Frequently Asked Questions

I will try reinstalling ffh, I guess. The problem started occurring after updating to 3.17 (and moving to the latest ffh patch). In my current game , I am on a continent with 4 AIs, all connected by roads (and the only one that says it is not connected by trade network -- info window -- is the one I am at war with (even though there are roads everywhere, ie, I am connected to their last remaining city). I have "no tech brokering on". But that shouldn't affect resources.
 
By which event Mary Morbus will appear? Who can help? In the civilopedia this topic is missing.
 
In the options menu of .2x a point was, to change the random counter for an effect each time when reloading. This option I now miss. Or have I overlooked it?
 
General
Q: Where are all the animals? It's hard to find them around sometimes.
A: Animals stop spawning after there are a certain number of cities per civ in the world. They can often be found in isolated areas, especially near lairs, dens and ruins. The Nature's Revolt ritual ...
In many games in the .2x version, I only once had the luck to be able to build the Grand Menagerie because in most games there was a lack of (even) one gorilla. When finally getting the animal capture promotion, most animals were gone. Sometimes not even wolves were common. I remember in .23 we once had by far too many wolves.

How is this now (.32l) balanced?
 
On Mary: You need an alchemists lab now. But its a seldom event (haven't witnessed it until now...)

On options: Try: New random seed on reload. Should be there.


On Animals: The Menagerie is still hard to build early. But there is a hunters event now from time to time (appears twice in three games on average in my experience) where you can buy an animal for caging / fighting (taking a gorilla makes most sense usually for trying to get ). tigers can be gained by FoL priests which can summon them as they once could in the light-phase.
bears, wolves and lions are not all that hard to get usually. As are spiders and elephants.
Hence its realistic to get the menagerie from time to time if you really aim for it (aka: beeline animal husbandry). Early is still very hard though and requires a lot of luck.

On Duin: Its a chance now only (25% for the Baron i belive. Lower for the other wolves depending on type. Stronger ones having a higher shance.). They are not capped now though (so if you have 10 or 20 Wolves its still easy or in fact even easier then with few Wolves). Still takes much more time to amass a solid ammount of weres. Moping up barbs with the baron for it recommended.
 
i noticed that some of the civs in my game couldn't research some tier I religious techs (not the ones requiring state religion)
ie, one neutral civ, sidar, can't research order or veil (it's redded out for them, I checked in WB to make sure)
i'm neutral, having started good but converted to OO, and I can research both
so what's the rule here? can't find it documented anywhere
 
On Animals: The Menagerie is still hard to build early. But there is a hunters event now from time to time (appears twice in three games on average in my experience) where you can buy an animal for caging / fighting (taking a gorilla makes most sense usually for trying to get ). tigers can be gained by FoL priests which can summon them as they once could in the light-phase.
bears, wolves and lions are not all that hard to get usually. As are spiders and elephants.
Hence its realistic to get the menagerie from time to time if you really aim for it (aka: beeline animal husbandry). Early is still very hard though and requires a lot of luck.

On Duin: Its a chance now only (25% for the Baron i belive. Lower for the other wolves depending on type. Stronger ones having a higher shance.). They are not capped now though (so if you have 10 or 20 Wolves its still easy or in fact even easier then with few Wolves). Still takes much more time to amass a solid ammount of weres. Moping up barbs with the baron for it recommended.

I had good luck related to what Blackmantle wrote in my last game. I had the Tiger, Bear, Wolf, and Lion, but no Gorilla to be found. As stated, you can pretty much forget about Animals except for Bears (tons of 'em!) and a few Elephants once the barb Warriors, Goblins, and Lizardmen show up. I did get that Hunter's Event, grabbed the Gorilla, and built the Grand Menagerie. Just luck really. If I recall, I also think I popped Animal Husbandry from a goodie hut in that game too - once a Scout gets that subdue animal promotion, he has very good odds on capturing Animals (except Elephants).

One thing to keep in mind with the Baron...if you do manage to create a Ravenous Werewolf from killing another living unit, you have to act quickly. That baby werewolf will have the Enraged promotion and, it has been my experience, that they quickly turn barbarian on you unless you:

a. Use the Loyalty spell on it or

b. Defeat another unit to become a Blooded Werewolf.

