Greetings heroes and heroines and welcome to the second 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. This time we will be playing as Valledia the Even of the Amurites. Valledia’s traits are Organized and Arcane. Organized means Civics cost us 50% less to upkeep, the Courthouses and Lighthouses get constructed at doubled rate. The Hidden benefit of ORG is that we can build Command posts! Arcane gives all our Arcane units Potency promotion and doubles the construction rate of Mage Guilds. Amurite starting Technology is Ancient Chants and their civ-specific advantage is that they are the descendants of Kylorin and thus upon visiting the Letum Frigus a Golden Age starts. However, I won’t guarantee that there is indeed a Letum Frigus present on the map. The world spell is called Arcane Lacuna. This spell does not require any specific technology but it can only be cast by an Arcane unit. It grants experience to Arcane units based on the number of improved mana nodes and it also blocks AIs from casting spells for a short period of time. = A pretty useful spell in my opinion, which you are likely going to use before/while attacking somebody. Don’t forget to improve the mana nodes first. The civilization hero is Govannon, an interesting fellow, which apart from having access to Archmage-level spells can also use his “Teach spellcasting” ability that allows him to teach level 1 spells to virtually any units. Potentially this means having access to a total of 18 “Archmages” if you are Neutral and run OO – Govannon, Hemah, 4x Archmages, 4x Liches, 4x Speakers, 4x Druids. Unique units include Wizard, a Mage replacement that starts with Spellstaff promotion; Chanter, an Assassin replacement that can use the “Escape” ability and Firebow, a Longbowman replacement, which only gets 4 defense strength but compensates that by starting with Fire I and Channelling II promotions. Unique building is a Cave of Ancestors, which grants XP to Arcane units based on the number of mana resources the city has access to. The Palace provides Metamagic, Fire and Body mana. Fortunately, no building or units are blocked for Amurites. Starting Location: Spoiler : Settings: Spoiler : (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 Amurites playthrough. Summoning either of them is fine. The preferred victory condition for this one is Conquest. However, feel free to ignore this and win whatever victory condition you desire. 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!