Workshops and Windmills aren't great choices until later in the game, but late in the game they are quite good. Fully upgraded windmills are fantastic. There's a few techs that make these both better.

Many players really don't like keeping forests around unless you are playing as Elves, but keeping the forests around can get you some useful health. Still, don't feel like you have to keep them. Most of the time it's fine to chop them up.

If you want a particular GP, usually the easiest method is to get a single specialist that produces the appropriate GP early in the game. To get that specialist you will probably need to build some kind of building, like a Pagan Temple (or 'real' temple) for Priests (common so you can build the special building for founding a religion) or Elder Council for Sage, etc. Unless you are really trying for a focused strategy, OR really want your religious wonder, it's often not awful to mostly ignore GP and just use whatever comes up. (Advanced strategies often DO use specific great people like Sages to 'bulb' specific technologies, but you can do fine without 'em in a typical SP game.)
 
I believe, that unless You play one of few civilisations that have bonuses tied to cottages (Bannor, Kuriotates), You should skip cottages (or almost skip, You will need them in the early game maybe). Spam farms. Then, You could run specialist economy (rarely good thing, but for some civs it's worth of consideration), or so called "aristogarian" economy: You need two civics, aristocracy and agrarian. All You farms will give You gold :) It is really powerful
 
To see the version of FfH2 installed on your computer, open the file "[path to Civ4]\Beyond the Sword\Mods\Fall from Heaven 2\Readme 041.rtf". The second line of text will say what version was installed last.
 
Oo, thanks Emptiness. *goes looking*

Version 0.41d

I was just about to ask where to DL the patch, but found the DL page again with the mod. I guess last time I was so excited I missed totally the "patch n" link. Oh, well gotta try it, and get squashed. Maybe drop a few difficulties back.
 
I'm also curious about the modmod question. I am somewhat interested in trying some out, but am curious beforehand what I'll be getting into with them.
 
I'm also curious about the modmod question. I am somewhat interested in trying some out, but am curious beforehand what I'll be getting into with them.

Well, someone told me once that when I am capable of modmodding, I will spend my time more on modmodding than playing FfH. It's true :lol: Just be prepare for that possibility when you decide to start modmod. :crazyeye:
 
I'm bit confused now about the patch version I'm playing. Is there a way I can check it? I downloaded the mod only couple of months ago, so I assumed that it had all the patches. In game it says FINAL RELEASE and version date is May 14 2009. But I don't e these "patch k" stuff I see on the forum. ...

Are you playing the CivIV Beyond the Sword version or the vanilla CivIV version?

Here is the FFH2 mainpage with the links to the latest patches:

http://forums.civfanatics.com/showthread.php?t=171398

The latest FFH2 patch for CivIV with Beyond the Sword installed is patch "n."

If you just have plain CivIV without Beyond the Sword, the last and final patch for that version is patch 0.23c. (FFH2 for vanilla Civ is no longer being developed. It's fairly polished but, not as good as the BTS version. Only the Beyond the Sword version is still being developed.)

If you don't have Beyond the Sword, I highly recommend it as it really adds a lot of polish to FFH2 and the random events add outstanding flavor to the game.

Ok, now to game related questions.

After I capture an enemy city, I usually build there a monument or temple to get some cultural influence and get that border pop, if it doesn't have one yet. If it does, maybe some money building, like market, or courthouse if later in game. Is this ok strategy?

It depends on what you need there. Generally, culture/religion is always a safe bet. I almost always build a low-grade culture/religion/happiness building as soon as possible. I generally don't build markets and the like first off as it's simply not usually going to be worth it. However, I might build a courthouse to cut down on corruption if it is bad due to distance. That would normally be my second, standard, building I built anyway.

Tile improvements. I usually just spam farm early on, to get things going, then start doing mines and gottages somewhere along. I don't have that good grasp of all of the different improvements. If someone has the time, some general advice for the Windmill, workshop, lumbermill, farm, mine, gottage would be welcome.

I'm a terrible one to ask so, I won't bother giving advice here. Generally, I build either what I need or what the land is best suitable for.

Are there summaries about the mod-mods? Wildmana had decent faq, but the other's didn't quite deliver the ideas behind the mods. What would be a good mod to move to after I've had my time with vanilla-FfH?

Most recommend Wild Mana and Fall Further.
 
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