Greetings heroes and heroines and welcome to the first issue of the FFH2 Challenge!
The purpose of this series will be to provide a platform, at which any FFH player can improve their gameplay and strategic knowledge of the FFH mechanics.
Those who are still aspiring to beat the higher difficulties can use this place to learn. On the other hand, those who eat Deity AI for breakfast can teach others how to achieve such results.
Our first leader will be Arendel Phaedra of the Ljosalfar.
Arendel’s traits are Spiritual and Creative. Ljosalfar also benefit from the Dexterous trait.
Spiritual means no anarchy, double production of Temples and Disciple units start with Mobility I and Potency promotions.
Creative means +2 per city and double production speed of Carnivals and Monuments.
Dexterous provides free Dexterous promotion to all Archery units.
Ljosalfar starting Technology is The Wheel and their civ-specific advantage is that they can build improvements on top of forests. However, the elven race also makes the workers slower.
The world spell is called March of the Trees and it turns all the forests in players empire into Treants. Beware – it also turns Ancient forests into New forests and thus by using this spell your economy will suffer.
Therefore it is advised that you use it in the early/mid game, for example to fend off an early rush.
The civilization hero is Gilden Silveric, which is available at Archery making him an excellent unit to dominate the early stages of the game.
Unique units include Flurry, a Crossbowman replacement that starts with Blitz promotion and Fyrdwell, a Horse Archer replacement that requires Deer instead of Horse.
The Palace provides Nature, Air and Life mana.
Ljosalfar cannot build Siege Workshops and Alchemy Labs and their blocked units include Siege weapons, Chariots, Berserkers and Arquebuses.
Starting Location:
Settings:
(in the end I did leave the Events on, because turning them off could break some of the game’s functions - at least that's what the game says)
You will need Tholal’s More Naval AI modmod version 2.5 (Download here) to access the save.
The players are encouraged not to take control of Mercurians/Infernals – after all this challenge is supposed to be a Ljosalfar playthrough. Summoning either of them is fine.
The preferred victory condition for this one is Culture. However, feel free to ignore this and unleash your warmonger spirit if you like it that way.
If it's possible, please provide a short report of your game, where you will list the major events, tech path and the grand strategy used.
You can also divide your playthrough into segments and provide quick report for each segment.
T100, rushing your neigbour, using your worldspell, summoning Mercurians/Infernals are good examples of "checkpoints".
If you indeed provide a report, please use spoiler tags to keep the game unspoiled for others.
The save is attached below.
Worbuilder save is attached as well. If you decide to use it, make sure you load the mod (ffh2) first!
The purpose of this series will be to provide a platform, at which any FFH player can improve their gameplay and strategic knowledge of the FFH mechanics.
Those who are still aspiring to beat the higher difficulties can use this place to learn. On the other hand, those who eat Deity AI for breakfast can teach others how to achieve such results.
Our first leader will be Arendel Phaedra of the Ljosalfar.
Arendel’s traits are Spiritual and Creative. Ljosalfar also benefit from the Dexterous trait.
Spiritual means no anarchy, double production of Temples and Disciple units start with Mobility I and Potency promotions.
Creative means +2 per city and double production speed of Carnivals and Monuments.
Dexterous provides free Dexterous promotion to all Archery units.
Ljosalfar starting Technology is The Wheel and their civ-specific advantage is that they can build improvements on top of forests. However, the elven race also makes the workers slower.
The world spell is called March of the Trees and it turns all the forests in players empire into Treants. Beware – it also turns Ancient forests into New forests and thus by using this spell your economy will suffer.
Therefore it is advised that you use it in the early/mid game, for example to fend off an early rush.
The civilization hero is Gilden Silveric, which is available at Archery making him an excellent unit to dominate the early stages of the game.
Unique units include Flurry, a Crossbowman replacement that starts with Blitz promotion and Fyrdwell, a Horse Archer replacement that requires Deer instead of Horse.
The Palace provides Nature, Air and Life mana.
Ljosalfar cannot build Siege Workshops and Alchemy Labs and their blocked units include Siege weapons, Chariots, Berserkers and Arquebuses.
Starting Location:
Settings:
(in the end I did leave the Events on, because turning them off could break some of the game’s functions - at least that's what the game says)
You will need Tholal’s More Naval AI modmod version 2.5 (Download here) to access the save.
The players are encouraged not to take control of Mercurians/Infernals – after all this challenge is supposed to be a Ljosalfar playthrough. Summoning either of them is fine.
The preferred victory condition for this one is Culture. However, feel free to ignore this and unleash your warmonger spirit if you like it that way.
If it's possible, please provide a short report of your game, where you will list the major events, tech path and the grand strategy used.
You can also divide your playthrough into segments and provide quick report for each segment.
T100, rushing your neigbour, using your worldspell, summoning Mercurians/Infernals are good examples of "checkpoints".
If you indeed provide a report, please use spoiler tags to keep the game unspoiled for others.
The save is attached below.
Worbuilder save is attached as well. If you decide to use it, make sure you load the mod (ffh2) first!