FfH 2 Manual

I'm not sure whether to do Bannor, Hippus, or Kuriotates. I think that it's very possible for one or all of the three to get a semi-major reworking, along the lines of Elohim and Tolerant.

I mean, we know that the Kurios are going to get a special Mage line at the very least, and enough people keep complaining about Settlements that I think they may get some revamping, too.

I still would like to Hippus to have some sort of way to sell themselves as Mercenaries (a vain hope, I'm sure), so I'm a little reluctant here, too...

As for the Bannor, I just think that as the FFH team is reworking and upgrading other civs they're going to look back and say, "[explative]! These guys are boring, now. Let's make them do something cool." And then they can, I don't know, build nukes or something.

I can still write on these guys, Xienwolf, if you think I should. I just would like to do some other ones (if appropriate or necessary) and see if Kael decends from the sky and decrees that all my phantom dreams are to come true.
 
Yeah I haven't read it yet. I might wind up with time to update things in the manual this weekend, but I highly doubt I'll have any time before then. Plus I am playing with some fun to code ideas right now, so if I do find free time it is quickly gobbled by debugging.
 
Physics is a lot like Civ. Always remember to use the correct units.
 
My latest attempt...

My last game was with the Sidar, and I really enjoyed it. It was my first Cultural victory EVER, and I still managed to show those damn Hippus where to stick it, by burning all their towns. Anyway, as always, criticism is welcome from all (so is praise, though :cool:)


The Sidar

The Sidar are unique even among the myriad nations of Erebus. They are immortal, and thus can easily become masters at whatever they choose to do. The Sidar Palace grants Specialists in the Sidar empire an boost in their production. Merchants, Sages, Engineers, and Bards all gain +1 to their respective specialty. This bonus applies to Great Specialists as well, which becomes especially potent with the Sidar’s other Specialist-related ability. Units that gain level 6 or higher can upgrade freely into Shades, weak combat units that can upgrade into a Great Specialist of their choice (except for Prophets).

The Sidar are not conquerors. They desire only to be left alone to pursue their own interests. However, should the need arise, they are capable of raising a potent hit-and-run army led by their Ghosts. The Ghost takes the prowess of an Assassin to new levels, since a Ghost can turn Hidden at will, becoming effectively invisible until they attack. With planning, Ghosts can devastate an enemy assault before it develops and get away with minimal losses. Leading these elite troops is Rathus Denmora, who possesses the Nether Blade. This weapon is extremely powerful, increasing a Rathus’s strength but more importantly granting him a bonus versus other land’s Heroes.

If Ghosts aren’t enough to do the job, the Sidar World Spell, Into the Mist, grants all Sidar units the Hidden promotion once. In this way, their entire army can sneak behind enemy lines to unleash an assault. It should be noted that this spell doesn’t replace the Council of Esus’ special wonder Nox Noctis, since the Sidar units are only invisible until they attack.

Strategies of Note

While it may seem that the Sidar have fewer special abilities than some of the other civilizations, that’s because they don’t need any more. The power of Shades gives the Sidar the single greatest economy on Erebus, albeit with a little micromanaging. ANY city, regardless of size or location, can become a powerhouse with enough Specialists. Therefore, any strategy of the Sidar revolves around gaining and using Shades and Specialists to optimize each city.

To do this, it is critical to gain XP through every means possible. If done correctly, attacks against Barbarians and Animals can net a few Shades extremely early in the game. As time wears on, there are some Wonders that are very useful to the Sidar. These fall into two types, those that grant free XP (Ride of the Nine Kings, Form of the Titan) and those that make Sidar specialists even better (Hall of Kings, Theatre of Dreams, Guild of Hammers, Great Library). Try to get as many of these as possible; it should be easy with Sandalphon’s Industrious trait. His other trait, Defender, is also very useful to the Sidar in guarding those all-important cities.

Another creative way of gaining level 6 units is to spam Adepts. The free XP gain is slow, and upgraded Mages are powerful, but “build early and often” is a good catchphrase in this case. Priest units are another good path to get Shades; they also get free XP and the Altars of the Luonnotar give even more.

