FFH - A Shadow Introduction

Got it ...

There seems to be some consensus for researching Writing after Eduction. Is everyone in favor of another Settler, as well? Also, how many turns should I play?
 
I think that is the jist of it, yes. Settler to reddot. Pump out some engineer and sage points in the capitol. Turns have been averaging about 25 each...

24, 20, 26, 29 and 23 so far. It seems the rule is play about 20 turns to a good stopping point and then pass it on. So far, that seems to be working fine.
 
I started the set by swapping the capital's Brewery build out for a Settler. And since we are a Spiritual civ and now running a sage, I thought it made sense to revolt to Pacifism.

I would end up putting the Settler on hold after a bit. I was seeing a lot of barbarian activity that was making me a bit nervous. After equipping 2 more Warriors, the Settler was resumed.

After completing the Settler, I decided against building the Brewery. It won't do us any good. We may have the resources, but we don't have the tech (Exploration) to hook them up. Do we want a 15 turn detour? I kept us researching Writing, which has 27 turns remaining.

And I put our capital to building more troops, instead. I also built another Scout. We also would meet our first non-evil civ ...

ffh1131meetdainht8.jpg


Our Settler arrived at the site of red dot. He still has movement, as I decided to end the set before founding the city. With a barb city to our south, we have a few more options.

ffh1146barbcityvd0.jpg


Do we want to move red dot or keep it at the same site? I do think the barb city is a keeper. :yup:

The save is attached ...
 

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Got it!

The barb city certainly looks tasty but we may not be in a position to take it until after Warfare. I think we keep it and either settle on the suggested site near cows (copper, cows and 3 sugar) or move yellow dot 1W to get rice.

We'll head towards Writing and hopefully get the free GS (and pop one of our own).
 
Hey, I found out why my units were revoloting! The Avatar of Wrath gives 'em the Enraged promotion, which is good for strength and movement, but there is a 1% chance per turn they become barbarians. Kind of sucks when your almost ready Mage goes over. Speakign of which, by my count we need 9 Adepts and 6 Disciples ASAP, so I would be in favor of going down that tech path fairly soon.

Darrell
 
My only regret about moving yellowdot 1W is losing river access and potentially 3 Happy from a brewery. With all of the rivers we have access to, there is very little reason not to build adjacent to one.

With the Agriculture Civic, any irrigated Grassland will do for growth...
 
Personally I don't see why capturing the barb city eliminates red dot as a viable city. Sure there is going to be a lot of overlap. But it should still be a good city, especially with cottages all along those rivers. :yumyum: To me, the barb city just moves red dot farther down on the priority list. As you say, yellow dot becomes more attractive as the next city.

I also don't see why we need to wait until Warfare is researched before taking the barb city. I would think a half dozen or so Warriors would take the city, even without the CR promotions.

Speakign of which, by my count we need 9 Adepts and 6 Disciples ASAP, so I would be in favor of going down that tech path fairly soon.
Can you elaborate on this? :confused: I'm sorry, but I'm just not sure of what you are referring to ...
 
Personally I like the highlighted city east of red dot, 3 sugar copper and cows. As you say, it ain't high on the priority list now so can be looked at when the time comes.

The barb city is probably protected by 3 or so warriors. I'll take a peak but ynless we have well promoted warriors ourselves, I'm not sure even 6 would be a safe prospect. I'm certainly going to have a look.

Also, I've no idea what the 9 adepts and 6 disciples reference is :blush:
 
He is thinking extremely far into the future, when it will be possible for us to have:

Arcane:
3 Archmages
3 Archmage-Liches
3 Eaters of Dreams

Divine:
3 Profanes
3 Inquisitors
 
I check out the defenses of the barb city. 2 warriors none promoted ain't too bad for us, I'll be back.



We also meet someone good.



I find out later they are next to Auric in the north.

Tongurstad founded.



2 warriors killed same IBT (one to a goblin :mad:). We have a barb issue.



Yes that is 7 barbs surrounding the capital :lol: . We'll be right though may get pillaged some.

See no reason to say no.



As he is between us and Capria, who is likely to be our main enemy in the game we need for him to side with us.

We build more warriors, get all our mines but 1 pillaged and defend against the barbs. I lose one further warrior.

After most of the barbs are history I start up a worker again in the capital.

I take an executive decision here and build the Academy. The sooner its built the sooner we get the advantage.



I also switch out of Pacifism, as our army is growing big (it accounts for over half our expenses) and employed both a scientist and engineer.

Acheron is born in the south east. Our scout is headed that way. Keep clear.



Well Conroe was right about being able to take the barb city. Lost one warrior only. The XP from all our barb issues around the capital meant combat+shock warriors were able to be employed.



Played until Writing (19 turns). Here's the tech situation.



Animal Husbandry might be worthwhile. No beakers invested. On second thoughts Exploration allows us to hook up the two resources for 2 happies with a brewery. The wheat has been farmed.

Here is our ticket to Knowledge of the Ether.



There are a couple of barbs north of our borders but nothing too worrying. We might need to get some sentires up (reminds me to metion I forgot to cancel a goto order for a warrior to fog bust in the west, so be aware uberfish :blush:).

We'll keep to playing at least 15 turns this round (max 20ish), stopping at a logical point. I think this works best.

I assume we're all fine with bulbing Knowledge of the Ether?

Here's where we're at.





uberfish is UP
 

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I suggest we take a pit stop at AH/exploration now, then proceed with the less down-to-earth path.
 
There won't be much for Adepts to do at the moment but we should have KoE soon to build some.

Yup Morganknight hit the nail on the head (although I had to convert Calabim unit names to Sheaim unit names to be sure). Adepts have plenty to do right now, really the only thing that they are good for: gain experience :). I only have two games under my belt, but I really fancy going three Death/Fire Liches and having at least one or two Nature Archmages for terraforming purposes. I guess as Arcane the Eaters of Dreams will be very useful, what are some good specialities for them?

Darrell
 
An unremarkable turn - Inland Sea/6 civs has an obscene amount of room for peaceful expansion. Lightbulbed KotE, built a mage guild in the capital, and researched Exploration and AH for 15 turns. I also revolted us to apprenticeship for the 2 xp, which is always worth it for 10% extra military build time.

We lost our scout in the remote SE to a barbarian warrior, and lost one of our warriors exploring around near the barrow. In the north we killed quite a few goblins and other barbarians with the help of Auric's 4* warrior that is still hanging around near our capital.

AH revealed 2 horses to our north, but more interesting is what our scout revealed to the south:



We'll want to grab those reagents with our next settler before the Amurites do. There's a plains hill marble we could build on and make a good production city there.

We can train Adepts from the capital now, although it may be worth considering putting that off until we get a road built from our 2nd fire mana to the capital. If we get an engineer as next GP Catacomb Librarius is open, if we get a sage we can use it for the Veil shrine.

Research set to Philosophy for now en route to Ashen Veil. If people prefer we could get Runes of Kilmorph first. Since we are aiming to be evil, I'd prefer to just try rushing straight to Veil as I never do that. The warmonger civs are distant from us so we should be OK skipping military a while longer.
 

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Aiming straight for Ashen Veil and claiming the reagents sounds like a plan. I think that the marble hill makes for a great location. What sayeth the rest of the team?
 
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