FFH - A Shadow Introduction

I'll try to find some natural stopping point around 20-30 turns.
 
For all further roleplaying: We are a bunch of soon-to-be-very-very-drunk loonies, who want to destroy the whole world with demons and other supernatural nasties (possibly due to a horrible hangover, we'll be sunk if the good guys break out the Bloody Marys), and who are led by a angsty goth chick, who wants to end it all because she hasn't been getting laid (or something).

So keep that in mind, y'all.

The most exciting thing to happen all round was the discovery of a nice city site.

Civ4ScreenShot0000.jpg


1NW of the Pyre, methinks. Free fire mana, spunky.

That's it, and the magical eightball says that darrelljs' set will be much of the same. (So no worries. :) ) Especially since I managed to get both of our explorers killed. The scout ran into a hill giant in the south and was promptly clobbered. There are quite a few beasts south of us. I've marked the approximate locations.

Civ4ScreenShot0001.jpg


If you squint, tilt your head 90 degrees and apply your imagination, you'll see a foreign border in that screenshot. (Kha-Zam!) I was going to meet the mystery people with our warrior but he a ran into a spider just south of the border. (Picture a huge spider stalking a group of men in a forest, then shudder.)

I've got to add that seeing a combat 5 Svartalfar scout go by our capital was kinda sad. If it was our realm vs. that unit, the odds wouldn't look good for us.

30 turns for darreljs.

My plan for those turns: Play until mining is complete, build farms until then. Build warriors/scouts in the city until it's at the happy cap, then train a settler.
 
My plan for those turns: Play until mining is complete, build farms until then. Build warriors/scouts in the city until it's at the happy cap, then train a settler.

Sounds fair enough. We definately need another scout and warrior out gathering some experience and hopefully not getting killed ;)

As for capturing the fire mana, another option is 1SE to get the rice and all 3 sugar and use another city to get the wheat.

Roster:
Ozbenno
uberfish
stuge
darrelljs - UP
Conroe - On Deck
Morganknight
 


Just some revised ideas based on new intel...

I'm thinking the white city next for growth, build a city there and use it to build the rest of our settlers. Then the red city before our southern neighbor grabs it up...

Actually, after looking at the map again, it would be silly not to build the red city one spot farther south and pick up those two Silks...The white city could be moved one spot south as well...

Normally, the jungle surrounding the Sugar would mean we should be thinking about researching Sanitation in our near future, but we have the magic of Fire mana at our disposal. The Fire I sorcery spell, Blaze, lets us burn that @#%* down. Knowledge of the Ether, and Adepts, are just a few techs down the line on our way to Corruption of Spirit.

Also, since we already have Fire Mana, hooking the Pyre of the Seraphic up means we will have two. With two Fire Mana, all of our Adepts will start with Fire I as a free promotion!

I still think our tech course is Mining>Philosophy>Way of the Wicked>Knowledge of the Ether...

Even though Arcane units get free XP as time passes, I think earlier slavery will be more useful to us than earlier adepts...
 
Got it for Monday!

Darrell

P.S. Anyone know why in my private game my units keep defecting to the barbarians? I've lost a couple of 20+ cities when my lone blood pet defected on one turn and captured the now unguarded city on the next :confused:.
 
Monday?!?

Duh! International Date Line. Of course its Monday in Malaysia.

lol

You may be using the Burning Blood ability which gives you heightened combat prowess. If you read the description, it also mentions that units with the Burning Blood promotion have a compounded chance to become barbarian units...Burning Blood is not to be used lightly...
 
Ooh, they added a volcano to the game. Does it erupt? Actually, does it matter when we're planning to start forest fires for the hell of it anyway?

On a serious note, lightbulbing Knowledge of the Ether looks like a solid plan.
 
Hmm...I need to update my sig, I've repatriated to South Florida :crazyeye:.

So, played 29 turns until Mining came in. Built a Warrior, Scout and a good part of a Settler. Almost lost the Scout twice. Almost lost the Warrior once. Notables, let's see. On turn 78 I got a note saying For the Horde was cast, which is the world spell for Clan of Embers and gives them control over half the barbarian orcs in the world. From an AI perspective I would think you'd only cast it this early to either a) save an unguarded capital, or b) execute a rush. I'm thinking the reality is probably c) the AI is dumb, or d) I don't know what I'm talking about. Here's some micro, I didn't have much else to do:

microon8.jpg


On turn 81 we meet Jonas Endain from...Clan of Embers. It is an evil, evil world we inhabit. Here is another odd thing:

foodsettlerlz5.jpg


vs.

hammersettlermc7.jpg


So it seems like hammers contribute more to Settlers than food does. Not sure why, but I chose to save four tunrs on the Settler vs. two turns on Mining. I gotta be honest seeing our capital in this sorry state so late in the game is hard to swallow coming from CIV. I can't help but thinking Worker first and Agriculture/Mining would have been the best move. Anyone, I stop after Mining does come in, here's some Copper :):

copperbe6.jpg


Next player have fun!

Darrell
 

Attachments

I'll place my bet with c). What are my odds?
 
Early development/research is deliberately slow in FFH, don't worry about it. The pace will speed up later. I don't go worker first because I play on higher difficulty levels where you usually get a lot of barbarians harrassing you very early on, but maybe it's possible to get away with it on Monarch.

We now have a choice between researching bronze/AH for units/animal capture/better productivity, or getting cottages and going straight for the religious path. This is usually a key strategic point as taking too many off-path techs will often result in the AI getting the holy city of the religion you're after. It's not a complete disaster because you still get a disciple, but obviously it's much better to have the holy city. Personally, with plenty of room for expansion, I'd tend to go for cottages and Octopus Overlords now and backfill later.
 
