Great game!

Schmoe

Warlord
Joined
Dec 8, 2006
Messages
143
I'm fairly new to Civ IV, and especially to Fall from Heaven. I got Civ IV about a month ago, and have played 4-5 games to this point. I don't consider myself a great player, but I love the strategy. Just last week, I found out about the FfH mod. Here I should say that the mod looks awesome. I cut my teeth on Master of Magic, and the blend of fantasy and strategy is irresistable. Nothing is better than training an army of giants and swordsmen, researching new spells, and dominating the world. It plays to my alter ego :)

So, after an aborted attempt at a FfH game that only lasted about 20 turns, I decided to start a game as Doviello. As someone who previously played Warhammer Fantasy and had a Chaos army, the beastmen made me smile. I could just imagine my unstoppable hordes multiplying in the frozen wastes and then sweeping across the face of the earth in a campaign of pillage and destruction. It would be glorious! It would also be challenging, as my normal playstyle is more along the builder lines.

So I started the game, and immediately things looked a little... different. A granary only gave me 20% of food savings, and it would take me 120 turns! Researching even the cheapest tech would take over 20 turns! And that tech tree. Holy cow, that's a broad tree. How do you decide where to start? Hmm, apparently this would be more of a challenge than I thought. I decided that scouting and such would be good in the early days of the game, so I set about building scouts, workers, and a few beastmen for protection. I had raging barbarians turned on, so I figured I'd be happy to have the extra muscle.

Things progressed well as I slowly built up my fiefdom and explored the world around me. The key word in that sentence was slowly. Everything was taking so long, and I had a growing fear that I was quickly falling behind the rest of the world. I double checked my settings to verify that yes, indeed, I was on normal speed (what I always play on). Hrrm. Well, I figured, I guess I would just have to roll over my opponents with a wave of hairy beastflesh, before they could pull too far away.

I had found a couple of my victims in the meantime. I was on the south end of a large continent, but separated from the main landmass by an isthmus of sorts that was 5-6 tiles wide. Just north of the isthmus was Dain the Caswallan of the Amurite. Bordering him to the northwest was Hyborem of the Infernal, and beyond Hyborem was Sabathiel of the Bannor. In the far southwest of the continent was Os-Gabella of the Sheaim, while the eastern half of the continent, separated by another isthmus, was Hannah the Irin of the Lanun. I hadn't researched enough to trade with anyone, and I had no way of knowing how far ahead of me my victims were, so I focused on researching military and construction technologies and completing my exploration of our continent.

My hunters worked hard killing barbarians and uncovering new lands. Along the way I captured a tiger. Neat! My tiger feasted on orcflesh for a while before wandering into Amurite lands, swallowing a worker, and being cut down by the Amurites' swift response. Ah well. That was just the first of what I was sure would be many slain beastmen on the road to the glory of chaos.

I raced a settler onto the isthmus protecting me from the rest of the world and settled it, providing a buffer that would keep my war machine safe from prying eyes. Open borders were closed, and I set about the business of warmaking.

I built up what I felt was a respectable army of roughly 10-12 beastmen and 2-3 axemen. About this time, I had trained my first witch doctor. I had no idea how magic worked, but I figured no respectable general sends his beastmen into battle without some voodoo to incite their rage. My witch doctor joined the army, and at about turn 150 the horns of war sounded. Beastmen marched to the tune of mighty drums, and within 25 turns, the Amurite civilization had been destroyed. I kept the capitol and razed the rest. Although I had been expecting some fierce resistance, the most heavily defended city had only a hunter and 3 warriors. Pah. They were barely enough to keep the troops fed.

The rest of the world stood calmly by and watched the destruction of the Armanites. That Bannor worm, although he claimed to be annoyed, even offered to trade valuable resources to keep the beastman horde happy. The Lanun empire, as well, pitched in to support the cause. Their foolishness would keep the Doviello working hard until we could march into their lands and seize the resources for ourselves.

