I start war without my consent

Zhamel

Chieftain
Joined
Dec 31, 2007
Messages
6
Ok, a little background first.

I'm Grigori, I have the Mercurians on my side. There is 1 neutral and two evil civilizations left. Armageddon Counter of +25.

For some reason, without my doing so, I suddenly start a war with the two evil civs. I have no idea why, never did this before.

Any ideas? Need more info?
 
if you are in a defensive pact with someone else or you are a team member with the Mercurians and the Mercurians or if the mercurians had a defensive pact and they or someone else declared war, you could get dragged into it.

Also, could it be that the evil civs declared war on you and not the other way around? you probably should check the diplomacy screen and look at how things are connected.
 
I knew Basium was involved when I read the title :P

Basium, even when controlled by a player, will declare war on any Civ following the AV if he has been at peace for 20 turns.

Ah, did not know that about Basium. Thanks for the info.

Uh, what does AV stand for? :mischief: I'm still pretty new to FfH2 and trying to learn the terminology and acronyms.
 
As far as I'm concerned AV is the religion that makes FFH unique. The other religions are either not very interesting (to me) or based off of widely known fantasy type things.

AV is extremely badass and I fell in love with FFH my first game playing as Sheim and literally making the AI "go to hell" lol
 
I do have to agree, FfH2 makes Civ4 so much more fun. I've been playing the Civ games since Civ1 on DOS. Think I still have it lying around here somewhere....

Heard about FfH2 on some top mods of 2007 article I saw on Digg a while back. Tried it out and I have been very pleased with it. Getting close to addicted :P Congrats to the dev team on making a freaking sweat mod and keeping it pretty damn balanced too.
 
Another question for y'all.

Ethne the White is evil in this game I'm playing, she is allied with Faeryl Viconia. I'm at war with both of them, I can enter Faeryl's lands all I want, but for some reason I can go into Ethne's land. Is there some reason for this that I don't know about ( obviously :P )?
 
Another question for y'all.

Ethne the White is evil in this game I'm playing, she is allied with Faeryl Viconia. I'm at war with both of them, I can enter Faeryl's lands all I want, but for some reason I can go into Ethne's land. Is there some reason for this that I don't know about ( obviously :P )?
She probably used her civilization's World Spell, Sanctuary. That spell kicks out everybody's units from her territory and prevents them from entering for some time. (20 turns, I think) World Spells are special spells that can be used once per game.

And if you are wondering why Ethne is evil, converting to AV changes your alignment to Evil. (Converting to Order makes you good, etc.)
 
Ah, thanks. Wish it would end. I got three of my Shadows stuck in her land. Want to use them on Faeryl :)
 
I believe that Sanctuary actually lasts 30 turns. Logically it should probably scale by map size, but it seems that it does not. I think this is probably too strong on smaller maps.

The Ai cannot use sanctuary unless at war with multiple civs.


You can actually cast world spells twice, but the second time requires you complete the Birthrite Regained ritual, which is very late game and very expensive.
 
ive had this issue countless times, but i play with compact enforced (the one with no basium or hyborem and thus no hell terrain) and i rarely sign defensive pacts. one 'i' even declared war on the clan, whom i only just met, and then later realised they were not even on my continent!
 
ive had this issue countless times, but i play with compact enforced (the one with no basium or hyborem and thus no hell terrain) and i rarely sign defensive pacts. one 'i' even declared war on the clan, whom i only just met, and then later realised they were not even on my continent!

The AI has a tendancy to use their world spell early on in the game to convert a % of barbarians to their cause. For the most part, this effectively introduces them to all the civs early and in this respect is probably the most powerful early-game world spell in the hands of a player as they can manipulate civs and (depending on game settings and map) trade techs to make up for their lack of shortcomings. This spell, if used later in the game (again, depending on the map) will grant a massive, but scattered, army to wreak havok but will grind the civ to a halt due to it's upkeep costs.

There's another thread about The Clan but to sum them up: They need to make major advances very early in the game or they just get steamrolled. The AI usually can't play them well. And I never can, it seems. I think I need to learn how to use the late-game world spell effectively. Or just resist my "builder" urges and crush my foes early.
 
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