I find 'b' can be difficult sometimes, so I make a point of having an Adept with Law I with the Baron and his crew at all times.

One slightly aggravating thing that seems to come up now in this version is when one of my werewolves is attacked, a Ravenous Werewolf is created, but goes barbarian before you have a chance to do 'a' or 'b.':(
 
i noticed that some of the civs in my game couldn't research some tier I religious techs (not the ones requiring state religion)
ie, one neutral civ, sidar, can't research order or veil (it's redded out for them, I checked in WB to make sure)
i'm neutral, having started good but converted to OO, and I can research both
so what's the rule here? can't find it documented anywhere

a few things to check here:
1. order and veil require some more advanced techs than OO, FoL and RoK. Did they have all the required techs?
2. Were you using any modmods? Sto's alignment options mod for example can prevent civs from using certain alignment switching religions.
3. Were you using unrestricted leaders, or random leader behaviour? Agnostic leaders can't research religious techs, and Auric ulvin's leader behaviour is hardcoded never to research (or be able to research) a religious tech.

Other than that, i wouldn't know. With a normal game, they should be able to research those religions just fine.
 
1. they did have the prereqs
2. no, clean 0.32l here
3. no

the only non-standard options are aggressive AI, "living world" (double the events), city flipping after conquest, and no tech brokering

I went into wb, and found that all good civs have veil and OO redded out
all neutral civs - order and veil
and all evil civs - runes and order
except for me, I can research what I want
Kuriotates even converted to OO when it spread to them, and were neutral for a while
I didn't notice this back then, so I don't know if the OO tech was redded out for them then, but it is now that they are order
 
could be a way for the team to prevent civs from going to religions which thematically (and/or gameplaywise) don't fit. Once they convert to one of those religions though, does the limit change, or does it go away?
 
How are you seeing things as "redded out" precisely? In Worldbuilder you can give anyone absoluetley any tech. It is impossible to NOT be allowed to. You can even give everyone NEVER and Seafaring if you wanted to.

Do you mean in a trade window maybe? Were they just refusing to trade with you?
 
if you go to WB and click f6, you can see the science advisor for any civ you want, they have the tech redded out in the tree, they can't research it (the techs that found the religion, not the subsequent ones that require that you adopt the religion)

demus, I guess you're right, that would make sense
i don't know for sure what happens if they convert, it would make sense if that allowed to research the tech
i missed the situation where a civ converted and changed its alignment and don't have the saves from that time, so I can't check
if you're right, it's strange that it's not documented anywhere, afaik
 
Awesome. I'd never even tried to hit the F keys in Worldbuilder mode before.

Anyway, the reason for it all is in Python, CvGameUtils.py
Code:
	def cannotResearch(self,argsList):
		ePlayer = argsList[0]
		eTech = argsList[1]
		bTrade = argsList[2]
		pPlayer = gc.getPlayer(ePlayer)

