Is the Nature/Archery tree too weak, in relation to the other research trees? This might seems like a rhetorical question, and to some extent it is. I've probably played a hundred games of FFH2 (curse you, Kael!) and I can count on one hand the number of times that I've teched past Hunting on the NA tree. I'd like to find out if it's my playing style that's the issue, or if other people have the same experience.
I have two basic early playing styles; Early Rush and Growth. Early Rush involves ramping up my production and attacking a nearby civ, while Growth involves growing my commerce as much as possible to get ahead in the tech race.
Here's the list of Nature/Archery Techs, with some notes on how each civ fits into my playing styles. I took beaker costs from a Noble difficulty game, standard size and normal game speed.
Exploration
Requires: Nothing
Leads to: Cartography, Fishing, Hunting
Allows: Can Build Roads
Cost: 162
Notes: Good tier 1 tech.
Cartography
Requires: Exploration
Leads to: Nothing
Allows: Open Borders Agreements, Map Trading
Can Build: Pact of the Nilhorn
Cost: 260
Notes: Pact of Nilhorn is a good choice for an early rush. Open Borders can be useful, but I often want to prevent other civs from walking through my territory early on. It's a dead end tech, so unless you're gunning for the stooges, it's not very attractive early game.
Hunting
Requires: Exploration
Leads to: Archery, Tracking Way of the Forests
Allows: Hawk, Hunter, Acrobat, Hellhound, Lizardman
Can Build: Camp
Cost: 468
Notes: It's a tier two tech, but as expensive as most tier threes. Hunters are good in defense and in the field, but a liability at city attack. Since I don't tech past this level much, I rarely use hunters for an Early Rush troop; there's not point in building up XP for troops that I won't be upgrading in the future.
Camps are ok, but the resources (Ivory, Deer, Fur) are uncommon compared to farm and pasture resources. The yields on the camp improvement are generally poor (+1 commerce on Ivory seems especially stingy). The scarcity of resources and poor yields makes camps a non-factor in most games, and it makes Hunting a weak choice for a Growth game.
Archery
Requires: Hunting
Leads to: Bowyers, Stirrups
Allows: Archer, Dwarven Slinger, Gilden Silveric,, Javelin Thrower
Can Build: Archery Range
Cost: 390
Notes: Defensive troops are becoming more attractive now that the AI is improving. However, reaching Archery and 3/5 archery units costs me 1020
, while I can tech to Bronze Working for 942
, which gets me 4/4 Axemen (usually 5/5 with Copper nearby) with the ability to build mines thrown in.
Tracking
Requires: Hunting
Leads to: Animal Handling, Poisons
Allows: Enables Sentry Promotion
Cost: 520
Notes: This might be the worst tech in the game, and it's an absolute killer in terms of choosing which tech branch to tech. It's expensive and grants only a non-essential promotion while adding nothing to growth, production or commerce. The only other tier 3 tech that doesn't lap it in usefulness is Philosophy, which I consider a proper barrier to the power Priesthood tech. The only time I research this tech in the early/mid-game is when playing the Sidar to get access to Ghosts and their hero.
Animal Handling
Requires: Animal Husbandry, Tracking
Leads to: Feral Bond
Allows: Harlequin, Ranger, Satyr
Can Build: Spider Pen, Nature's Revolt
Cost: 1235
Notes: Some nice troops in this tech, though requiring Satyr to be upgraded from lvl 4 units does makes take some of the shine off it. However, at 1235
there are just too many other better choices. Just one example; I could spend 988
instead and tech Horseback Riding and Trade, giving me the Mobility promotion, Chariots, +1 trade routes per city, Inns and the ability to trade techs. No contest.
Poisons
Requires: Tracking
Leads to: Nothing
Allows: Assassin, Chanter, Devout, Ghost, Taskmaster, Alazkan the Assassin, Rathus Denmora
Cost: 1040
Notes: It's must if you're playing the Sidar or Svartalfar. Otherwise, it's never worth trudging through Tracking to get here.
Bowyers
Requires: Bronze Working, Archery
Leads to: Machinery, Precision
Allows: Firebow, Longbowman, Nightwatch
Can Build: Bowyer
Cost: 3120
Notes: 3120
just for better bowman
? I've never researched this tech.
Feral Bond
Requires: Animal Handling
Leads to: Animal Master, Commune with Nature
Allows: Baron Duin Halfmorn, Kithra Kyriel
Cost: 2080
Notes: The Nature tree becomes very specialized at this point. There's not much point in continuing if you're not running FOL/Guardians of Nature.
Precision
Requires: Military Strategy, Bowyers
Leads to: Nothing
Allows: Marksman
Cost: 8320
Notes: Never got here.
Animal Mastery
Requires: Feral Bond, Iron Working
Leads to: Nothing
Allows: Beastmaster, Myconid, Spiderkin, Herald
Cost: 2080
Notes: The Beastmasters I've dominated are pretty good
. The Iron Working prerequisite on this tech makes it much less accessible and attractive.
My basic conclusion is that the Nature/Archery branches is sparse and redundant. There are no Civics available in the N/A branch, and other branches offer similar troops at similar costs, bundled with economic, production and growth benefits. I envision the nature branch as an early game option, but that's not the case in my playstyles. Hunters are good early troops, but not effective for an Early Rush strategy, and with camps being ineffective there are no useful economic or production benefits to make it useful in a Growth strategy.
Elves have enough syneryto make the N/A branch useful, and I normally Beeline Poisons with the Sidar, but otherwise I avoid it. Is this the way the game is intended? Am I looking for too much out of the N/A branch, or am I missing something that makes this strategy more attractive. I'd like to see what other people think on the subject.
Kael and co, my thanks for a game that's engrossing enough for me to write a response like this
I have two basic early playing styles; Early Rush and Growth. Early Rush involves ramping up my production and attacking a nearby civ, while Growth involves growing my commerce as much as possible to get ahead in the tech race.
Here's the list of Nature/Archery Techs, with some notes on how each civ fits into my playing styles. I took beaker costs from a Noble difficulty game, standard size and normal game speed.
Exploration
Requires: Nothing
Leads to: Cartography, Fishing, Hunting
Allows: Can Build Roads
Cost: 162

