First time FfH2 player -> Need help...

Like others have said, the best mana to get varies according to your situation. When in doubt, fire and air are always good, since that gives you access to fireball and maelstrom. I like fireballs better, since they don't have a damage cap, but maelstrom has the advantage of damaging all units within range, so I like to have both handy. Spirit can also be useful, in case you need to cast Courage on your units to counter the Cause Fear ability.

2. beasts. (they are like super animals). i'm not sure if these can enter your culture/territory or not. (i wanna say that NONE of them can, unless again owned by another civ. but i'm not certain)
They can, as I painfully learned in one of the scenarios...
 
OK, no questions today. Just an update on my progress.

I'm at about turn 280.

I have a dozen cities, including a super capital, which holds 5-6 Wonders.
I'm slowly clearing my continent of barbarians. I've now got the Lanun hero and the two OO world units, which help a lot when repelling barbarians.
My continent bascially has three large valleys. First valley is at the coast, which is fully settled. Second valley is beyond the first (inland), which is also fully settled (all I need is a bit more culture to fill it up). The third valley is beyond the second one. It is still completely empty, but it does hold 4-5 new resources, so it does seem worthwile to also fill this valley. My stack on barbarian repellers (3 heroes, 2 hill giants and 4 swordsman) currently hold the chokepoint between valley 2 and 3. I have 3 mages running around, casting "spring" to turn the desert into plains as much as possible.
So, on the home front all is well.

I started this game on a standard size map with 8 AI (2 neutral, 3 good, 3 evil), which all spawned on the other (far larger) continent. At the moment only 4 AI remain (2 neutral, 2 evil (Clan of Embers, Khazad, Calabim and Shaeim)). The rest have died. Lots of wars among themselves and loads of barbarians on their continent, so that should keep them busy.

I have a nice tech lead, so I am anticipating a nice builder-type game, to learn the game mechanics.
Armageddon counter is at 15, so no worries yet...

@Kael and the rest of the FfH2 team: Great, great mod! :goodjob: I'm hooked already! :)
 
Like others have said, the best mana to get varies according to your situation. When in doubt, fire and air are always good, since that gives you access to fireball and maelstrom. I like fireballs better, since they don't have a damage cap, but maelstrom has the advantage of damaging all units within range, so I like to have both handy. Spirit can also be useful, in case you need to cast Courage on your units to counter the Cause Fear ability.


They can, as I painfully learned in one of the scenarios...

The most ugly beasts for me are sea beasts. They ruin fishing boats economy pretty quickly.
 
Back again... :)

I'm at turn 350 now, and it's still smooth sailing...

I've filled up my continent to gain a few new resources (sun mana, spirit mana, wheat, cow, deer and furs). Now I have around 20 cities, but I'm still able to run 70% research, which seems pretty decent to me.
I've got a pair of Nature III promoted archmages running around casting "vitalize" to improve my terrain, so I'm growing nicely...

I'm now trying to figure out how I want to win this game. I have a decent amount of units, so maybe I should sail across the ocean to the other continent and see what I can get there...


A few questions:

- I've looked at all the civics and I didn't see one that gets a hammer from fully developed cottages (towns). Is there such a civic? 'cause that would rock on all those flood plains I have....

- There is a ritual (I forgot the name) that creates new raw mana nodes. Does that just mean you get some extra nodes all over the map, or does this also influence the existing mana nodes that have already been tapped into?

- The Armageddon counter: What does it do exactly? You get a warning when it reaches 10, hell terrain at 30, some problematic barbarian units at 40, 50, 60 and 70. But what happens when it reaches 100 ? Armageddon, I presume. But what does that do exactly?

- For evil civs, is it a feasible tactic to aim to get Armageddon, or does it hurt them as well as the good and neutral civs (only less) ?