		if eTech == gc.getInfoTypeForString('TECH_ORDERS_FROM_HEAVEN'):
			if gc.getGame().isOption(GameOptionTypes.GAMEOPTION_NO_RELIGION_1):
				return True
			if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_AGNOSTIC')):
				return True
			if pPlayer.isHuman() == False:
				if pPlayer.getAlignment() != gc.getInfoTypeForString('ALIGNMENT_GOOD'):
					return True
		if eTech == gc.getInfoTypeForString('TECH_WAY_OF_THE_EARTHMOTHER'):
			if gc.getGame().isOption(GameOptionTypes.GAMEOPTION_NO_RELIGION_3):
				return True
			if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_AGNOSTIC')):
				return True
			if pPlayer.isHuman() == False:
				if pPlayer.getAlignment() == gc.getInfoTypeForString('ALIGNMENT_EVIL'):
					return True
		if eTech == gc.getInfoTypeForString('TECH_WAY_OF_THE_FORESTS'):
			if gc.getGame().isOption(GameOptionTypes.GAMEOPTION_NO_RELIGION_0):
				return True
			if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_AGNOSTIC')):
				return True
		if eTech == gc.getInfoTypeForString('TECH_MESSAGE_FROM_THE_DEEP'):
			if gc.getGame().isOption(GameOptionTypes.GAMEOPTION_NO_RELIGION_2):
				return True
			if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_AGNOSTIC')):
				return True
			if pPlayer.isHuman() == False:
				if pPlayer.getAlignment() == gc.getInfoTypeForString('ALIGNMENT_GOOD'):
					return True
		if eTech == gc.getInfoTypeForString('TECH_CORRUPTION_OF_SPIRIT'):
			if gc.getGame().isOption(GameOptionTypes.GAMEOPTION_NO_RELIGION_4):
				return True
			if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_AGNOSTIC')):
				return True
			if pPlayer.isHuman() == False:
				if pPlayer.getAlignment() != gc.getInfoTypeForString('ALIGNMENT_EVIL'):
					return True
		if eTech == gc.getInfoTypeForString('TECH_WAY_OF_THE_WISE'):
			if pPlayer.isHuman() == False:
				if pPlayer.getAlignment() == gc.getInfoTypeForString('ALIGNMENT_EVIL'):
					return True
		if eTech == gc.getInfoTypeForString('TECH_WAY_OF_THE_WICKED'):
			if pPlayer.isHuman() == False:
				if pPlayer.getAlignment() == gc.getInfoTypeForString('ALIGNMENT_GOOD'):
					return True
		if eTech == gc.getInfoTypeForString('TECH_HONOR'):
			if gc.getGame().isOption(GameOptionTypes.GAMEOPTION_NO_RELIGION_5):
				return True
			if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_AGNOSTIC')):
				return True
			if pPlayer.isHuman() == False:
				if pPlayer.getAlignment() == gc.getInfoTypeForString('ALIGNMENT_EVIL'):
					return True
		if eTech == gc.getInfoTypeForString('TECH_DECEPTION'):
			if gc.getGame().isOption(GameOptionTypes.GAMEOPTION_NO_RELIGION_6):
				return True
			if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_AGNOSTIC')):
				return True
			if pPlayer.isHuman() == False:
				if pPlayer.getAlignment() == gc.getInfoTypeForString('ALIGNMENT_GOOD'):
					return True

		if eTech == gc.getInfoTypeForString('TECH_SEAFARING'):
			if pPlayer.getCivilizationType() != gc.getInfoTypeForString('CIVILIZATION_LANUN'):
				return True

		return False

To translate, for each religion you are not allowed to research it if the gameoption to disable that religion was selected, if you are Agnostic, or if you are an AI and it would result in your alignment changing.
 
On options: Try: New random seed on reload. Should be there.
I had a second close look: I did not find it in the options menu, either in the left or right row. Maybe I am too old, but in my German version I really do not find it. So please help an blindfolded Austrian in detail. Thanks to Northern Germans!

(not audio, not graphics, not div.)
 
I had good luck related to what Blackmantle wrote in my last game. I had the Tiger, Bear, Wolf, and Lion, but no Gorilla to be found. As stated, you can pretty much forget about Animals except for Bears (tons of 'em!) and a few Elephants once the barb Warriors, Goblins, and Lizardmen show up. I did get that Hunter's Event, grabbed the Gorilla, and built the Grand Menagerie. Just luck really. If I recall, I also think I popped Animal Husbandry from a goodie hut in that game too - once a Scout gets that subdue animal promotion, he has very good odds on capturing Animals (except Elephants).
Remember the wolves plague in .22?
I now rarely find any wolves. Almost never gorillas despite the fact that I like them.
 
One thing to keep in mind with the Baron...if you do manage to create a Ravenous Werewolf from killing another living unit, you have to act quickly. That baby werewolf will have the Enraged promotion and, it has been my experience, that they quickly turn barbarian on you unless you.
Till now I never had the chance to get a single werewolf.

This sounds nasty as an adept has a different moving speed than Duin.

In .2x I had different "young" werewolves: Some with movement 2, most with only 1. Do you know the reason why? It seemed to be independant from the victim's movement before.
 
Ravenous Werewolves are 2 movement. After they've fed they turn into Blooded Werewolves who are only 1 movement but stronger (and they won't abandon you).
 
More accurately, all werewolves (including ravenous ones) have one movement, but the Ravenous Werewolves start with the Enraged Promotion. This promotion gives them +1 movement, and (in pre-BtS versions) +40% on the attack and -40% on the defense. I believe it could randomly wear off before the move to BtS, and that it was also removed when the ravenous werewolf became a blooded werewolf.
 
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