Frequently Asked Questions

Lol... in FFH you get alot of bad promotions. A few (like weak, etc.) can't be removed (or at least, I don't know of any method to remove them)

That said, enraged cannot be removed.

Loyalty, the Law I spell, reduces the effects of Enraged / Crazed (A unit with Loyalty will die before it gets converted), but otherwise, the best thing to do is send it to a person you don't like, and let it sit outside one of thier weakly defended cities. I did that with a lizardman once.

Unfortunatly, it doesn't ALWAYS work... in my case, the lizardman traversed half-way across the continent, and ended up invading me. Nonetheless, it made the game interesting, especially when his 'brother' ended up being the one that gave the fatal blow (The lizardmen came from the dwarven mine, whom I choose all the time, unless I am playing a hilly map... 2 movement is MUCH better for scouting...)


Whatever you do DON'T SACRIFICE HIM TO A FLESH GOLEM.

[Edit]Sorry... I *totally* stuffed up (Again, I only recently moved to 0.40y, so bare with me.

Crazed now gives control of the unit to the AI, but now loses the barbarian chance. As a result, no. There is no way to remove the Enraged promotion, and there is no way to minimise any harm done by the crazed unit. Not that a crazed unit can do much if you are at peace with everyone...

Ultimately, crazed is now much less damaging, but also much less exploitable...[/Edit]
 
Just to see my Trophy Hall crowded, i'm trying all the victories.
After the easy Dom and Conquest, i just finished a Monarch Culture.

The question:
Time: works like in usual BtS? same turns?
Score: what is it? a variant of time?
 
Just to see my Trophy Hall crowded, i'm trying all the victories.
After the easy Dom and Conquest, i just finished a Monarch Culture.

The question:
Time: works like in usual BtS? same turns?
Score: what is it? a variant of time?

I have been told that Time is unwinable for the moment. No such victory exists.
Score is the normal score victory.
 
I have been told that Time is unwinable for the moment. No such victory exists.
Score is the normal score victory.
Thanks for your answer, but i never seen a score victory.

In Time the highest score (in game) wins.
I know very well (i'm a Quattromaster) the VCs in CIV, score doesn't exist.

not clear
???
 
Thanks for your answer, but i never seen a score victory.

In Time the highest score (in game) wins.
I know very well (i'm a Quattromaster) the VCs in CIV, score doesn't exist.

not clear
???

Alright, then, just think about it the other way around... :lol: Anyway, one of them is impossible to get. IIRC there is a thread about what Trophies you have. A search should reveal more. Everything is explained there.
 
Thunder is right, but I think backwards. One of them is the "highest score at the end of the time limit" and the other doesn't work outside of scenarios designed to use it.
the "highest score at the end of the time limit" gives you the Time Victory.
Score means nothing itself.
Usually a Time victory gives you a low score, compared to a milked Domination Victory.

How do you milk? You stay right behind the Dom limit (4-5%), grow your population and research, then you conquer a couple cities to reach dom.
You don't have to take too long, or the score won't be too high.
Usually this kind of game is played on Pangea, or some All-Land maps.

I suggest to remove the Score from the Trophy Hall.
 
Ultimately, crazed is now much less damaging, but also much less exploitable...[/Edit]

It's not really damaging because nearly all my crazed units are on my main island running around with nothing to do. I found out that even killing them does not remove crazed- the ones who still have blood of the phoenix end up re-born in my capital still crazed...
 
That is a feature. Crusade blocks Workers, Workboats, Settlers, Markets, Monuments, Moneychangers, Theatres, Aqueducts, Public Baths, Herbalists, Carnivals, Courthouses, Gambling Houses, Granaries, Smokehouses, Libraries, Harbours, Alchemy Labs, and the Deruptus Brewing House.

When the Bannor go into total war mode, they don't have time or the civilian manpower to focus on anything but fighting and winning their crusade.
 
The workboat one seems like quite a penalty. That is, by the time Crusade happens, the odds are they have a couple workers, so if the war results in the destruction of an improvement, fine, it can be rebuilt. But if a seafood resource is pillaged, they lose the food, have no way to get it back, have no way to build something else to help with the health, etc. It just seems a little bit of a disproporitionate impact, especially since they can build other boats.

Perhaps at war time, Bannor Galleys should have the ability to build workboat resources?
 
Perhaps at war time, Bannor Galleys should have the ability to build workboat resources?
That then makes Galleys overpowered, unless they disappear when creating the fishing boats.
 
Just curious- was playing a game and had the Calabim with ashen veil as AI.

At one point I noticed most of their cities had this glowing ball in them that I could see even through the fog of war. What building causes that?
 
Just curious- was playing a game and had the Calabim with ashen veil as AI.

At one point I noticed most of their cities had this glowing ball in them that I could see even through the fog of war. What building causes that?

Probably Inspiration, the Mind I spell, castable by adepts.
It creates a temporary building in the city that adds research and Sage GPP. It disappears if the Adept (or higher) that is casting it (without someone else who can cast it staying behind) moves from the city. It creates that "ball of light" you're talking about.

There's another spell that also causes it. I think it's Hope, the Spirit II spell - someone correct me if I'm wrong. If you like magics, I personally think it's always a good idea to get at least one Mind and Spirit mana, and have a mage in every city, just to have Hope and Inspiration running. It is, of course, also good to have when the enemy shows up at your doorstep. :)
 
If they were running aristocracy, it was probably Hope, castable from Royal Guards only obtainable while in that civic.
It's identical to the mage version, but the ai won't need to get the mana & upgrade an adept & properly promote it to use the spell if they can do it with the RG unit.
(And Calabim like aristocracy, so I garuntee that was it.)
 
Hi, got a question here.

In civ4 bts forts act like ports. Is it possible to get a resource from an island that cant have a city built on it in FfH2?
 
What does Hope do? Are there any other nonmagical units other than Royal Guards that can cast it?
 
The Hope Spell adds the Hope Building to the city, which remains so long as a potential caster is in the city.

The Hope Building applies the Courage promotion to units in the city, grants +1 :), and +4 :culture:.
 
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