FFH ALC 1 - Faeryl Viconia

Discussion in 'Fall from Heaven Strategy & Tips' started by OJimiJam, Jan 10, 2010.

  1. OJimiJam

    OJimiJam Warlord

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    Welcome to the first ever instalment of the Fall from Heaven All Leaders Challenge. Basically this is where i, or whoever else wants to have a go, plays each of the FFH leaders in turn and basically tries to win with there unique style, advantages and abilities. However this cannot be done alone so plenty of input and help from you, the forum goers is always welcome and appreciated.

    So onto the game:

    ALC 1 - Faeryl Viconia



    Our glorious (and low cut) leader. Her traits are Arcane, which gives a boost to our spell casters (faster xp gain, lowered enemy magic resist and faster mage guilds). We also have Raiders which give our units the super-useful commando promotion, and Sinister giving all our recon units +1 attack stregth.

    The settings:



    I also added one extra AI to the standard amount, thats just my preference as i find it gives a more interesting game. Everything else is pretty standard.

    And finally the start:



    Plenty of food and forests, as well as an early commerce resource :) Chances are ill have a little look round with the starting units but in place looks good, as does 1S to use up the otherwise useless marsh. Im gonna plant my starting warrior on those ruins, explore with the scout. Build warriors -> worker and start teching AH sound ok to everyone?

    heres the save:

    View attachment ALC Faeryl turn 1.CivBeyondSwordSave
     
  2. Emptiness

    Emptiness []

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    The ruins on the Wine hurts. My suggestion would be to move the Scout 1W, the Warrior 1S, and the Settler 1N (to get a better look around) and post a screenshot with a better view of the area. I'm wary of settling on the Marsh, because Lizardmen have a combat advantage there. Depending on the surroundings, that might be the best option, though.
     
  3. OJimiJam

    OJimiJam Warlord

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    Here you go:



    On the marsh gets the marble and lots of hills but a penalty vs lizardmen. 1E of the marsh has lots of hills but a plains and a marsh. I assume we want the marble as its a big prod tile.
     
  4. DerWille

    DerWille Chieftain

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    I agree with Emptiness in having the settler just pop up on the lair real quick to take a better look around.

    I agree that the Scout should move 1SW, but I don't think we should send our warrior too far away. One trick we can do to stop lizardman spawns on the lair is to station a warrior right on top of it.

    And definitely go straight for animal husbandry, that capital demands it.
     
  5. Emptiness

    Emptiness []

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    Yeah, based on what I see, it looks like the Marsh is actually the best spot. Hopefully there won't be a lot of Lizardmen. The alternative would be to scout around for a few turns and consider a major relocation, but I prefer to avoid that unless the start area is truely horrible.

    I agree that researching Animal Husbandry first is a good idea.
     
  6. Breunor

    Breunor Deity

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    I'd also settle on the swamp - at some point, this home city will be very powerful, its an amazing start and using up the swamp really helps.

    I also advocate going for AH but its not a no-brainer for me. We will take quite some time to get it, and then we will have food coming out the wazoo. The cows will give us some hammers - but it will be very nice when we can mine those hills to the south and get some hammers going.

    Fortunately, while we have the food bonanza, we can churn out settlers and workers.

    It would really be nice to get that ruins eliminated once we have crafting .....

    Best wishes,

    Breunor
     
  7. Sephi

    Sephi Deity

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    I can tell you what the AI would do. move their Settler on the swamp (marked by the blue circle) and beeline Animal Husbandry (three resources in BFC)
     
  8. Doug Piranha

    Doug Piranha Warlord

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    Animal husbandry is hard to resist as a first choice, then I'd recommend education so you can start cottaging the forests (and go to apprenticeship to help fight off the barbs). Otherwise, you're in danger of crashing your economy. I've been playing wildmana exclusively lately, so I can't remember whether vanilla FFH has the same 20 turn grace period from barbs. If so, I'd go worker first. Try to win some easy battles with your scout so it can get five xp for combat 1 and animal mastery. Svart scouts are very good at capturing animals, which can be useful both offensively and defensively. If you get a chance to grab the animals to build the grand menagerie, take it - that wonder is really inexpensive for its benefits.

    I agree with settling on the swamp.
     
  9. OJimiJam

    OJimiJam Warlord

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    that would be my one question, is worker first normally best in FFH. Its standard in vanilla but in my single player games i normally grow to 2/3 while building warriors, jsut in case.
     
  10. Emptiness

    Emptiness []

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    Elves need a Worker as soon as possible, since their Workers are slower. The Svartalfar, especially, are in an excellent position to benefit from building a Worker first (since they start with Agriculture). It is very risky, though. Since the Wildmana merge I have gotten away from Worker-first, and now usually build Warrior-Worker-5x Warrior-Settler.

