FFH2: Paradise Regained

So, do we want to stand pat, get forests and build up our smallish empire? I don't more a couple of marginal city sites left, if that.

Hey, I just found out why the old game would crash when ever I went to access the turn log...someone was using the BUG mod. I guess we've gone through the roster now so it might be too late, but if you aren't using that mod please don't start :).

Thanks,
Darrell
 
Hey, I just found out why the old game would crash when ever I went to access the turn log...someone was using the BUG mod. I guess we've gone through the roster now so it might be too late, but if you aren't using that mod please don't start :).
Or upgrade to v2.21 of BUG that has corrected this issue. Well, I say corrected and I think it has, but we haven't tested it as it is very difficult to test for the absence of something. The problem was the inclusion of the 'many colours' xml file. Does FfH include that file?

Further - I don't think that BUG will actually work with FfH as FfH's files are not the vanilla files which BUG is based on. IIRC - Someone in FfH is making a FfH version of BUG.
 
t0 (154): check micro, everything seems in order except that we don't have enough workers.

We get the dead duke event again, this time in Yonna. Unfortunately we already built an obelisk there. Take the cash.

t1: Animal Husbandry in. We have horses in Hyll's fat cross (like we didn't have enough production already) Set research to Drama (17)

t5: Our enterprising citizens come up with another good idea



Unfortunately the games are marred by barbarian protestors demanding to "free Ahepetr". Runes of Kilmorph spreads in Hyll.

t7: Our disciple finally gets to the Bannor capital to spread Fellowship.

t8: Gilden Silveric is trained. Leave him in Hyll for now

t9: When our neighbours ask us to teach them about forests we can't say no:



Their map reveals a bit more of the Sidar/Hippus lands.

t15 (169): We get drama first and a great bard. Trade festivals to Sabathiel for cartography. Send one of our warriors to make contact with Hippus/Sidar. Decide to research masonry (3 turns) so we can make a run at the Great Library, which gives +1 beaker for every sage in the empire in this version. Sounds pretty overpowered.

t16 (170): Our bard composes the Song of Autumn. Somehow this brings in a lot of cash.

t18 (172): Masonry in. Evermore's culture has reclaimed the mana previously stolen by Tor Achare. In other news the +1 relation bonus from the Games earlier has already worn off. How lame.

Sabathiel will trade horseback riding + either philosophy or KotE for Drama. I would suggest we take that trade but this looks like a good stopping point for discussion. 2 archery ranges are up and we have added an archer and hero to our standing army in case anyone starts trouble, and we should have great library prereqs and marble connected in 8 turns.

In any case we should get priesthood asap now so it hurts less when we convert our cottages.
 

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I think I'll do the HBR+KotE trade. We're arcane, after all.

Expect a report tonight.
 
We now possess the knowledge of philosophy, priesthood and bronze working. Additionally, we learnt horseback riding and knowledge of the ether from the Bannor people in exchange for teaching them the art of soap operas.

Lo, in the year of the fateful used handkerchief the tradition of melodramatic storytelling began to spread from elvish lands, leading to great wailing and gnashing of teeth around the world.

This leaves us at a crossroads. We could go for feral bond and commune with nature, perhaps picking up poisons along the way. Or we could research bowyers, mass longbows and go kill someone.

Our first priority, however, is to plant lots of trees so here's a look at what's going on in our cities:

Civ4ScreenShot0004.jpg


After those builds some priests are in order.

A :smoke: note on Bruti: After trading with Sabathiel I had the city build a stable, when a mage guild right away would have been better. Oh well.

The Great library was a doozy to build. With marble, Hyll cranked it out in nine turns.

A great prophet was born in Evermore. Currently he'll bulb way of the earthmother. Any ideas for him?

Relations with our western neighbour have improved with the Sheaim adopting Runes of Kilmorph. We've even signed open borders, so our hunter is no longer trapped on hostile land.

Sabathiel converted to FoL of his own accord, we're now pretty chummy-chummy.

The dwarves built the Bone palace. I had no idea that their holes were big enough for that sort of thing.

Our warrior made contact with the Hippus, founders of the Cult of the octopus, and discovered that they don't like us much. Fortunately, they like the Bannor even less, so a slugfest in the south might be imminent. Also, the Hippus diplo music is nothing short of awesome.

A merry note: Our exploring warrior found the axe of Orthus lying around in Bannor lands, picked it up and is now heading back to Hyll. "Let others fight and pick up the spoils" is a philosophy I can live by.

We also met the Sidar. They like us because of shared religion and because we control the GL. I suppose Sandalphon will get intolerably smug if his people manage to build it first.

Civ4ScreenShot0003.jpg


This would be a good trade. Extra trade routes rarely hurt and we'd be able to hook up those whales near Hyll.
 

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How on earth did Orthus' axe just get left lying around for no reason?

Ljosalfar are really a defensively oriented civ, with strong archers and forest + Treetop Defence coming soon we'll be very hard to invade. On the flip side we don't have any siege until we can get mages so invading others is going to be painful too. Although we can abuse our world spell against border cities. My preference would be to build a 7th city and focus on terraforming and teching up to druids (by the time we get there we should also have some experienced adepts ready to be upgraded to mages for Fireball. Has anyone seen any reagents?)





Roster:

Uberfish
Stuge
Darrell (up)
Morgan (on deck)
Oz
Oats
 
Guys,

I'm out of town without access to my civ computer until the 6th of April, so I'll need to be an auto skip. One question about our world spell...when the treants leave the square does that mean we would need to pillage the tile improvement again to grow another forest?