After learning about the Subdue Animal promotion I thought the holy grail early game capture was an Elephant. In my second private game at Monarch I did a few "pre-wound with Warriors and then finish off with Scouts" tricks until I caught one, only to have it killed by a wandering Scout from a rival CIV (animals seem to take a long time to heal). Was able to get one a second time and used the Declare Nationality ability to protect him. A foolish Hill Giant got in my way and....I COULDN'T ATTACK :mad:. You would figure that a unit wouldn't have -25% city attack if it wasn't able to attack in the first place :crazyeye:.

Darrell
 
I believe that I am up after Darrell. If so, that would mean that I am currently up in 3 different games, at the moment. :dubious: :twitch: No way I'll get them all played in a timely manner. So maybe a swap is in order? Do you have time, Morgan?

So it seems like hammers contribute more to Settlers than food does. Not sure why,
I seem to recall that we revolted to the god king civic. It is similar to bureaucracy in the base game, in that we get a 50% hammer boost in the capital. It'd be nice if god king also gave the commerce boost of bureaucracy, but it doesn't. So no extra beakers. It does boost gold, though, which is nice once the research slider comes off of 100%

After learning about the Subdue Animal promotion I thought the holy grail early game capture was an Elephant.
Gotta agree with you on the Elephants. They do seem to be a bit pointless. Like you, I found out the hard way that they couldn't attack. :lol: I ended up using them to defend my spiders while they healed. My guess is there is probably some better use for them ...
 
Morganknight, are you up for the swap with Conroe?

I must admit that the only use I have found for elephants is defense as well.

As for direction from here, I'd be tempted by Education, then Writing. We should be able to get the free GS at this stage and use it to bulb Knowledge of the Ether. We should look at an Elder Council after the settler as well and then Brewery.

Do we like White Dot as the destination for the settler.

Roster:
Ozbenno
uberfish
stuge
darrelljs
Morganknight - UP for a swap?
Conroe - On Deck
 
As for direction from here, I'd be tempted by Education, then Writing. We should be able to get the free GS at this stage and use it to bulb Knowledge of the Ether. We should look at an Elder Council after the settler as well and then Brewery.
I like the idea of Education next, so that we can start laying down some cottages. I think I might prefer to leave our capital as a Settler/Worker pump for the time being, though. Thus I'd think the Elder Council and the scientists should go in our 2nd city. Laying down some cottages should finance the expansion, at least until we are in a position to revolt to city states. A Brewery for growth would be good, I agree.

As for what comes after Education, I'm not sure ... There is a good argument for researching Writing and 'bulbing Ether Knowledge. But the other proposal of researching Wicked Ways and revolting to Slavery also makes a lot of sense to me. :dunno:

Do we like White Dot as the destination for the settler.
White and pink both look good, to me. BTW, Morgan, an excellent job on the dot maps! :goodjob:
 
As you guys know, this is my first session report for my first succession game, so go easy on the criticism, lol...

So, Faeryl popped more cash huts than us...



After sending our first settler toward whitedot, both of our roaming troops encountered Orcs and survived. With the orcs spawning, and our capitol built on a floodplain, I decided to build up a couple of warriors for defense and an extra worker before starting the Elder Council...better safe than sorry?

We built our second city and started an Obelisk...



I think culture is the right thing here, to get that wheat, but if "next player" thinks something else is priority, by all means, do as you like. Our second worker is busy farming the floodplains nearby.

Orthus spawned. He is in the far Southeast corner, so I doubt we will ever see him...



Our other worker is busy mining the hills near our capitol. A happy event...



Forges are a long way away techwise for us if ever, so this is a nice addition. Because of the Forge, I'm thinking we might build another settler in the capitol, and then shift settler production to whitedot. The forge also means we could add the possibilty of engineer points to our GP pool. I refrained from using the engineer, til we came to some sort of consensus. Some how, I had a bard working for one turn. I don't remember selecting a bard...hopefully that little drop won't poison our GP pool too much...

Anyway, Education is almost done and we just finished an Elder Council in the capitol. I set a sage specialist and pass the game on to whoever is next.

I explored that annoying area in the top corner and found some corn and some more black area around pinkdot. Our Combat II Woodsman warrior died to a Spider. The Spider's location is marked on the map just south of whitedot (we were robbed.:( )

Here is a new dotmap...I'm thinking red or pink for our next city...



I agree that we still have a good shot of getting Writing first, so feel that our tech route should be Education>Writing>Philosophy>Way of the Wicked. I'm thinking we can avoid BW in the near future. Diseased Corpses will be strong when we have Veil.

I hear this talk of using our Great Sage to research KoE. Is this really better than building an Academy? Just thinking long term...

What do you think about running an Engineer and a Sage, if we get a Great Engineer, build the Great Library?

I lef the capitol starting a brewery, but it may be better to start another Settler...again group consensus should decide.
 
Nice report Morganknight!! If you're using imageshack you can use the "hotlink for forum" code to insert the images "in-line" at normal size (saves me clicking on the image to look and I'm incredivbly lazy).

I actually think we should head for Writing and employ a sage and try to get 2 x GSs, one for Academy and one for KoE (am I being greedy?) Not adverse to employing both a sage and engineer and splitting the odds.

I'd go a settler first and then brewery to grow. Will give time for the wheat to be hooked up as well. Red dot first as we don't want to lose this city.

So from someone's first ever SG report to someone's first ever FFH report, Conroe is UP.

Roster:
Ozbenno - On Deck
uberfish
stuge
darrelljs
Morganknight
Conroe - UP
 
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