First time FfH2 player -> Need help...

Playing a prince level game as the Luchuirp now, but what does the Luchuirp world spell do? Something about a golden hammer in each city? And then I can pick up that hammer with a unit for an extra "strength point"?
 
Playing a prince level game as the Luchuirp now, but what does the Luchuirp world spell do? Something about a golden hammer in each city? And then I can pick up that hammer with a unit for an extra "strength point"?

Yes, or you can settle it in a city to get an engineer there.
 
Playing a prince level game as the Luchuirp now, but what does the Luchuirp world spell do? Something about a golden hammer in each city? And then I can pick up that hammer with a unit for an extra "strength point"?

They are similar to ther equipment (like Orthus' axe) in that they give a strength point to the holder (e.g. a copper axeman goes from 5:strength: -> 6:strength: when carrying a golden hammer). They can also 'join' a city, giving you a free engineer specialist. This is particularly nice, because then you get Great Engineer GP which is hard to get in the early game. One common strategy is to use cheap expendible units to carry all the hammers to one production city (usually the capital) and either delete the units, or in the case of disciples or Soldiers of Kilmorph, use their special ability (spread religion, culture, or hammers). In either case, the unit drops the hammer, and you can settle all the hammers in one city, giving quite a boost to production and GPP.
 
They are similar to ther equipment (like Orthus' axe) in that they give a strength point to the holder (e.g. a copper axeman goes from 5:strength: -> 6:strength: when carrying a golden hammer). They can also 'join' a city, giving you a free engineer specialist. This is particularly nice, because then you get Great Engineer GP which is hard to get in the early game. One common strategy is to use cheap expendible units to carry all the hammers to one production city (usually the capital) and either delete the units, or in the case of disciples or Soldiers of Kilmorph, use their special ability (spread religion, culture, or hammers). In either case, the unit drops the hammer, and you can settle all the hammers in one city, giving quite a boost to production and GPP.

Imagine stacking the engineers in a god king capital :D
It's so good its almost exploitative...
 
it is exploitative, why do you think a picked up hammer can't be directly settled?

About the Luchiurp: their main strenght comes from their golems. I'd recommend getting barnaxus up to combat 5 against barbarians ASAP, so all your golems get empower 5. After that (and grabbing wood golems for protection), head down the magic line a bit. Luchiurp adepts with enchantment 1 can cast repair, "healing" all the golems and siege equipment in the stack. A bit further down is a building (blasting workshop or something) which gives all golems built in a city with that building the ability to throw fireballs. This makes larger golem stacks all but unstoppable, since they don't have the low strenght that most mages have. Add a few adepts (which can still be targetted by assassins, so a bit of caution here) and start a global rampage.
 
New question:

Currently playing a monarch level game on an Erebuscontinents map as Keelyn. Aiming for cultural victory. At what point (which tech) should I stop researching and set the sliders to as much culture as possible ? Which are the techs I really need to have ?
 
Blasting Workshops are at Sorcery now, but you will still need Elementalism to get the fire mana.
 
Why would anyone go for a cultural victory? I never allow them, so I have no clue how best to achieve one.
 
Cultural victory needs 3 cities with 50000 :culture:. You should build as many wonders as possible, preferably split them between 3 cities, but this is quite difficult. The Lyre is a movable wonder, so it is a must built and then transfered to any of the 3 cities demanding it.
Bards is a must. Liberty is very helpful. Just switch to liberty and put as many bards in these 3 cities as possible.
Turning the slider for culture to max is only good when
a) You can afford it
b) You have at least 1 city with 50000 :culture:

I also use the disciple method:
Have as many of your cities as possible create FoL,RoK,Order disciples and move them to the city you need to boost.
Create the work.

+20 :culture: x Number of Disciples can be very helpful in a timespan of 20-30 turns.

Last, but not least, use Great Bards in the cities you expect to be more difficult to reach 50000 :culture:.
+4000 :culture: can speed up the victory nicely.
 
Why would anyone go for a cultural victory? I never allow them, so I have no clue how best to achieve one.

Gotta try everything once... :)

Got a cultural win in 525 turns. Probably pretty bad, but I'll take it.

Popped 7 great bards, that was really helpful. Running liberty and having 5 temples in all 3 culture cities also helped a lot.
 
New game, new observation:

Who do you guys/girls think is the best leader to spawn Hyborem quickly?

I started a game as Hannah the Irin last night at monarch level and with her financial trait and a decent start on the coast she can generate loads of commerce in the early game. And commerce is really the top priority for spawning Hyborem. I was actually looking at turn 120 or so (which I thought was pretty good) but then the Illians cast stasis... :( So then I thought why not delay it a bit more and use this great economy of Hannah's to get all the worker techs before I spawn Hyborem, so eventually I spawned him around turn 165-170. I found myself right next to the Khazad, whose 4 cities are now Infernal (15 turns later). I now share a border with the Sheaim. :D
 
New game, new observation:

Who do you guys/girls think is the best leader to spawn Hyborem quickly?

I started a game as Hannah the Irin last night at monarch level and with her financial trait and a decent start on the coast she can generate loads of commerce in the early game. And commerce is really the top priority for spawning Hyborem. I was actually looking at turn 120 or so (which I thought was pretty good) but then the Illians cast stasis... :( So then I thought why not delay it a bit more and use this great economy of Hannah's to get all the worker techs before I spawn Hyborem, so eventually I spawned him around turn 165-170. I found myself right next to the Khazad, whose 4 cities are now Infernal (15 turns later). I now share a border with the Sheaim. :D

Turned out to be a fun game. I got a conquest win in turn 310 or so, after the four horsemen had totally destroyed the Illians, the Bannor and the Elohim, while I killed the Shaeim, the Sidar and the Lanun. And in three last turns I killed all 4 horsemen, just for the fun of it. :)
 
definitely try Hippus. Hippus are the best. They are pretty straightforward, great at war, and you almost need only to focus on cavalry technologies.
 
But I think I am going to add a popup screen for the first game that talks about different teching strategies, explorable lairs and points new users to the concepts section of the pedia.

Now, that would be really helpful. Or even a tutorial.
 
@Ignorant Teacher: The screen is already in, but if you've already played a game it doesn't show anymore.
 
Well I would prefer a tutorial that you could turn off at the player option screen ( like final frontier ) - with every concept only displayed once every game the tutorial is active. Maybe have a "don't show this particular screen again" or something. But it would be quite an effort to make it good. Whoever makes it could use the final frontier base code for it though.
 
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