Darrell
 
I'll have it to play much later tonight then. Our world spell leaves new growth forest in the place of the old trees, just like we had cast bloom there, takes a few turns for them to grow back, but no micro.
 
I think we need to start beating somebody up, hopefully the Sheim. I say we head towards Commune while building horses and (eventually) rangers. These guys should be able to defeat the Sheim or at least take a few cities, just in time for Kithra, the Baron, and Yvain to deliver the killing blow.
 
Our world spell leaves new growth forest in the place of the old trees, just like we had cast bloom there, takes a few turns for them to grow back, but no micro.

Hmm...I guess that could that mean starvation for cities relying on Ancient Forests for their food surplus. I will continue to believe the Grigori have the best world spell, although I still look forward to seeing ours in action.

Darrell
 
I don't think we have a pressing need to actually invade anyone, but I guess taking the Sheaim down a peg would stop them from doing AC-increasing activities which, as defenders of nature, we're opposed to. Just have to be prepared for a two front war with the Khazad as well.

We could try for city of 1000 slums which I haven't built before, but it's out of character anyway.
 
Sorry for the delay...

(Oh and btw, 20 turns may be too long now, I don't know...so much stuff happened on my set...just suggesting maybe 10 or 15? Discuss.)

190> We trade Way of the Forests and Bronzeworking to our buddies, the Sidar for Trade and Sailing. We trade Sheep and Crabs to the Bannor for Pigs and Dye. We trade Corn to the Sheaim for Silk. I change our research to Warfare so we can build our National Epic. I am curious why we built the GL in Hyll. It seems like Evermore would have been a better choice since we put an Academy there, but se est la vi. We should strongly consider moving our Capitol to Evermore.

191> Bannor found Order. Khazad build the Empyrean Shrine. We may consider researching Honor so that we can join them in the Overcouncil. I pass Orthus Axe to Gilden and move him to the Sheaim front.

194> Khazad use their World spell, Motherlode and adopts the Overcouncil.

196> We finish Warfare and start researching Honor. I queue up our National Epic in Hyll after our first Priest of Leaves.

197> The Sidar request Warfare, and we give it to them. And then we trade Priesthood and Way of the Wise for Mathematics.

199> The Bannor build the Form of the Titan.

200> Eeek! We are fifth in power. Fortunately, I 've been sending our most experienced warriors to archer school.

202> We finish researching Honor and start Elementalism so we can get a Fire Node and eventually Fireballs for bombardment and collateral damage since we can't build catapults. We adopt Overcouncil and Protect the Meek. The Sidar request a Defensive Pact, but since they are so low in score and power and half the world doesn't like them, I have to decline. All of a sudden, we have a positive diplomatic modifier with Khazad. (+6 for our shared membership in the OC) We trade Calendar, Mathematics and Way of the Forests to them for Tracking, Construction and Code of Laws. We trade Honor and Festivals to the Sidar for Optics, not because we really need it, but to get another OC member who will vote our way...

"A Tree Grows in Evermore" - Our people celebrate the rebirth of forests in a world long devoid of them since the Age of Ice. Our religious leaders have developed a ritual to raise Ancient Forests from barren lands, accomplishing in a few years what would normally take millenia. Our people rally behind our vision of Pax Arboria. The fourth age, our age, which some call the Age of Enlightenment, will also forever be known as the Age of Rebirth, as we transform the world around us into a forest paradise under our wise stewardship.

203> Tebryn demands Nature Mana from us. Since nature mana gives treetop defense and there are no trees on this map, except ours, I give in to his demands. Remember to cancel the trade in 10 yrs. It is nice for our adepts to start with Life I and Nature I for free.

204> Feeling lucky, the Sheaim demand we convert to Runes of Kilmorph. We laugh.

205> Sidar ask us to give them Tracking for Way of the Wicked. Why not?

206> Tebryn demands that we cancel our deals with ther Bannor. Again, we decline. The Guild of Nine is founded

207> Rhoanna offers us 20 gold for Masonry. I think she has been on her horse too long. We trade Drama and Construction to the Sidar for Currency.

209> The Guild of Hammers is founded in Bannor lands. We start our long awaited Fire Node. Research has been set on Divination as a logical prerequisite for Sorcery.

210> The Great Lighthouse is built.

I have marked the corners of the Great Forest we must grow for our victory conditions. Alas, war with our brothers the Bannor is a foregone conclusion. We have a small terraforming team set up in Evermore. Keep the Priest of Leaves moving. He should cast Bloom every chance he gets. If necessary bring in some warriors to destroy improvements as needed. Follow along behind with our small stack of workers and build cottages. Rinse. Repeat. We should continue to build up our military. We need more Adepts for Fireballs. More Archers wouldn't hurt. We are one short tech away from Rangers, which could be the strongest unit in the game for a while if we chose to go that way. Our Hunters could be upgraded. Best of Luck!

and don't forget to take that Nature mana back from Tebryn ASAP.

The Great Priest is still sitting in Evermore. I'm thinking Altar of the Lunnotar...

I failed to hook up the whales. I forgot. Someone should...
 

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OK Got it, probably for tomorrow.

At this stage we should probably drop to 15 or so turns I would think. Now our terraforming tasks are underway, how do we want to try and win this thing? Militarily or try peacefully. Not sure we could pull of a religious or altar victory but maybe culture or tower?
 
I'd say play 15 turns if interesting things happen, feel free to take a few more if nothing interesting happens and you're near to finishing a tech.

I'd like to try the tower victory I think, haven't done it before but I don't mind what we decide on.
 
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