FFHOTM 01 Reloaded: Pre-Game Discussion

Vulcans

Prince
Joined
Aug 9, 2005
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FFHOTM 01: Valledia the Even



Welcome to the second attempt at the first fall from heaven game of the month!

Similar settings as before, speed has been changed to normal.


Please don’t use any other xml modifications if you wish to play under the same rules as everyone else.
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Game settings:
Civilization: Amurites (Leader: Valledia the Even; Traits: Arcane Organized)
Rivals: 5
Difficulty: Prince/Monarch/Emperor (depending on game class chosen)
Map: Continents
Map size: Small
Climate: Temperate
Water level: Low
Starting Era: Ancient
Speed: normal
Options: Aggressive AI, Raging Barbarians
Victory Conditions: All enabled


Valledia the Even :
Valledia the Even is Arcane and Organised;
The Amurites have no ancient history, no glorious empire in the Age of Magic to harken back to or trace their lineage from. In terms of civilizations, the Amurites are new comers on the world stage. Nevertheless, they are a force to be reckoned with, feared by some, and respected by all. Part of that respect stems from the tremendous magical power the Amurite armies command, but no small part of it stems from the incredible story of their genesis.
The Amurites call themselves the Children of Kyorlin. According to their own legends, the arrival of the archmage Kyorlin saved the Amurite people from obscurity or possibly extinction during the Age of Ice. Not even the Amurites know exactly why Kyolrin picked these people as his chosen folk, but they maintain that it was because of a particular strength of character.
Whatever the reason, when Kyorlin appeared he changed the fortunes of the tiny, struggling clan that had been the Amurites. For years he lived in their midst, taking new wives as his old ones died of old age or in childbirth, leading the Amurites to a level of organisation and advancement unrivalled by any other nation in the Age of Ice. Generations came and went, but Kyorlin remained a constant, working towards some arcane goal with the Amurites as his willing and joyous tools. Whether through magic or sheer force of will, he remained young throughout.
Until the day Kyorlin strode out of his home. His face had aged many years, terrible purpose shone in his once soft and kindly eyes, and a magnificent blade hung faintly glowing by his side. With no farewells and no apologies, he went forth into the icy wastes and never came back. Soon after, the Thaw began.
He had, however, left behind a powerful gift: his children. Through the years there had been quite a few, and they all carried latent magical abilities. Though the advancement made during the guardianship of the immortal starting leaking away during the Thaw, Kyorlin’s powers remained. Throughout the years, the children of Kyorlin intermarried with the rest of the Amurites, and the abilities spread, making the Amurites the civilization that is most magnificently in touch with the magical currents of Erebus.
This link has effected every aspect of Amurite life. They run their nation like a great magical school, training as many of their young as possible in, at the very least, basic magic skills. Their schools are so famous, they even attract those with magical abilities from other corners of the globe to join their ranks. The Archmages and Head Masters of the Schools and Universities act like an aristocracy in a nation that does not really have one, wielding great political power beyond the walls of their institutions.
As with any larged collection of scholars, the Amurites are mired in scholarly bureaucracy, the most insipid form of administrative quagmire known to man. The Archmages, like professors, are frequently involved in petty squabbles over obscure matters that develop into personal feuds. Positions and knowledge are jealously guarded and hard to obtain; potential rivals are stonewalled at every turn. It is easy to become a mage in the service of the Amurites, but it takes a shrewd, powerful and unscrupulous practitioner of magic to rise to the apex of magical power.
Above all, the Amurites have come to worship magic for its own sake. Their fascination with all aspects of magic is so deep that they do not feel hindered by petty alignments and concepts of "good" and "evil". Any avenue of magic can be explored, but some branches, like necromancy, are governed by strict laws and regulations, in order to prevent abuse and disasters. Justice for a mage who ignores these laws and starts dabbling in the regulated branches without obtaining the necessary permission is merciless, final, and in keeping with their fascination with the uses of magic, rather spectacular. No possibility is left for repeat offence.
Since the Amurites do not feel themselves confined by the alignments most nations follow, they are treated with a healthy amount of distrust by good and evil civilizations. Evil civilizations dislike the regulation of the dark and chaotic spheres, good civilisations are worried that they are not forbidden entirely. While not specifically hated by any, they have trouble making truly close allies. However, they don't feel they need any. As long as they are left in peace to conduct their magical experiments, they are happy, and wise rulers respect that. Those few who have crossed the Amurites and felt the fire of their arcane might have no desire to repeat the experience. Many have not been left the option.


