Greetings heroes and heroines and welcome to the fifth 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 Capria of Bannor.
Capria’s traits are Spiritual and Industrious. The Bannor civilization also benefits from the Guardsman trait.
Spiritual means no anarchy, double production of Temples and Disciple units start with Mobility I and Potency promotions.
Industrious adds +50% when building World- and National wonders and doubles the speed at which we build our Forges.
Guardsman grants free “Guardsman” promotion to all Melee and Archery units.
Bannor starting Technology is Exploration and their civ-specific advantage is that they have an access to a powerful late game civic called “Crusade”. Crusade belongs to the Cultural Values branch and it requires Fanaticism technology. It drastically lowers the unit support costs, war weariness, provides +2 :happy: in cities with state religion and lets you build units +25% faster. Crusade also lets the Bannor use their world spell. To balance it out, it prevents you from building non-military units and buildings and also blocks any diplomacy with civilization that you are in war with. Since we are playing as Capria, this is hardly a disadvantage because we can switch in and out of Crusade at our will thanks to the Spiritual trait.
The world spell is called Rally. Unlike other world spells, this does not require any specific technology, instead it requires you to have adopted the Crusade civic. It creates a Demagog in each of your cities and town improvements. This makes cottage economy a bit more tempting.
The civilization hero is Donal Lugh. He requires the Fanaticism technology. He has a powerful promotion called “Recruiter”, which lets him recruit units each time he kills a demon or undead. Other than that, he starts with a piece of equipment called “Empty Bier” and “Spirit II” promotion.
Bannor have access to 2 unique units, one of which we have already mentioned – Demagog, and the other being Flagbearer.
Demagog is a slightly weaker version of a Champion that requires the Crusade civic but only costs 60 compared to Champion’s 120 . The main disadvantage is that all your Demagogs will abandon you if you switch out of Crusade.
Flagbearer is unlocked at Fanaticism and can be build only if you are running Crusade civic. It can grant a very useful Morale promotion to all units in range 1.
The Palace provides Law, Spirit and Earth mana.
Fortunately Bannor have no blocked units or buildings.
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)
The Islands mapscript provides 1 continent for each civ. It also creates a ton of small islands all around. I made sure our continent is a decent one and not a tundra/jungle hell hole that the game so often creates.
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 Bannor playthrough. Summoning either of them is fine. Basium might be a useful asset to have considering you are likely going to tech Fanaticism anyway and the Mercurian gate costs less thanks to the Industrious trait.
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!
Good luck and have fun!
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 Capria of Bannor.
Capria’s traits are Spiritual and Industrious. The Bannor civilization also benefits from the Guardsman trait.
Spiritual means no anarchy, double production of Temples and Disciple units start with Mobility I and Potency promotions.
Industrious adds +50% when building World- and National wonders and doubles the speed at which we build our Forges.
Guardsman grants free “Guardsman” promotion to all Melee and Archery units.
Bannor starting Technology is Exploration and their civ-specific advantage is that they have an access to a powerful late game civic called “Crusade”. Crusade belongs to the Cultural Values branch and it requires Fanaticism technology. It drastically lowers the unit support costs, war weariness, provides +2 :happy: in cities with state religion and lets you build units +25% faster. Crusade also lets the Bannor use their world spell. To balance it out, it prevents you from building non-military units and buildings and also blocks any diplomacy with civilization that you are in war with. Since we are playing as Capria, this is hardly a disadvantage because we can switch in and out of Crusade at our will thanks to the Spiritual trait.
The world spell is called Rally. Unlike other world spells, this does not require any specific technology, instead it requires you to have adopted the Crusade civic. It creates a Demagog in each of your cities and town improvements. This makes cottage economy a bit more tempting.
The civilization hero is Donal Lugh. He requires the Fanaticism technology. He has a powerful promotion called “Recruiter”, which lets him recruit units each time he kills a demon or undead. Other than that, he starts with a piece of equipment called “Empty Bier” and “Spirit II” promotion.
Bannor have access to 2 unique units, one of which we have already mentioned – Demagog, and the other being Flagbearer.
Demagog is a slightly weaker version of a Champion that requires the Crusade civic but only costs 60 compared to Champion’s 120 . The main disadvantage is that all your Demagogs will abandon you if you switch out of Crusade.
Flagbearer is unlocked at Fanaticism and can be build only if you are running Crusade civic. It can grant a very useful Morale promotion to all units in range 1.
The Palace provides Law, Spirit and Earth mana.
Fortunately Bannor have no blocked units or buildings.
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)
The Islands mapscript provides 1 continent for each civ. It also creates a ton of small islands all around. I made sure our continent is a decent one and not a tundra/jungle hell hole that the game so often creates.
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 Bannor playthrough. Summoning either of them is fine. Basium might be a useful asset to have considering you are likely going to tech Fanaticism anyway and the Mercurian gate costs less thanks to the Industrious trait.
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!
Good luck and have fun!