Thanks! :)
 
Q. I've looked at all the civics and I didn't see one that gets a hammer from fully developed cottages (towns). Is there such a civic? 'cause that would rock on all those flood plains I have.... -darkness

A. NO (only "way" to have a production from cottages is to play the elves, ljosalfar and salvaltar, and build a cottage on a forest/ancient forest. however, the forests/ancient forests mean NO +1 commerce from river)

Q. There is a ritual (I forgot the name) that creates new raw mana nodes. Does that just mean you get some extra nodes all over the map, or does this also influence the existing mana nodes that have already been tapped into? -darkness

A. rites of ohgma ritual. it puts a few-some new/extra mana resources scattered randomly over the map. it might scale to map size in how many u get, not sure. does NOT effect existing mana resources/nodes as far as i know.

Q. The Armageddon counter: What does it do exactly? You get a warning when it reaches 10, hell terrain at 30, some problematic barbarian units at 40, 50, 60 and 70. But what happens when it reaches 100 ? Armageddon, I presume. But what does that do exactly? -darkness

A. u basically got it right. (i'm not sure if it still has the famine event that wipes out/removes food resources or not still). also, as it get higher, it effects who (alignment=evil, neutral, good) the hell terran can spread to. i don't think good can ever get hell terran spread to them. first hell terran spreads to "founders" lands than it spreads out over un-claimed land. than it spreads to over evil civs' land. than it spreads to neutral civs' land. and NEVER spreads to good civs' land (i think). the armegeddon counter (AC) effects this. also, as it gets higher it helps out the sheim's planar gate building. there's a few promotions/abilities that make units stronger based on how high the AC is (i think). finally...u missed the avatar of wrath final AC barb unit at AC 90. lastly...hellfire tiles can open all over the map spawning demon units like balors...at AC 90 or 100. however, this was in early versions, so maybe it was removed, not sure. the avatar of wrath though IS still in the game. i'm jsut not sure about the hellfire tiles.

Q. For evil civs, is it a feasible tactic to aim to get Armageddon, or does it hurt them as well as the good and neutral civs (only less) ? -darkness

A. there's actually two parts to your question, AC and hell terran.

AC

for the most part AC hurts everyone (unless u switched to the infernal civ, are the sheim civ=though it's still dangerous for u, or still have the barb peace with leaders/civs with the barbarian trait leaders).

hell terran

as for hell terran, it for the most part hurts everyone as well. much much less resources (happy and especially health resources). though u do make up with some special combat resources and other types of resources which are nice IF u are using necromancy mana/nodes/spells (especially death mana). also the hell terran is good for the infernal and i think it's impossible for the infernal to NOT have hell terran lol.

in theory, AC and hell terran is suppose to hurt everyone, but hurt evil the least and good the most. IN reality/practice though for the most part, it jsut hurts everyone and is hardly ever desired. the "horsemen of the apocalpse" have destroyed many civilizations, good, neutral, and evil alike. take care and heed and think long and hard before and make sure you are ready and prepared for the dire consequences of raising the ac higher and higher :D

though if u want an extra challenge, raise the AC and see how u do :D
 
evil civs following the Ashen Veil get the "sacrifice the weak" civic though, which reduces the amount of food citizens need. So in theory, the loss of food will hurt them less.

Civs that are good for raising the AC:
Infernals: they actually gain direct benefit from the AC effects.
Sheiam: their planar gate structure increases in effect with a higher AC, also their world spell becomes more powerful.
Ljuchirp (sp): ironical, because they're actually a good civ. However, their golems are immume to the effects of the AC, making blight a nice time to launch an offensive.
 
Regarding AC and Hell:

The Armageddon events have been changed and rebalanced multiple times:

Here are the current effects as far as i can remember (a bit unsure about the highest events because i seldomly to never reach armageddon or even long past blight...):

AC 10:
Just a warning no negative effects yet

AC 30: Blight hits.
All cities get a lot of random unhealth based on city size and buildings which give health. The unhealth reduces by 1 for each turn after blight so that after ~30-40 Turns even the biggest cities should be back up to normal
(it might be a good idea to fill your foodstores beforehand and if possible to get some food improvements up + adopt food heavy civics to compensate. That may enable you to get through the whole thing with minor starvation. If you don't take care you very well might end up with a lot of size 1 cities...)
Hits everyone and the AI will also suffer badly from it (Infernals excluded...)
Also if the AC is above 40 a random event called pestilence might occur which is some sort of mini-blight with simmilar if less drastic effects (may occur multiple times.)