Notes: Good tier 1 tech.
Cartography
Requires: Exploration
Leads to: Nothing
Allows: Open Borders Agreements, Map Trading
Can Build: Pact of the Nilhorn
Cost: 260

Notes: Pact of Nilhorn is a good choice for an early rush. Open Borders can be useful, but I often want to prevent other civs from walking through my territory early on. It's a dead end tech, so unless you're gunning for the stooges, it's not very attractive early game.
Hunting
Requires: Exploration
Leads to: Archery, Tracking Way of the Forests
Allows: Hawk, Hunter, Acrobat, Hellhound, Lizardman
Can Build: Camp
Cost: 468

Notes: It's a tier two tech, but as expensive as most tier threes. Hunters are good in defense and in the field, but a liability at city attack. Since I don't tech past this level much, I rarely use hunters for an Early Rush troop; there's not point in building up XP for troops that I won't be upgrading in the future.
Camps are ok, but the resources (Ivory, Deer, Fur) are uncommon compared to farm and pasture resources. The yields on the camp improvement are generally poor (+1 commerce on Ivory seems especially stingy). The scarcity of resources and poor yields makes camps a non-factor in most games, and it makes Hunting a weak choice for a Growth game.
Archery
Requires: Hunting
Leads to: Bowyers, Stirrups
Allows: Archer, Dwarven Slinger, Gilden Silveric,, Javelin Thrower
Can Build: Archery Range
Cost: 390

Notes: Defensive troops are becoming more attractive now that the AI is improving. However, reaching Archery and 3/5 archery units costs me 1020


Tracking
Requires: Hunting
Leads to: Animal Handling, Poisons
Allows: Enables Sentry Promotion
Cost: 520

Notes: This might be the worst tech in the game, and it's an absolute killer in terms of choosing which tech branch to tech. It's expensive and grants only a non-essential promotion while adding nothing to growth, production or commerce. The only other tier 3 tech that doesn't lap it in usefulness is Philosophy, which I consider a proper barrier to the power Priesthood tech. The only time I research this tech in the early/mid-game is when playing the Sidar to get access to Ghosts and their hero.
Animal Handling
Requires: Animal Husbandry, Tracking
Leads to: Feral Bond
Allows: Harlequin, Ranger, Satyr
Can Build: Spider Pen, Nature's Revolt
Cost: 1235

Notes: Some nice troops in this tech, though requiring Satyr to be upgraded from lvl 4 units does makes take some of the shine off it. However, at 1235


Poisons
Requires: Tracking
Leads to: Nothing
Allows: Assassin, Chanter, Devout, Ghost, Taskmaster, Alazkan the Assassin, Rathus Denmora
Cost: 1040

Notes: It's must if you're playing the Sidar or Svartalfar. Otherwise, it's never worth trudging through Tracking to get here.
Bowyers
Requires: Bronze Working, Archery
Leads to: Machinery, Precision
Allows: Firebow, Longbowman, Nightwatch
Can Build: Bowyer
Cost: 3120

Notes: 3120


Feral Bond
Requires: Animal Handling
Leads to: Animal Master, Commune with Nature
Allows: Baron Duin Halfmorn, Kithra Kyriel
Cost: 2080

Notes: The Nature tree becomes very specialized at this point. There's not much point in continuing if you're not running FOL/Guardians of Nature.
Precision
Requires: Military Strategy, Bowyers
Leads to: Nothing
Allows: Marksman
Cost: 8320

Notes: Never got here.
Animal Mastery
Requires: Feral Bond, Iron Working
Leads to: Nothing
Allows: Beastmaster, Myconid, Spiderkin, Herald
Cost: 2080

Notes: The Beastmasters I've dominated are pretty good

My basic conclusion is that the Nature/Archery branches is sparse and redundant. There are no Civics available in the N/A branch, and other branches offer similar troops at similar costs, bundled with economic, production and growth benefits. I envision the nature branch as an early game option, but that's not the case in my playstyles. Hunters are good early troops, but not effective for an Early Rush strategy, and with camps being ineffective there are no useful economic or production benefits to make it useful in a Growth strategy.
Elves have enough syneryto make the N/A branch useful, and I normally Beeline Poisons with the Sidar, but otherwise I avoid it. Is this the way the game is intended? Am I looking for too much out of the N/A branch, or am I missing something that makes this strategy more attractive. I'd like to see what other people think on the subject.
Kael and co, my thanks for a game that's engrossing enough for me to write a response like this