As previously mentioned, the Sidar economy is the best on Erebus. With virtually unlimited Great Specialists, all that's required is a little micromanaging. The simplest method is to build up two or three cities, but the loss of these cities can be crippling. Think about every Shade, both about what it should be and where it should go. It's very possible for the Sidar to NEVER have taxes.

While the Sidar are an obvious builder empire, a few offensive wars are not detrimental to the cause. The Sidar Ghost is more useful on attack than defense, and it is important to remember that XP gain is increased when attacking. A wholesale conquest isn’t really likely, or even recommended, but a small conflict can drastically increase Shade production.

Obviously, the easiest victories for the Sidar are Cultural and Altar. Of the two, a Cultural victory is almost ludicrously easy once the Hall of Kings and Theatre of Dreams have been built and a half-dozen Great Bards planted in each city. With the Octopus Overlords religion, it becomes even easier. Plus, with Lunatics, the Sidar can build units with weak defense that can turn Barbarian, a rather clever method to gain more XP. The Altar victory is kind of a conflict of interests; Priests are the only Specialist that doesn’t gain a boost. However, even with all Great Person production going toward Prophets, Shades allow the Sidar to get lots of other Great People anyway.

The synergy between Octopus Overlords and the Sidar has already been mentioned, but the Order and Empyrean also have good benefits. Confessors (Order priests) have the Spirit Guide promotion, which lets them preserve some of that precious XP. The Empyrean gives Dies Diei, and free XP to all Priest units.

The Sidar have a nice mix of starting Mana, as well. They get Enchantment, which is always nice for the free unit strength boost. More importantly, they get Spirit, which allows both Courage and Hope. Courage is always nice, especially when Acheron is nearby, while Hope gives even more culture to the Sidar. Finally, Shadow is a little weaker to start, but Summon Mistform makes up for Blur.
 
very good guide, thank you orangelex44. I had fun with the Sidar when I tried 'em briefly some days ago, I guess I'll have to play a full game with them now :D
 
:goodjob: Excellent Sidar guide. Good short and comprehensive overview without flooding new players / players unacustomed with the sidar with to much unnessesarily detailed information and leaving quite some things to discover for themselves.

Only really slight addition which might be necessary in my book is to elaborate a bit on further synergies with OO not so much in the cultural sector alone (which imo is the smaller factor) as with Asylums / Lunatics as a good source of more XP / Fights wenn necessary (even if not running it as state-religion. :))
and much more importantly:
Depending on victory you aim for, Council Membership might make a huge difference.
Especially Overcouncil (for cultural victory) as a source of early liberty-civic for a whopping +100% Culture, a free specialist (in such a case usually = even more culture) and ability to run unlimited bards... No need to tie that to a religion in any way (beyond the obvious Order and Veil ruling out one of the councils each) though... that besides the greath bards is the very core of a successful aceivement of an early cultural victory in my experience.
Undercouncil might be the council of choice otherwise for various reasons.
Shouldn't be written as klunky as i did here though. Simple yet comprehensive is the way to go here as done well in above example. :)


If a bit more information / Strategy is wanted / desirable placing specialists well might be a nice addition to elaborate on (aka: how to use your shades in a useful way.).

Single greath bard-specialists beeing greath sources of culture for newly founded / conquered cities getting the city up to 500 culture (3rd cultural expansion in normal gamespeed) in no time and also providing some part of their upkeep (3 Gold is enough to offset most cities at least in part. Especially if you add in a cheap market as well for a total of 6 in which case most city-upkeep should be covered by itself :).).
City specialisation might be very worthwhile for Sidar with a one / a few cities for research (settling many greath scientists there) and another one / few for income (settling many greath merchants, also make for quite viable GP-farms thanks to the extra food from greath merchants...). Engineers are worthwhile to get cities production capacity up and running so a few of them are fine everywhere and usually the first few shades gained make for are a mix of quite some engineers, a merchant or two and a few scientists.
Focus on Greath Bards beyond the first one for cultural expansion is only worthwhile if aiming for cultural victory or fighting a culture-war.
In which case focus on them is very much worthwhile obviously.