Unique units:
Wizard: Has the Spellstaff ability for twice as many spells as a mage
Firebow: Replacement of longbow with flaming arrows, sorcery, channeling 1, channeling 2, and fire. Time for some fireballs!

Hero:
Govannon: Str 4, Sorcery, Channeling 1,2,3, Trainer.
He is a master trainer, and can train other units to cast spells.

Unique buildings:
Cave of Ancestors: gives +1 xp per mana to adepts created in the city


Note: Some map features have been modified from a standard computer generated map, eg Acheron has already been inserted into the map to ensure identical spawning position for all games. These changes will be consistent for all games so everyone will have to deal with the same situation, hence reducing the randomness between games. I have also checked that he doesn’t spawn a second time.

The starting screenshot is here



And here is a settler view of the local area.




Hopefully we’ll have more luck with this game.
 
OK.... Not as nice a map start as the last on I think...

I am not sure on city placement yet but it is either on the coast, which means fishing, harbor and lighthouse needs (which I'm not a fan for).
But....
My scout heads north into the forest/hill near the gold.
Warrior NE onto the hill for a look, before moving NE a little more, then returning home.

I am thinking of 2 possible city starts.
1. 2 squares WEST, 1 square SOUTH. This gives access to 1 cow and 2 clams, plus plenty of hills for mining. It provides a coastal city with a short cut for ships.

2. 2 squares EAST. Gives quick farming access to wheat, plus access to 1 clam. Provides good farming land along the river and cottages later. It is limited on hammer production with only a single hill to mine. It guarantees the mana node but i don't think this would be a problem with option 1 above.

I would like to go for the gold but I will not know if it yields a better start until my scout gets on that hill for a look.
 
OK.... Not as nice a map start as the last on I think...

I am not sure on city placement yet but it is either on the coast, which means fishing, harbor and lighthouse needs (which I'm not a fan for).
But....
My scout heads north into the forest/hill near the gold.
Warrior NE onto the hill for a look, before moving NE a little more, then returning home.

I am thinking of 2 possible city starts.
1. 2 squares WEST, 1 square SOUTH. This gives access to 1 cow and 2 clams, plus plenty of hills for mining. It provides a coastal city with a short cut for ships.

2. 2 squares EAST. Gives quick farming access to wheat, plus access to 1 clam. Provides good farming land along the river and cottages later. It is limited on hammer production with only a single hill to mine. It guarantees the mana node but i don't think this would be a problem with option 1 above.

I would like to go for the gold but I will not know if it yields a better start until my scout gets on that hill for a look.


I don't think it's that hard start. Low resource starts are sometimes more interesting, as it forces you to make some strategic decisions on how you wish to play the game instead of having everything served on a platter (& everyones in the same boat). and the feeling of satisfaction from success from good early decisions is also more rewarding. :)
 
Based on what we can see this is probably a tougher start than the last attempt. I really want that gold in my 1st city BFC, as depending on early exploration (note that we don't have three towers this time!) I might go with one city for a while. The surrounding hills also ensure the capital will be able to take advantage of the production bonus from God King. Both of giddion's city locations are ideal for 2nd and 3rd cities, but especially on raging babs I am reluctant to go with a low hammer capital.

I'm strongly considering taking a chance and moving the settler. I'm more reluctant to do this on normal than I would have been on epic, but if by chance there is another coastal or (preferably) land food resource near the northern cows, that would make for an ideal capital.
 
This will be the first normal game I have played, usual I play marathon huge, but have tried a few epic games after the first FFHOTM1 was announced.

I think I will move east, as thanks to the river the unimproved land is better, and with raging barbarians the value of inital land improvements is depreciated. I am not sure what difference playing on Normal makes here. There is a hidden see square 4E 3S, nice if it’s a bonus tile (eidt also 5E and 5E 1S). The gold is nice but I would need some food bonus to build there – maybe take a look.