During the war, the plunder from Amurite lands was pouring into shadowy libraries and observatories. Sometime during the Amurite genocide, a witch doctor's ritual summoned the first of the Octopus Overlords from the briny seas.

Meanwhile, the war machine had still been cranking. With nothing more useful to produce, troops were marching endlessly out of the cities. By the time the last Amurite scream ended, a new army was ready, with the dread silhouette of skull catapults towering overhead. The question now was, where to direct the hordes? To the west were the dangerous Infernal, and beyond them were our puppets the Bannor and the mysterious Sheaim. To the east were the pliable Lanun.

It was tempting to strike into the Infernal heart and rip it out, then march on Sheaim to steal their secrets. That would leave the Doviello hordes with two dupes who could be easily crushed. That plan had two problems, however. First, the Bannor were growing more annoyed with our campaign of bloodshed, and they were settling aggressively around the northern border of the Infernal lands. I could not guarantee their docile compliance, and a strike by the Bannor could badly flank my supply chain and leave the hordes exposed. Even if I destroyed the Infernal, I could easily find myself battling both the Sheaim and Bannor at the same time. Furthermore, although the Lanun were tame for now, they sat at what would be the rear of a western campaign, and it would be a trifle for them to put a knife in my back. It was decided. The Lanun blood would be spilled back into the seas from which they came.

Catapults creaked and witch doctors chanted. The rumble of footsteps shook the earth as the armies marched east. Meanwhile, a settler moved to establish a fortress near the Infernal border, better to keep a close eye on the Demons and provide an additional buffer should they prove hostile. The war lasted perhaps 40 years, but finally the last of the Lanun was served to the troops. The beastmen kept the capitol and one other choice prize for their own, and the rest were razed. As the veterans of the Lanun campaign returned to the west, I rubbed my hands in anticipation. The stage was set. Four full armies of beastmen, axemen, witch doctors, and catapults were prepared to sweep west, destroying everything in their path. It mattered little that, by now, the Doviello economy depended on their warmaking ways. Destruction and chaos was their natural state of being, and they would have done so even without my whip.

I had recently seized the only source of iron on the entire eastern half of the continent from the Bannor, and my armies had never been so strong. The hunters' ravens told me that the strongest Infernal defenders were simple hellhounds. "Ha," I thought, "their defeat will be swift."

The first of the sinister cultists moved into the fortress I had established earlier near Infernal borders. This was the staging ground for reinforcements, and their the cultists set about mutating fresh batches of reinforcements for the front lines, while the main armies moved west in a wave stretching from the northern seas to the southern shores. Within 10 turns three mighty Infernal cities lay in ruins with Demon corpses strewn about, and the iron city of Dis was under seige.

Which brings me to where I am now. It's roughly turn 240. I've conquered over 1/2 of the world. I have a score of about 1500 and my closest competitor is at about 500. I'm churning out iron-reinforced beastmen and axemen by the dozen, supported by skull catapults, witch doctors, and cultists. The strongest enemy troop I've seen has been a hellhound or an imp, neither of which could beat a single beastman in one-on-one combat, and my troops outnumber my opponents' by at least 2:1. My win is, I believe, inevitable.

With nothing very useful to build in my cities, and all the buildings taking so very long to build, I've stuck to pretty much (Obelisk, Forge, Elder's Council) in each city, with a few getting a Temple of the Overlord, and the odd Hunter's Tent or Seige Workshop. I've built at least one of most of the buildings just to see how much it does, though. I've only built one wonder (the Angkor Wat-like wonder), although I was beaten to Pact of the Nilhorn by someone. My wonder does help out quite a bit, though, as I'm running on Agriculture-fueled farms and lots of mines, so I just priestify citizens once I'm at the happy-cap. My production capacity is pretty ridiculous at this point, at least as far as raising an army goes. I have at least 4 cities that can crank out a strength 4 beastman every turn. The highest techs I've researched are Sanitation, as I had a lot of jungles to clear, followed by the one that reveals iron and then Priesthood.

