Dear FfH Project Team,
PLAYER’S FEEDBACK – FfH Version 2.014b. (Patched to 14c towards the end.)
My first two games as the Khazad ended with barbarians marching through the ruins of my capital. But the third time did the trick. I have reached the beginning of the endgame. It has been a peaceful, rather dull game. My main challenge was dealing with Vault conditions. (I wish I had found this forum
http://forums.civfanatics.com/showthread.php?t=177116 before I had started as Khazad. ;rolleyes: )
Conditions: Emperor, Raging Barbs, Aggressive AI, City Flipping After Conquest, Permanent Alliances, New Seed, Fractal Map (large, random conditions)
Civilization/Leader: Khazad / Arturus Thorne (King of Fundementals)
Game Play Summary: After numerous map regenerations I concluded the Fractal Map generator does not often generate large swaths of hilly lands. So the dwarves ended up starting in pretty generic terrain. All through the opening game I had just one city with the ability to mine nearby hills. We ran into the Mercurians to the NE and the Illians to the NW. After fighting a brief war against the Illians the Dwarves remained at peace. We expected conflict between our Good and Evil neighbors, but they seemed to love each other. The Dwarven Vault put significant obstacles to my early expansion, but from the mid-game on I was running 100% tech almost every single turn. The Khazad + Runes of Killmorph certainly = One Rich Civ. Thanks to the peaceful world I have been able to make trades and thus have kept almost even with the tech leaders. However, it looks like once again the only way to end the game is via a Domination victory. A cultural victory is possible, but is still over 200 turns away. A Religious victory was the goal, but even with Runes in every city but about 8-9, I have been unable to get above 59% influence. So the Khazad are poised to win, I just don’t think I could live with the tedium of watching them do so.
PROBLEMS & BUGS: I’ve no idea which bugs are already known. Further information and/or saved game files are available to the project team upon request.
There’s Something about Mary: That caused the typhoid lady’s appearance in Year 97! Even if a hut gave someone the Alchemy tech, how could they build so many shields with the feeble starting cities?
Your Dragon is Showing: When Orthus and Aecheron appeared, their origin tiles appeared on my world map. Later, a unit belonging to a civ on the far side of the globe entered Orthus’ origin tile, the unit was ‘seen’ on my world map, and our civs established contact, even though we were about as far from each other as was possible.
Cheese It, It’s the Coppers: The poor dwarves had no copper to mine all game (until about Year 570) yet they were still able to build Dwarven Soldiers and Hammerfists, Their requirements say Copper or Mithril, but I was able to build ‘em with just Iron.
Shy Maros: I was unable to build Maros from the full city screen, or from the production mini-panel under the city on the main map. Maros was a selection, but was greyed out. I was able to build him successfully from the production pop-up menu that appears when a civ finishes it’s build queue.
Lastly, The Big Bug
NOBODY expects the DWARVEN Iquisition: (Answered above, whew.)
PERSONAL OPINION
Need Lockouts for solo Mercurians/Infernals. As mentioned, I was surprised to see the Mercurans ‘pleased’ with the Illians all game long, and vice versa. From their greeting, I gather the Mercurans might be programmed to go to war with the Infernals, and only the Infernals? If so, there needs to be a chech to ensure either both races are in the game, or none of them are. I have this feeling the politics of my game were skewed by the amazing passivity of the Mercurians.
The Dwarves Act Like Dwarves: I am still letting my opinion stew regarding the Khazad as designed. The Dwarven Vault is a nice boon in the endgame, when money flows freely. But it is a major burden to bear in the opening game. Early city expansion is slowed dramatically, which undermines the historic advantage to having an Organized leader. (Low maintenance costs means you can build an extra city or three.) And the need to divert funds into the Vault also slows early R&D.
OTOH, by the mid-game or the end game, a healthy Vault is a boon, provided that you have been able to trade enough to keep up with the Joneses. So I am not sure there is much of a problem, if any. One can say that the Khazad tend to act like you’d think Dwarves would act. They pay attention to internal matters, seek money, and don’t have much energy left over to get involved in the outside world. But could they do this when faced with a nearby hostile neighbor? I was able to gain a lot of gold and tech through trade … can the Khazad keep filling their Vault, keep up with the tech leaders, AND defend themselves against a starting antagonist? In this situation the Vault might prove as beneficial as hip waders during a midnight swim. That’s my concern at this point.
Reccomendations:
Resolve the Mercurians/Infernals political passivity issue (if it actually does exist.)
I am concerned about the harsh magical limitations put on the Khazad. But my game did not put the Khazad warfighting ablities to the test. I cannot make any claims one way or the toher.
BRAINDRIZZLING
I would like to see a nature-based civilization that actually preserves nature. That is, it does not build cottages, lumbermills, or even roads. Animal units continue to spawn. It would be the anti-civ … the people who wish to protect large swaths of the planet from development of any sort. Perhaps the ‘settlements’ mechanism could be adapted to allow this civ large cultural boundries with few cities? They’d probably need a special victory condition, if they were made a playable race. This would take a lot of work and might not be programmable, but it’d really be a ‘different’ civ. It fits my idea of the “protector of nature” type neutrals more than the Leaves religion, which might be said to be more a “draw upon nature’s power” sort of philosophy. (Certainly even an Elven civ homeland has been vastly developed by Year 500.)
Thanks again for the great mod!