Frequently Asked Questions

Mmm, you're right. Compared to vanilla Civ4, FFH does have a dearth of very early game wonders that contribute great prophet points. The best thing I can suggest is if you manage to found a religion. Build a temple and assign a priest, since the first great person comes quite quickly. If you then build the shrine, that'll allow you to assign two more priests, which should be enough to get you going. OO is particularly good for this, since its shrine directly contributes GPP too.

Other than that, you basically have to just hope to get lucky with an event. The Amathaon/Ceridwen constellation events give a great prophet to good or evil leaders respectively in exchange for a modest sum of gold. There's also the holy child event which can give a great prophet to OO civs, although that event is non-repeatable.
 
Most civs can build the Pagan Temple, which will allow you to get started on the process (by assigning a Priest specialist) before even founding a religion.
 
You're right, of course. The reason I was suggesting founding a religion was for the shrine, since that'll get you a total of four priests (2 shrine, 1 pagan temple, 1 religion temple), which will let you churn out absurd numbers of prophets. Granted this does require you to both found the religion and get a prophet from somewhere to build the shrine in the first place, whereas you could just spend the first prophet on making a start on the altar and get extra priests from there. But since the shrine gives lots of other benefits, I think it's a more efficient strategy to aim for, where possible.
 
I had just played a game and found something I don't understand.
There was a barbarian city that had a white star at the place where the religions are normaly shown.
What ist that star?
 
The symbol for Order might look like a white star, but Order in a barbarians city would be a rare occurrence. Can you post a screenshot of that city?
 
Isn't the white star put on cities that build the Winter Palace (as well as the Summer Palace)?
Yeah, it's a marker of a secondary capital - same as for the Forbidden Palace and Versailles in the unmodded game. Though why the barbarians would be building secondary palaces I have no idea. Secondary palaces would do absolutely no good for them, since as far as I'm aware each barbarian city works independently of the others (hence the whole idea of them not being a single coherent nation).
 
Can someone describe me how a Bizzard moves, when it is casted. And what effects it causes and how long they work.
 
Blizzards are summoned by the Illian Ritual "The Deepening" and are randomly spawned throughout the map. They do not move unless a Priest of the White Hand casts the appropriate spell to move it. When it does move, it moves a single square (I believe) and turns the tile to tundra.
 
Blizzards are summoned by the Illian Ritual "The Deepening" and are randomly spawned throughout the map. They do not move unless a Priest of the White Hand casts the appropriate spell to move it. When it does move, it moves a single square (I believe) and turns the tile to tundra.

So it does not move by itself and doesn't turn the tile into snow, right?:huh:
 
1. No, I haven't built it (I'm almost researching smelting, not to mention other arcane technologies!).
2. The Tower of Alteration grants -20% to enemy's magic resistance, not +20%!
 
The Tower of Alteration give -20% to enemy resistance and +20% to your resistance. If your other units are showing +20%, then that would be a good indication that you got the Tower somehow. If you haven't built it, then I cannot account for the extra +20%. Are you playing base FfH2 0.41m?
 
This is FFH2 0.41m without any other modmods. Other units don't show this.

Only for clarification: Having the 'Puppet' race makes you 20% harder to successfully cast spells which may damage or debuff enemies, doesn't it? The exact opposite is if I have Metamagic I/II/III, which lowers enemy's magic resistance when I cast spells.
At least this is what I have understood. Am I wrong?
 
Please forgive my confusion. I'm sick, and it's obviously affecting my comprehension. I misread your screenshot, and then misread the 'pedia entry for Puppet on my system when I checked it.

You are correct, this value in question is not +friendly spell resistance as a bonus but rather +enemy spell resistance as a penalty. The Puppet promotion provides +20% to enemy resistance. On my system in a new game, I dropped in a Balseraph Adept and summoned a Puppet - it only shows +20% as expected.

I'm not aware of any way to increase that number, but something is causing it. Maybe an opponent has build the Tower of Alteration, and for some reason the increase in enemy spell resistance is being added in as part of the calculation when that line is displayed in the unit stats. That would be very odd, if it is the cause. Of course I'm just guessing at this point. Edit: That's not the cause, just added Tower of Alteration to one, and then all, of my opponents in a new game and there was no change to that resistance number.

Further Edit: Okay, I was using Perpentach before (who starts with Arcane) and the Potency promotion was affecting the number displayed. With Keelyn, at the start of a new game, Puppets show +40% enemy resistance. With Perpentach (and Potency), Puppets show +20% enemy resistance - which is odd becuase Potency is only supposed to reduce enemy resistance by 10%, not 20%. Both the +20% from Puppet and the -10% from Potency appear to be being doubled for some reason. It's either a text error or an actual bug. I'd suggest reporting it in the bug thread.
 
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