AC 40
The first Horseman (Stephanos) appears. An extemely powerful flying Barbarian Unit which will very likely convert living units losing against it with high power and fear (which will make your units unable to attack this one unless they can muster the courage...)

AC 40-70
the other 3 Horsemen (Buboes, Jeresia and Ars Moerdi) appear (similar to the first horsemen but with differing effects). I don't know the recent exact AC counts they do appear

AC 70
Hellfire spawns all around the map and some Demonic Axemen on them (if the Infernals are in the game i believe their control will go to the infernal player. Otherwise they will be barbaric.)

AC 90
The Avatar of Wrath appears (big bad unit sommoning 4 further demons [Ira] which he can replenish at will up to 4) also many of the worlds units will turn enraged which means they go AI controlled and try to attack a target nearby regardless of odds

AC 100 Armageddon
All cities Populations get halved and a big part of the worlds living units will die. (The dieing living units + population mean that the Infernals and Mercurians get tons of Manes and Angels which will result in a titanic "final" battle between the Angels and the Demons. Hence Armageddon... ;))

(the intent of the Armageddon-features is to break up the late-game stalemate and aggravate conflicts between good and evil to the extreme.
Possibly culminating in a worldwide clash of the souls of the good and evil people of Erebus in form of the Infernals and the Mercurians at AC 100.)


On Evil Civs / Civs profiting from a high AC:


Generally spoken Evil Civs just suffer the same drawbacks as everyone else (unless they actively seek Armageddon aka running the Ashen Veil which means some drawbacks can be mitigated...) even earlier than everyone else.

So overall they are even more! prone to suffer from the drawbacks of a rising AC then the others
Armageddon overall is a "drawback" to evil behavior (like razing cities, spreading Ashen Veil).
Something in lieu of a payback for the short-term gains the evil behavior grants.

There are some exceptions though:

Leaders with the barbarian trait and still at peace with the barbs are not attacked by the mighty barbs appearing at certain counts of the AC (they still suffer all other drawbacks though which are not that many).

Civs running Ashen Veil can adopt the Sacrifice the Weak social values category civic. Which allows them to feed their pop for one food each instead of 2. Thus mitigating the dwindling food supply aspect of the AC events. (Also their relgious units are partly undead so those units are unaffected by the armageddon Events. The same counts for the religious units of OO, but there the advantages are so minor that they hardly outweigh the benefits...)

The infernals cherish the rising AC and have many advantages of a rising AC without suffering any of the drawbacks. When playing them you will want to increase the AC as high as you can.

The Sheaim (an armageddonite bunch which leaders actively want to destroy creation by causing Armageddon either because they are completely immortal + indestructable and tired of life (Os-Gabella which sees destroying all of creation as her only way of ending her existence) or coerced (by the fallen Angel Ceridwen) into damning the rest of the world to safe them from eternal suffering (Tebryn Arbandi)) which profit in many ways from a rising AC (most notably a big part of their military spawns from a building called planar gate which will spawn more units more regularly the higher the AC gets). Its still to be taken with caution though since the negative effects still happen...

The main force of some civs consists mostly of non-living units. Those units are immune from either death by Armageddon, the damaging effects of blight and the fear and terror which makes the horsemen so hard to fight or turning enraged at AC 90 when the Avatar of Wrath appears.
Thus those civs have real tactical advantages from driving the AC up all the way up to Armageddon damning everyone else while just getting merely scratched themselves thus tiliting the power-axis greathly in their favor.
Most notable here are the Infernals (they also get many other advantages as noted above), the Mercurians (they also get a huge power-boost from Armageddon when all the good souls dieing in Armageddon turn to them + they are usually immune from hell terrain), the Luichirp (Which have a huge army of golems. They might still suffer badly in terms of health and improved barbarian activity but that isn't all so bad when you got a huge army of golems while everyone else has their whole army evaporating or fleeing in terror from the horsemen. If they stay good they are even immune to hell-terrain.) and to a much lesser degree the Sheaim (creatures from gates and their summons are mostly non-living) and the Balserapsh under Keelyn (their summons are mostly non-living)

All those civs might have a real and huge incentive to actively push up the AC.