So, all in all it's been successful and a lot of fun. I have a few comments and questions. First, why has it been so easy? I mean, why do I march up to most cities, only to find they are only defended by two spearmen and perhaps a scout? Doesn't the AI know how to raise an army? I feel like my victory has been way too easy. In vanilla Civ, you will at least face some enemy stacks and strong troops from time to time. Maybe the building requirement to recruit advanced troops stymies the AI? Whatever it is, the catapults, witch doctors, and even axemen that I built have been complete overkill. I could build nothing but beastmen and roll over my enemy just as easily, and a lot more quickly. This isn't a criticism, but I just wish my shiny new toys had actually been useful in my victory. I realize a lot of people will say "play on a higher difficulty," but I'm wondering if the AI has more problems with FfH than it does with vanilla Civ.

Also, I really like the magic troops! The spells are great and add a whole new dimension to the combat. There's still a ton for me to learn here, so I may play a game with one of the magic-focused civilizations next.

Next, how are the time frames different in FfH versus vanilla? It seems like my cities may have been growing more slowly, and it also seemed like build times were longer. I think I may have read something about Doviello buildings taking longer to construct, so that's probably part of it, but is there more that I'm not aware of?

This is just an observation, but Conquest + Agriculture = teh win! I haven't actually tried it, as I haven't needed to, but I had so much food I was swimming in loaves and had to scale back the number of farms. Turning that food into troops would just be sick.

And finally, a great big thank you to the entire FfH development crew. The mod is awesome, and I can tell that a ton of work went into it. I love the details and the atmosphere you have lovingly crafted, and I look forward to much more exploration of this mod.
 
conquest and agriculture are in the same civic category, so you cant take both at once

about the infernal, didnt they have their 12 strength hero Hyborem unit?


Ahh, thanks for the notice about Agriculture and Conquest. It may be that I was thinking about switching into Aristocracy along with Conquest that made me think there was another bonus/penalty to food somewhere. For most of the game I've been running God King / Nationhood / Military State / Agriculture / Basic Care / No School System.

As for the Infernal hero, I think I remember seeing a message that he had been created, but I don't remember seeing him in the capitol (which is under seige right now). Even if he's there, though, I don't see how he can withstand a barrage of CR3/Combat 3 strength 5 axemen. It's just delaying the inevitable.
 
well, hes a strength 12 hero, so after hes had time to level up he becomes 14 strength with combat 5, in a city with +75% or more def, his effective strength becomes around 40 heh, beatable, but takes a decent amount of units (normally better to wait til youve got tier 3 units).

he never moves, so hes likely in whatever city he was made in, normally the capital but not always.
 
well, hes a strength 12 hero, so after hes had time to level up he becomes 14 strength with combat 5, in a city with +75% or more def, his effective strength becomes around 40 heh, beatable, but takes a decent amount of units (normally better to wait til youve got tier 3 units).

he never moves, so hes likely in whatever city he was made in, normally the capital but not always.

Hmm, strength 40 will be tough. Of course, with my catapults he'll "only" be at about 28, and the city is on grassland, so I've got that going for me. I guess I may have to get creative about that assault, assuming he is, indeed, in garrison.

Cool, something to look forward to! I rarely enjoy the end game once it's been firmly decided, though I usually play to the finish just to satisfy the completist in me. I was defniitely planning to finish this one, though, just to get some first-hand experience with the tech tree and the units.
 
Which leader were you playing? (sorry if I missed it in your post)
One of the leaders is at peace with the barbs, one not, I'm just wondering if you accidently declared war on them and lost an advantage.

I was playing as Mahala. I really like the Raider trait, but I probably didn't take advantage of the free Commando promotion as much as I should have (catapults with most armies).

I thought it would be interesting to play as Charadon, but I didn't want to take a -10% hit to tech for my first FfH game (I want to see the top end of the tree!)