Looking at builds – Warrior(Scout?) / Warrior / EC / Warrior / Warrior / Boat / Settler
Research – Mysticism (-> God King) / Expl / Fishing Depending on how bad the barbarians are might go for mining a religion or the free sage next, haven’t made my mind up.

The big question is there goody huts with free techs? If so I want to build initial scout, as if it pops a tech it easily pays for itself. However if no free techs I think I am better of building warriors.
 
Shouldn't you require smarter orcs 1.5? It is the latest version and I'm not even sure how to get 1.4.
 
I don't think it's that hard start. Low resource starts are sometimes more interesting, as it forces you to make some strategic decisions on how you wish to play the game instead of having everything served on a platter (& everyones in the same boat). and the feeling of satisfaction from success from good early decisions is also more rewarding. :)

No just has a lot of choices...

Did you change the images?
Or maybe I just missed it... I thought there was a lot more fog of war to the north near the gold???

Now that I see the cow to the north, I would go for the gold and forget the coast for a second city. Since it comes with a cow. :)
 
i inserted a link to smarter orcs 0.14. I won't use what some people call "fair combat" (misleading name) implemented in SO 0.15 due to reasons described in other threads.

Giddion, yes, I originally posted a picture with sentry 2, and realized that it should be upgraded to sentry 3, allowing you more visibility of the region. Hence the cows are now visible, hopefully more information will help you better plan your strategy. :D
 
I am thinking of 2 possible city starts.
1. 2 squares WEST, 1 square SOUTH. This gives access to 1 cow and 2 clams, plus plenty of hills for mining. It provides a coastal city with a short cut for ships.

2. 2 squares EAST. Gives quick farming access to wheat, plus access to 1 clam. Provides good farming land along the river and cottages later. It is limited on hammer production with only a single hill to mine. It guarantees the mana node but i don't think this would be a problem with option 1 above.

This is interesting because I view these as my likely city 2 & city 3 spots (unless something better reveals itself in the NE fog). I saw enough when I saw gold/cows/coast and no risk of encroaching jungle. I'm hoping that the gods will grant me another food resource to the N and will put the capital 1N of where I have it starred if it picks up a food resource, but even if it doesn't I'm okay with -just- gold/cows/coastal capital. I favor early production in FFH from my capital and if the wheat/clam/river had hills I'd settle there, but nothing along the S coast looks good enough to pass up gold.

ER - Edited because I see that the fog of war revealed more...I think some gold/cows location will be a popular choice now.
 

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This is interesting because I view these as my likely city 2 & city 3 spots (unless something better reveals itself in the NE fog). I saw enough when I saw gold/cows/coast and no risk of encroaching jungle. I'm hoping that the gods will grant me another food resource to the N and will put the capital 1N of where I have it starred if it picks up a food resource, but even if it doesn't I'm okay with -just- gold/cows/coastal capital. I favor early production in FFH from my capital and if the wheat/clam/river had hills I'd settle there, but nothing along the S coast looks good enough to pass up gold.

ER - Edited because I see that the fog of war revealed more...I think some gold/cows location will be a popular choice now.

When I first made my analysis there was more Fog to the north, the cows was not visible.
I think your city placement means you will drop a turn before it can be settled. 4 moves to get there, zero left to build.

My first city will also be in the north to get the gold. I'm not worried about settling on the coast since this can come later with my 2nd and third cities.
It will be NE 1 plot and N 2 plots. 1 plot SE of your starting city.
 
I’d have to say I’m quite impressed by the thorough analysis everyone is doing on this screen shots, and also on the previous map screen shot.

I'll post the saved game in about 9hrs from now. I'm looking forward to reading all the spoilers, this should be an interesting game! :D

Good luck! :goodjob:
 
When I first made my analysis there was more Fog to the north, the cows was not visible.
I think your city placement means you will drop a turn before it can be settled. 4 moves to get there, zero left to build.

My first city will also be in the north to get the gold. I'm not worried about settling on the coast since this can come later with my 2nd and third cities.
It will be NE 1 plot and N 2 plots. 1 plot SE of your starting city.

Good points. I hope I get a clam or fish that you don't but hope you don't pop horses or bronze that I miss :p
 
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