Important note:
Evil here is to be seen as acts which help Agares (former Angel of Hope, Now Angel of Entropy) and his band of renegade Angels which try to turn Erebus into hell to prove the One (the entity which created the angels and lots more) that he is wrong.


This can either happen directly (Armageddonite behavior aka spreading the Ashen Veil or choosing outcomes of random events which actively raise the AC usually for a short-term gain) or indirectly (behaving badly without caring much about the outcome. Like the calabim doing their evil things to the rest of erebus or going on a razing spree in times of war.)

The good civs are those that actively combat the deeds of the evil fallen Angels and their followers
The neutral civs are the ones who take no active part in the conflict. (the effects of Armageddon might prompt them to take sides though thus turning good or evil. In lore as in game. In games that translates into adopting the Ashen Veil or the Order religions. Which turn their adopting civs evil / good.
That might also be true for some of the usually evil civs like for example the Svartalfar which might try to turn to neutrality or even goodness to prevent their treasured forests from being vanquished by hell...
Or going all out with the Veil and thus forfeiting their forests in exchange for greater corrupting power and dark secrets only parted with the most corrupted of minds.)


In FFH2 good and evil are more labels of teams regarding a civs standing in the war of the fallen Angels against the One and the angels standing by his side. Not so much a question of behavior alone (there are clear correlations though but it should always be taken with a big pinch of salt... ;))
So in FFH Good = "good" not "GOOD!" and not every evil civ = "Evil!". That said most of the evil civs behavior is rather quite appalling overall.
On good end of the spectrum the the lines are much more blurred here (especially if you take the religion which turns everyone adopting it to good. Those Order followers are mostly fanatics valuing Unquestioning Obedience (in big bold letters) above all else. And their methods of redeeming evil might turn quite radical. Especially in circumstances which are represented by a high AC or if combined with some civs starting good or otherwise...)

And if you take the neutral Civs into the mix that labels of good and evil totally becomes inept to describe their behavior beyond what side they take in the struggle of the fallen Angels against the One. Since there are quite some civs/leaders there which you might well describe as nicer than some of their good counterparts
(prime example here might be Cassiel of the Grigori vs. Basium of the Mercurians. And the 2 sure don't get along as well.) and some rare leaders which have an even more questionable behavior than some of the "evil" leaders. (Hannah the Irin or to a much lesser degree Valledia the Even (if you are a tool in her schemes or cross her) might be a worse "boss" than Auric, an evil Decius, Faeryl, Sheelba or Mahla provided their underlings are "in-line".)

All that said in the context of a dark world like Erebus some of the appalling actions of the good leaders / civs / religions might make much more sense.
With hordes of demons and undead going around committing wholesale slaughter + some civilizations committing the most appalling of actions (Sheaim and Calabim as well as Doviello under Chardaron might be prime examples) and the world turning to hell dragging their feet nonaction might not be the "best" of values.


Its important to understand that description of good and evil in terms of FFH 2 to get the lore right and understand the context of the Armageddon mechanics and the labels themselves.



Hell spread works as follows if i remember rightly (The hell count for a tile determines if a tile is hell or not and will rise if hell is near and if the needed AC-threshold has been reached. Anything from 1-10 is normal terrain, anything with a hell count from 11-100 is hell terrain):

In Infernal territory the Hell count is always set to 100 each turn. Hell won't enter the game usually until the infernals enter (the Chaos 3 spell Wonder might be another source but that is random and usually unlikely to appear prior to the infernals enter the game. Still possible though. Still another source might be an entropy mana-node flare. Mana flares are random events sometimes if very seldom happening around improved nodes...)
Also the Ashen Veil is spread to infernal cities each turn and they start with it founded should it by some way be removed from their cities.

