In the same vein as the shadow games you might see over on the Strategy and Tips forum this is an MNAI shadow game. I'm hoping to get a better sense of what kind of strategies are demanded by FFH. Hopefully the community has some ideas! But just posting and thinking carefully about my play also helps me a great deal. Playing with a random leader on an Erebus Continent map. Map Settings: Spoiler : Settings Screen: Spoiler : I've also added two additional AI and set two AI to random evil leaders. One AI has been set too a random good leader. We've been dealt Sabathiel as our leader. I haven't played around with the Bannor too much so there's lots to learn here. Trait wise we're Organized and Charismatic: Organized seems to be a pretty weak trait. The bonus to civic upkeep is meh. Command Posts are powerful but they are very expensive to build and far out of our way tech wise. Charismatic is okay though! The bonus to happiness is helpful if not amazing but cheaper XP is very strong in FFH. Guardsman doesn't matter at all? Civ wise, the Bannor get access to Crusade. Which seems like an okay civic? I could see it being very powerful in some situations. Spoiler : As a UU the Bannor have the Demagog. A half cost champion with one less strength. I could have sworn that you got access to them from Fanaticism but the civlopedia tells me I'm wrong? You do get access to Flagbearers from Fanaticism. A 5 strength unit with access to weapons. Flagbearers can cast morale to give all units in the stack the moral promotion for extra strength and city attack. For a hero there's Donal Lugh from Fanaticism who can recruit free units from cities. This seems very powerful! The World Spell summons a free demagog on every town and city if you're running Crusade. IIRC, the Bannor also spawn free demagogs from towns randomly. Is this only with the Crusade civic? We start with Exploration which is the worst starting tech. Overall the Bannor seem like a pretty mid-tier civ. Flexible, with some powerful stuff, but nothing so good that you should completely warp your game around it. Starting Position: Spoiler : A solid start. AH is too expensive to count the cow as food and while wine is usually very good it loses a lot of early game value when it's on a hill. Starting loc seems more like a 3rd or 4th city spot. But we do see Wheat and plains hills and a lot of rivers. Game plan seems clear (but maybe I'm wrong?) Settler will go east to the pains hill southwest of the Wheat and see what he can see. Likely a good city spot. Hut can be saved for the scout to grab after I found a city to maximize the chance of getting a tech. Popping the dungeon can wait until I have a second warrior in case it spawns a spectre or animals. No need to change civics. Religion is fine for the early game.