    In this position, since the plan is to park the starting Warrior on the Lair (which will also cut into our early scouting), I would build Warrior-Worker-Scout-5x Warrior-Settler, or maybe even Warrior-Scout-Worker-5x Warrior-Settler.

    I don't like to wait for population increase before building a Worker; I'd rather have the Worker out earlier, making improvements (which will generally translate to faster growth) while I produce Warriors.
     
  11. DerWille

    DerWille Chieftain

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    Looks like there are two lairs near by. It might be a good idea to go warrior -> worker -> warrior to try and get some people stationed right on top of them to reduce barb problems.

    Also, I would settle on the swamp and specialize it as a production city. It has 6 hills, one is a plains marble and with forest farms, every tile will be producing hammers. Even better is that all of them except one are grasslands so supporting a large population to maximize hammers would be easy (Maybe a few engineering specialists too).

    So maybe after AH, Crafting -> Mining, Ancient Chants -> Education?
     
  12. admtanaka

    admtanaka Warlord

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    It's good to see some online FfH games.
     
  13. Emptiness

    Emptiness []

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    I only see one Lair. In the second screenshot there is a Dungeon visible in the far NW, but Dungeons don't spontaneously spawn barbarians. (Naturally, barbarians can appear when they are explored.) Wandering animals usually make it impractical to block spawns on Lairs in unclaimed territory anyway (and even if you do, the AI will often explore them out from under you).

    Considering the poor commerce potential of the proposed capital site, I agree with Doug Piranha that Education needs to be the second research priority. The only decent commerce tile visible is blocked by a Lair, and farming unforested riverside tiles won't produce the commerce output needed to support a growing civilization. I think Mining can wait; the ability to develop forest tiles will mean that even without Mines there will be some :hammers: being produced. With God King (which seems the natural choice to me, once it is available) the results should be adequate to our early needs.
     
  14. DerWille

    DerWille Chieftain

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    I've had lairs spawn barbarians in the heart of my culture before. I didn't expect one of my commerce cities to get sacked the way it did. They've always been a huge concern for me. The first lair is easy to protect, hills, forest, and river on three sides. The second lair is like you said a bit impractical, but losing 1 or 2 warriors to a wandering griffin or polar bear is better than having your improvements pillaged by a lizardman that doesn't attack a city.

    You're probably right about the commerce, but would it be better to grab Mysticism before Education? Elder councils, sage specialists, and god king can make use of that early production. Plus it can give us an early great sage for making an academy or light bulbling.
     
  15. Jarrema

    Jarrema Master Voter

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    IMHO, Mysticism is worth being researrched before education. God King can be a huge boost.
    I would produce warrior-worker-scout-4xwarrior-settler
    And I think (like others) that You should settle on the swamp
     
  16. DaveGold

    DaveGold Emperor

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    This start position could become barbarian hell, units coming from in from all sides then lurking in the hills and forests. I'd suggest warrior, worker, warrior, scout and risk opening the lair quickly. It may be difficult to keep a unit alive on that lair long term.
     
  17. apenpaap

    apenpaap Tsar of all the Internets

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    Will you be roleplaying this (Going for the Council of Esus, wiping out the Ljosalfar if they're in, doing lots of backstabbing etc) or just playing to win?
     
  18. Emptiness

    Emptiness []

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    At that point, even if all of the units were still alive and gathered together, we'd only have 3 Warriors and 2 Scouts. If a strength 16 Eidolon or a strength 14 Manticore pops out of the Lair the game will end abruptly.

    Roleplay isn't strictly a part of the ALC concept, but input from other forum members is. You could certainly post suggestions to guide the course of the game toward roleplay-appropriate choices, but there's nothing to prevent non-roleplay-appropriate choices from being decided upon.
     
  19. OJimiJam

    OJimiJam Warlord

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    Hopefully ill play a round tonight some time tonight (or maybe tomorrow morning) with the opening set of turns - settle city, a few basic techs, get a worker out etc.

    @apenpaap

    Im not roleplaying specifically (im not sure i know enough about the lore to do it consistently) but throw out suggestions and i will certainly take them on board - especially if they are interesting. In the end though this is designed for playing to win, while utilising the civ rather than a role-paly game.
     
  20. Doug Piranha

    Doug Piranha Warlord

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    A late thought - if you still have a move left on your scout, position him so he can move onto the marble hill. 3 hammers/turn from settling there could be huge if the surrounding terrain is decent.
     

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