In non-Infernal territory that belongs to civs which run the ashen veil religion hell will allways spread (so the AC threshold for them is technically 0)

In unowned lands (Barbarians count as owned evil-civ lands for that reckoning) hell will start to spread at AC threshold of 20 (i believe, could be 25 as well)

in evil leaders lands hell will start to spread at a threshold of 40

in neutral leaders lands hell will start to spread at a threshold of 70

good leaders lands are immune from hell spread no matter the AC.

In Mercurian territory i believe the hell count is set to 0 each turn (could err here though. I very seldomly touch them or the infernals either in summoning them or playing them myselves). Also the Ashen Veil religion is purged from Mercurian cities each turn if it should spread to one.

If territory changes the threshold for hell spread will change as well. Tiles above the threshold + hell themselves or with neighboring hell tiles will have their hell count rise. Other tiles will have their hell count fall. non hell tiles with a rising count will eventually turn to hell and hell tiles with a falling count will eventually turn to non-hell territory.
Sanctify (Life 1 spell) will set the count of the tile its used on and all surrounding tiles to 0.
 
Thanks for the information! :)

So what you're basically saying is that for evil civs going for Armageddon is basically like "poisoning the well, but having more tolerance for the poison than the others..." ?

In unowned lands (Barbarians count as owned evil-civ lands for that reckoning) hell will start to spread at AC threshold of 20 (i believe, could be 25 as well)

in evil leaders lands hell will start to spread at a threshold of 40

in neutral leaders lands hell will start to spread at a threshold of 70

good leaders lands are immune from hell spread no matter the AC.


If hell starts to spread earlier in evil lands, does that not mean that evil leaders have more problems with it? Or do they get less penalty from it (or some sort of twisted bonus) ?
 
You're welcome. :)

to the first assumption:
No, its more like drinking a water from a well that grants power but corrupts/poisons the body. While being even more prone to poisoning than everyone else.
(Like some of the events which grant some research in exchange for a rise in AC. Or not having to pay the upkeep but getting all the spoils for conquering but razing lots of cities when you squash a huge rival.)
(Adopting the Ashen Veil would be like taking an antidote against the negative effects of the poison in that analogy.)


(read the flavor text for the arcane techs + the veil-related techs to get the picture what the Veil is like. The Veil is the representation of active "evil" in FFH2.)


The ones who poison the well but are suffering less themselves (or even profit in case of the Infernal and the Mercurians) are the exception even among the evil civs (usually those who actively further armageddon and might even want to do so in-game) and only the Ashen Veil among the 7 religions has this perk (sacrifice the weak civic.).
All others hate hell. (Especially FoL + the Elves since forests get roasted to nothingness by hell. Or non-Veil Calabim because their Vampires rely on big cities which are much harder to maintain in hell... OO should be the religion among the other 6 that suffers the least but the drawbacks are still huge.)


To the second assumption: Generally you are correct. Most exceptions have been mentioned above (there are some others but going to that detail would better be placed in the strategy-subforums.).


Generally spoken the good civs in turn are the most resistant to the effects of Hell and high AC.
But the above exceptions of those actively profiting in the power-graph from a high AC have to be taken into account.
Even the good civs do suffer. Especially from Blight and Armageddon or when a horsemen targets them unprepared (Mercurians are the exception here.)

But we are dipping already into very advanced strategies here.
Nothing for unaccustomed players here. For them preventing the AC from going up as possible might be a good idea.
You'll have to weigh that individually in your game to evaluate if a high AC is worth what you get for / from it. And most civs that profit from Armageddon are highly complex and not reccomended for new players.
Only Orcs and Doviello under Chardaron might be the exception here... But there the difference is not as big as for the other leaders having an advantage of furthering AC rise (and Chardaron is awfully weak.).
Even for Sheaim its easy to get the balance wrong and be hit with something they might not be able to handle.
Playing with the fire is a dangerous game... ;) And Veil is far from the easiest religion to play for precisely that reasons.


Basically if the AC is very high its time to chose sides in the struggle even for the neutral or indirectly evil civs (those running FoL, Esus or OO while being evil before adopting those.).
All out for the One (going with Order even if just for a short time to declare your allegiance in the struggle and switching to Fol, Runes or Empyrean afterwards if you don't like sticking with the order.) or going all out with Agares (going with the Veil and sticking with it for running sacrifice the weak.)
And the game mechanics support that to a certain degree.