Another thing that might! be worthwhile to incorporate is: Many religions have to offer something for the sidar with OO, CoE (most importantly for unrivaled diplomatic and backstabbing options but others as well.) and Empyrean offering the most (have to disagree with Order as a good choice here, not worth much more than a short driveby during a golden age for grabbing some confessors...) in my experience but not winning by an all to big margin. Also switching religions during the game might be much more worthwhile for them than for most other civs. So focusing on one Religion might not be the best idea with them... (especially because the effects of those religions even without running them as state ones might be interesting enough to make grabbing a desciple for those and getting the techs and spreading liberaly worthwhile.)



I might disagree with the Ghosts beeing all that important for them and long large-scale wars not beeing worthwhile for them (i do think they are. Thanks to greath specialists WW is not such a huge issue in my experience among many other reasons.). But thats advanced strategy and shouldn't be part of a basic strategy guide / overview anyways imo. :)
And for the first few games Ghosts as the core of the military sure might be fun and sure are not weak... :)


For anything beyond that, the strategy subforum is the place to go. (Maybe another idea for the manual if possible: in the strategy entries of civs a link to the strategy-subforum might be neat if thats doable without to much fuss.)
 
Map type? You mean like Pangea, Tectonics and the like?

Things like what does a boreal map produce (tundra mostly it seems when I tried it) or what does each of the other 20 maps types produce? Rather than having to try each out to learn what they do if you could have a 1-2 sentence explanation of each that would be useful IMO.
 
I'll tack map types onto the list for an appendix addition MUCH later on. By and large though the mapscripts ought to each have their own readme/documentation or a sample image when you use "Play Now" settings. I could try to figure out what the default scripts are that everyone would have just from installing BtS itself and ensure that those are clearly documented, but I myself know little about them, playing only Pangea, Fractal, Shuffle or Erebus :)
 
I haven't looked into the publicmaps directory of FFH very carefully. But, I thought that the only new mapscript was "erebus". All the other ones appear to be the same as vanilla BTS. There are unique resources added, but those are not part of the mapscript. XML ones are automatically added by any mapscript, and I think there is also a python/sdk function which is part of the game, not the mapscript, to add unique locations.

I know there is an excellent post by the author of most of the vanilla mapscripts, which describes what they all do. But, I hunted around for a few minutes and couldn't find it. Referencing that post may be better than incorporating information into the manual itself, except for the erebus script itself.
 
you mean Sirian's map guide - note there is a newer one by Mortac which includes the new maps released after the original release of civ. I also do not think that this manual should do any more than reference these guides. The Erebus map script however might be worth describing...
 
Excellent Sidar guide. Good short and comprehensive overview without flooding new players / players unacustomed with the sidar with to much unnessesarily detailed information and leaving quite some things to discover for themselves.

Thank you! Again, my first try with the Sidar ended in victory so I definately like them. I read your suggestions, and edited most of them in. I haven't done all the religion stuff yet, partly due to time and partly because I want all those intelligent people out there to figure it out on their own.

And I did probably make Ghosts out as better than they really are (I never used them, ever, since Rathus got Orthus' Axe with extra mobility, the Nether Blade, Poisoned Blade, Heroic Strenght, yadda yadda). I just like the idea of them, plus they are the only UU, and deserve special mention.

As for long wars with the Sidar, I'm not a huge conflict guy so I try to never have long wars. Either I'm the aggressor, and thus assured of victory, or I'm being attacked and trying my best to get allies and/or peace until I can boost my army.
 
Oh, i don't think you made them much better as they are (hence me saying its not bad to highlight them in a strategy-tip for players new to them. They are the most obvious powerhouse the Sidar have to offer). Its just that usually:

1. Warriors and Scouts are the best units / builds for shading for large parts of the game (until you can build things with a build-cost of about 100 Hammers in a Single turn when those units become more interesting of course.). Because they are often the fastest builds by far, get more XP for the same ratios (save for Adepts which seem to get the most milage from the field.) (thats the most important reason and maybe should be added to the guide.
Warriors / Scouts replace what a normal civ whould build on economic buildings with flat yields. Yielding far more in comparison even though its very luck dependent when the yields from shades start. And it has a huge impact on the game when the first 3-5 Shades are available. Those buildings offering a relative boost should still be built ealy naturally.)