How much of an advantage is it really to be at peace with the barbarians? Even with raging barbarians, a few hunters (with Mobility!) and beastmen have been able to handle everything so far. Add in some fog-busting with ravens and scouts, and I have had very few barbarian problems in this game.
 
the AI has more problems with FfH than it does with vanilla Civ.
That's the heart of it. Do play a level higher than you would on vanilla (which is what by the way? I didn't notice what level you said you were using?)

Also, there's a minor "exploit" or unintended consequence with the Doviello wherein they'll get thier bronze/iron weapons a tech early, when the resource is revealed, even though others cannot use their axe/mace men until they actually learn bronze/iron working.

As for Barb trait, well you can expand sooner if you don't fear the barbarians and if it is raging, they may end up doing some of your conquering for you. But then again, if you have a much higher score than your rivals, barbs will betray you.
 
That's the heart of it. Do play a level higher than you would on vanilla (which is what by the way? I didn't notice what level you said you were using?)

Also, there's a minor "exploit" or unintended consequence with the Doviello wherein they'll get they're bronze/iron weapons a tech early, when the resource is revealed, even though others cannot use their axe/mace men until they actually learn bronze/iron working.

As for Barb trait, well you can expand sooner if you don't fear the barbarians and if it is raging, they may end up doing some of your conquering for you. But then again, if you have a much higher score than your rivals, barbs will betray you.

That's an interesting point about the metal upgrades. It would make a difference, as Iron Working is pretty expensive for my meager research at this point. Given my current position in the game I described above, it probably wouldn't affect the overall outcome too much, but the Lanun war may have taken a slightly heavier toll.

For what it's worth, I've played on Noble in vanilla so far, but probably should be at Prince, as I beat Noble without too much work. I'm still in the happy-go-lucky exploration mode of the game ("How do you do a cultural win?" "How tough is it for domination?" "Are stealth bombers really effective?" etc), so I haven't really felt ready to challenge myself with the game.

The game I described above was at Noble, or maybe even at Warlord. I'd have to check when I get home.
 
Yup, you hit upon the most prominent weaknesses of the game there. Not much I can say that hasn't been said, except that it's of course a work in progress. We're sort of in between versions at the moment, so don't expect to see too much change anytime soon, but once the Fire phase starts up, there's going to be some overhauls. Until then, feel free to browse the forum and add your input to our discussions. Welcome! :wavey:
 
Thats a great writeup, I enjoyed reading it. You had 2 things that made your game easier:

1. Effective strategy. You played into the strength of the Doviello and you played it well. It sounds like your map supported their design (large landmasses) and they are terrifying when they get that iron hook-up.

2. The AI could be better in FfH. It is capable of raising armies and doing all the things it should to win but it isnt as adaptive as a human player can be to all of the new stuff.

Play 1-2 difficulty levels higher than you do in vanilla Civ4 and you should be good. Im glad you are enjoying the game. :D
 
Thanks everyone for the comments. This mod is really a fantastic piece of work. For the record, I played the above game for another 10 or so turns, just long enough to capture the Infernal capitol (no Hyborem!) and confirm the rest of the game was in the bag.

I decided to start a new game with the Sheaim, this time on Prince difficulty. Let me just say, magic users rock! My selection of conjurers/mages/cultists has obviously been somewhat haphazard, as I'm learning the spell trees, but the variety is awesome. I recruited the wizard hero, Hema, quickly promoted him to Fire III, and discovered that Meteor Storm is a beast. Good lord, shooting those flaming bursts of destruction almost reminds me of a shoot 'em up game. :cool: I can't wait to get a few Archmages so I can fire off 12 meteors a turn :D

Also, the AI has been much more respectable. I've actually run across a few cities that were tough to crack, and the enemy has some advanced units running around. I can't count how many Priests of Leaves I've had to put to the sword. I'm on turn 350 and have about a 1000 point lead on my closest competitor, but I'm still looking forward to finishing out the game and seeing what the enemy throws at me.