The Grigori and Illians are sad dogs here since they can't change their sides due to being Agnostic.
(For the Grigoi its the worst possible outcome of all. Since it basically means the Gods / Angels influence on Erebus has prevailed and the One might come and destroy Erebus by his presence.
For them Altar of the Luonnotar / Human ascension might be the prefered outcome by the lore. As hard as it is to achieve for them in-game compared to other civs. Basically Cassiel might argue he was right all along when Armageddon hits. The Grigori might well be the most active fighters of Armageddon among the neutral civs.
They just don't view the good ones as being much better if the indulge in zealotry like Basium or the Bannor under the Order do. And will as eagerly fight Basiums Angels as they might the demonic hordes provided they come their way.)

The Illians don't suffer that badly because there is no hell-equivalent to Ice. (One could argue that Ice terrain in Erebus is hell terrain since the first uppermost layer of Hell is Mulcarns Vault which is a very cold place and thus not much different from the coldest places of Erebus.)
and thus they don't really suffer from any of the terrain / food-related drawbacks of a high AC. So they ultimately are another civ having less problems with Armageddon even without adopting the Veil. Lorewise Auric might just not care if Armageddon hits thanks to his actions or at least not strongly about pushing things towards it... (and they are another rather complex and unusual civ. Even though the basics in the early game are rather simple.)

Read in the lore forums or in the Civelopedia for more info on the lore side (and the Armageddon Counter is a feature very closely related to the lore of FFH2)
 
Q. I've looked at all the civics and I didn't see one that gets a hammer from fully developed cottages (towns). Is there such a civic? 'cause that would rock on all those flood plains I have.... -darkness

A. NO (only "way" to have a production from cottages is to play the elves, ljosalfar and salvaltar, and build a cottage on a forest/ancient forest. however, the forests/ancient forests mean NO +1 commerce from river)

The way that I get production out of floodplains is through Vitalize. Druids, Archmages, and the FoL hero Yavin can all cast Vitalize if they have the Nature III promotion. Upgrading Floodplains/Desert to Floodplains/Plains gives them one extra :food: and one extra :hammers: for a very productive tile.
 
Well, I won the game with the Lanun. Religious victory for slightly over 50000 points.

2 questions though:

- The Red Dragon: How do you kill it? Just throw a large number of units at him and pray to get lucky? I didn't even try 'cause even my best units got less than 1% chance against him, even with mithril weapons...

- How do you protect yourself against assasins? I lost a pair of heavily promoted archmages against assasins. Can you do anything against them bein picked off that easily. Any promotions particularly helpfull against assasins?

Thanks again! :)
 
Nice job!

The Red Dragon... Yes, you basically need to keep throwing units at it until it dies. Having the Courage spell cast on your units helps get past the fear he has. If you kill him, the city he is guarding has some treasure called The Dragons Horde. I think it provides iron, gold, and gems, but it has been a while since I got it.

Assassins... There are many threads on how to stop this scourage. The intended way is to teach one unit in the stack your mages are in the Guardsmen promotion. This "alerts" the stack that the assassin is there and negates the marksman promotion on the assassin, making the best defender in the stack defend.

Who will you try next? ;)
 
Nice job!

The Red Dragon... Yes, you basically need to keep throwing units at it until it dies. Having the Courage spell cast on your units helps get past the fear he has. If you kill him, the city he is guarding has some treasure called The Dragons Horde. I think it provides iron, gold, and gems, but it has been a while since I got it.

Assassins... There are many threads on how to stop this scourage. The intended way is to teach one unit in the stack your mages are in the Guardsmen promotion. This "alerts" the stack that the assassin is there and negates the marksman promotion on the assassin, making the best defender in the stack defend.

Who will you try next? ;)


Thanks. :)

I'm not entirely sure what I'll try next. Maybe another one of the scenario's or an evil civ...
 