2. All paths of military are more or less suitable for sidar play due to:

Melee getting enchanted blades early on (courage is also very early and neat on Marching copper Axemen. :D) and Bronze-Working beeing a very rewarding path anyways (especially should you find copper nearby.).

Recon because its the! sidar special line (which is the most obvious.) as well as one of the best lines in the game by default (might get even better once the unit which won the design-contest will be implemented into main-ffh2) and because shaded Druids mean another 3-4 Tier 3 religious casters of the religion you have priests handy for (might be a divine Unit but is on the recon-Path.)
Also a very nice free equipment + Shrine of the Champion + a 'free' shade ;) are on the way nothing to scoff at here.

Divine because of nice Spells (retained after switching religions. Including those religious heroes which are not of the divine unitclass. Save Yvain since hes an Elemental. :() and best free XP-starting-cap on build (usually) and free-xp-gain as well as rather powerful combat abilities. Early March + early courage is another neat thing with this line.
Also neat because Savants upgrade directly to Wizards (not so many promotions overall and more expensive to upgrade but can have some neat promotions Adepts--->Wizards can't and are even easier to get to 10 XP then Adepts...)

Arcane because Sidar can usually insta-upgrade Adepts to mages on building by midgame (10 XP shouldn't be the hardest thing to acheive by then.). Usually only beaten by Amurites (and Luchirp if you just care for fireballs anyways. :p) in that regard (but without the need to conqer plenty of nodes...)
+Adepts get tons of XP from battles even with good odds and have fast acess to more promotions than usual (at worst offsetting enchanted blade when compared to warriors) in addition to their learning by themselves. Allowing for faster Shades than warriors or even scouts with better odds.

Mounted because of the extra-withdrawl from homeland (which makes risking battles with lower odds much less risky. Thus yielding more shades) as well as the Ride of the Nine Kings which is the easiest and fastest source of near-shades (which after that usually means at least a shade a turn with very short time between building and waneing. :)) and of course because War-Chariots kick serious butt earlier than anything else Tier 4.

You just need a plan what you want to do with the Sidar early. All paths work if played right (my order usually is early Melee---->Adepts--->Military Strategy/Drama--->Divine till Priests---->Base Recon till Rangers+Ghosts/Mounted till warhorses/economic mid-lategame-techs of huge interest/'early' Religious techs for Heroes like Chalid and the likes--->Druids + Higher Recon/Higher Divine/Higher Arcane---> whatever i care to get afterwards with a research of several thousand beakers a turn which usually means the rest of the tech-tree before i can win. Varying depending on circumstance and type of victory chosen usually. Various Religious techs sewn in along the way at different times as deemed fitting.).

So its rather that ghosts don't stand out all so much as they seem to and are not in any way needed to win comparably as with them (its still very neat to get Poisons early thanks to Aneron's Bounty + the stuffed other perks from that tech for Sidar. Free XP are allways worth a free detour for Sidar naturally.).
 
@ Blackmantle:

That's a very good summary of Sidar military ability. You must use them a little more offensively than I do.

I could add some of that in, but on the whole, I think it's more advanced than warranted OR basic stuff that applies to any civ, not just the Sidar.

As for my plan, I really don't think that far ahead. When I won with them, I god Axemen, then OO, then Rathus, then meandered my way to Arquebusiers (or whatever the gunmen are called, I forget) - which, by that time, was both amazingly easy (100% tech, a couple vassals, good trade relations, some Wonders) and drastic overkill (most people were using basic religious units yet).

A little off-topic, but no one ever seems to comment on the sheer awesomeness of Gunpowder. Ignoring city defenses + stronger than some Heroes + cheap production cost + unlimited number = RAMPAGE OF DOOM.
 
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