So, midway through my second game, it seems to me that building armies in this mod is relatively easy, but making an economy is hard! The economy-improving buildings are expensive and provide smaller benefits than in Vanilla (generally). I always feel like I'm making a difficult choice between a minor improvement to happiness or health or commerce, or building some serious firepower. It's an interesting dynamic, and one that I think leads to more conflict, which is cool. Are there any tricks to improving your economy more easily? Am I right in feeling that economy is more difficult in FfH as opposed to Vanilla Civ, or is there something I'm missing?
 
I agree with what you are writing about the economy being quite difficult at times.

If you play with the raging barb option, you must build up your army. Having a large army drains your economy and makes it very difficult to expand your number of cities. But the dilemma is that if you want to have those cities AND the improvements, you must have a decent-sized army to defend.

Yes, there are ways to improve your economy. Certainly there are buildings, techs, wonders and even religions that can help you garner more gold. Also, when you get on to mid-game you can have one or more cities just generating gold. You can play with the % devoted on research - that will give you more gold, but be careful as you don't want to fall too far back in the technology race.

I am always amazed when I see AI civs expanding with many cities, a large number of techs, and little or no gold. Yet, they do it and their score climbs. Of course, the cost is usually IMO a poor army/defense and those are the ones to go after, if the barbs haven't already.
 
We probably should, PARTICULARLY for the Kuriotates, who have no real use for their myriad settlements.
 
So, midway through my second game, it seems to me that building armies in this mod is relatively easy, but making an economy is hard! The economy-improving buildings are expensive and provide smaller benefits than in Vanilla (generally). I always feel like I'm making a difficult choice between a minor improvement to happiness or health or commerce, or building some serious firepower. It's an interesting dynamic, and one that I think leads to more conflict, which is cool. Are there any tricks to improving your economy more easily? Am I right in feeling that economy is more difficult in FfH as opposed to Vanilla Civ, or is there something I'm missing?

The economy- maintaining happiness, health and cash- is always an area I seem to be playing catch up... When my cities start showing green faces- I'll research the next health tech, red I'll look for happiness techs, and my cash flow turns negative time to research financial techs... then when I'm not busy with that stuff, I can research military/magic Maybe someday with practice I'll learn to manage/predict ahead of time so I don't get stuck always playing catch up.
 
The economy- maintaining happiness, health and cash- is always an area I seem to be playing catch up... When my cities start showing green faces- I'll research the next health tech, red I'll look for happiness techs, and my cash flow turns negative time to research financial techs... then when I'm not busy with that stuff, I can research military/magic Maybe someday with practice I'll learn to manage/predict ahead of time so I don't get stuck always playing catch up.

This is certainly how I've felt so far.

My point wasn't so much that you have to balance economy with military, but the economy-improving options in this mod are so much weaker than those in Vanilla Civ. For example, in Vanilla you can build the grocer, which provides +25% gold and 4 potential health. In FfH, the money changer is much more expensive than a grocer and provides no health benefits. If you want health, you can build a smokehouse, but even that provides less health benefits than the Vanilla grocer.

A Vanilla city that has built a grocer and a granary will have spent 210 hammers to receive +25% gold, +7 health, and a 50% food savings on growth.

A FfH city that has built a moneychanger, a smokehouse, and a granary will have spent many more hammers to receive +25% gold, only +6 health, and only a 40% food savings on growth.

There are other examples, as well. Lighthouses and courthouses, to name a few. Just to be clear, I'm not criticizing this aspect of the mod. I'm just pointing out the differences and interested in hearing how others have dealt with them.
 
Honestly, I wouldn't be able to compare with vanilla. I played 3 games, then tried FfH and never played vanilla since :D

All I can say is- in time you can get all your cities happy healthy and cash positive, but you have to work towards it- and it does take away from your military.
 
Interesting. I think its pretty easy to maintain a economy going (if you´re not at war). I normally build up so im the most powerfull civilization in terms of economy, then crank out units and start conquering. Then my economy break, but I will have time to recover after I conquer what I wanted (a resource, a wonder, a rival, etc)...
 
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