Try the Sidar. You'll love the shades ;)

Or you could always go Ljosalfar/Svartalfar and witness the power of the elves first hand; The Sheaim, to try out their gates and the AC effects; The Amurites to lay waste to Erebus with your army of uber mages, firebows and spellcasting skeletons.
 
about the dragon: use catapults to soften him up first, recon units with the subdue beast promo do wonders as well, or other units with high withdrawal (so they at least do some damage). The first unit you send in against him is toast, thanks to his stone skin (wears off after 1 fight)
 
Back again with new questions... :)

I'm at about turn 280 of my game as Tebryn of the Sheaim. Fun game so far. I made a custom game on an Erebus map, noble level with 8 AI opponents: Falamar, Cassiel, the Sidar, Beeri Bawl, Einion Logos, Sabathiel, Auric and Keelyn.

Start was in a valley with a single open side. Pretty protected. After I built my third city Auric decided it was a good idea to walk through the lands of Einion Logos and Sabathiel to attack me with 3 warriors and 3 scouts. I was able to repel that attack, but then he refused to make peace with me for about 100 turns. Is he always that stubborn?
Then, immediately after, my northern neighbour, Beeri Bawl, decides to attack me. I also repelled that attack. I'm still clueless as to why he attacked (good vs. evil maybe?), because he only had one city but still plenty of room to expand...

Then I built me a Planar Gate in my capital. That got me 2 units so far (a tar demon, which I've stationed to in my third city, at the chokepoint near my borders with Einion and Sabathiel; and a moebius witch.

Then AI civs started dying, probably by Barbarian activity, because I hadn't met either of them yet (I have met the other six). Falamar and Cassiel died in quick succession.

Next I founded Ashen Veil. No other religions had been founded until that point. Curious, since I would've expected Einion Logos to go for Fellowship of Leaves. :confused:

Over the next 30 turns my religion passively spread to all remaining civs except the Sidar, who were killed by Barbarians. Fairly odd, seeing Ashen Veil passively spread to 3 good civs, who all immediately accept it and turn evil...

After that I decided to kill my only northern neighbour (Beeri Bawl, the other 4 are all to my south, and I control the only passage through the mountains). Easy kill, since he still has only one city and I have just built Rosier the Fallen.
Now to my west a huge load of barbarians are massing beyond the mountains (keeping an eye on them with a hunter-hawk), including Orthus and Mokka, and a hell of a lot of frostlings... I found a city on the chokepoint near them too, and garrison it with Rosier, the Moebius witch, an adept and a fair number of Pyre Zombies.

Then I take a look around. I am almost out of expansion space (I can fit one, maybe two, more cities to the north of Beeri Bawl's old capital. To my west are loads of barbarians, and the land to the south is all filled with the 4 remaining AI, all evil. So how to win this? I'm thinking religious, since they all already have one city with Ashen Veil. So I built a lot of savants and start spreading AV to all cities (Auric has 3, Sabathiel has 5, Einion has 5 and Keelyn has 4). All my own cities (9 total) also have AV. Then all known AI cities have AV, but it's only at 60%.

What happens next is that Hyborem suddenly comes into existence, and now I am confused.

So after this long story, here are the questions:

1 - Do barbarian cities count for the worlds' population (are they included for the victory conditions?) ? Because that's the only explanation I can come up with, as all known AI cities have AV, but it's only at 60%...

2 - When does Hyborem spawn ? I assumed you had to build some kind of Wonder for that (like with Basium and the Mercurian Gate), but now I'm thinking he comes into existance when you research Infernal Pact. Maybe I should've read the manual and the civilopedia better... :blush:
 
1. The cities can have many religions, be sure AV is the only one in all the cities of your opponents and yours (i can remember barbarians cities don't count...not sure). So u have to remove the non-AV from all the cities u can.

2. U got it, Hyborem appears when infernal pact is discovered for the first time.
 
I suggest you get flavourmod and soften peak percentage chances a bit if you want to play Erebus mapscript. it's great, but on default it gives too many peaks imho, and the AI can't cope with it well. latest version of flavourmod also not only gives flavour starts, but also makes them more or less balanced. sure, if you start in the middle of a huge deserts it still sucks, but that's when you beeline elementalism, or message from the deep and KotE to spring it all to plains ;)
 
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