After playing a lot of RifE/AoE over the years I've tried this mod for the first time over a few days and I'm enjoying it a lot! One thing I could just not figure out though (and can't seem to find using google or reading through parts of this thread) is how to capture sea beasts like sea serpents, kraken or tortoises?
I seem to recall it being easier to capture them before, but that might be in vanilla FFH. As it stands, i think the only way to capture them is to have a Water Walking unit with Subdue Beasts/Nature III to capture Sea Serpents and Tortoises, and ditto for Krakens except you need Subdue Beasts, which is a rather late-game promotion. It's worth mentioning that the Undertow high priests can summon a kraken, although that only gives you a total of 3 (+2 more if you get Gaelan > Burnt Priest and give him Twincast).
Edit: Bonus thing with The Burnt Priest and the krakens is that summoning a kraken isn't tied to a specific high priest, meaning that you can have (over the course of a few turns) TBP summon all of your krakens, meaning they can potentially benefit from Heroic Strength, Spell Extension Blitz or similar hero-specific benefits.
- Now that adepts can upgrade to ritualists, the Khazad can fairly easily get level 2 magic users. This seems to remove the primary downside of this civ. Since ritualists do not have the "extra 20% cost per unit in play" it is much easier to get a large army of them than it would be with mages.
It used to be that ritualists could only get evil mana promotions, so no Earth, Air, Life, Creation etc etc. Looking at their promotions they have Channeling II, so i think they can get any sphere now, but they are still unable to build mana nodes of other types. So there's still some value in adepts for Khazad, but lessened.
I have not tried Khazad + AV myself, but it does seem appropriate that AV would lead to pathways many consider to be.. unnatural. The stacking cost should probably be applied to ritualists too though.
- Is there a way to optimize the getting of affinities? I had 2 sources of creation mana, I built about 10 adepts before converting to Ashen Veil, and about 20 after (so having only 1 effective source). I have not got affinity adepts at all, and only a couple of entropy ritualists on upgrade despite upgrading most on a creation mana node. I do have a lot of other manas.
When looking at your mana, there are two sections: Your actual mana, and your effective mana. The effective mana is how much mana you have when the game considers the odds of getting an affinity. For example, in my current Grigori game i have 1 Force mana but an effective force affinity of +4, so 2/6 or so of my adepts were lucky enough to get Force affinity.
Which civ, leader, and religion you have influences the effective mana, so if you have 2 nodes and are running Ashen Veil, you probably have 0 or 1 effective Creation mana - i think the state religion gives -2 effective mana to its opposing sphere. I don't know if the plot influences the odds of getting affinity however, but i wouldn't be surprised if MC added such a feature and mentioned it somewhere in this thread.
Oh, and religion of a unit also affects the odds of gaining affinity. If you are training adepts in a city dominated by the Ashen Veil, the odds of them getting Creation affinity from the start is very low.
the item giving +2 holy +spirit affinity has a -3effective range... and thus behaves as a "defensive only" unit... is that normal ?
Do you mean Pelian's Palium? It is from the archangel Pelian the Suffering, who is famous for his absolute refusal to raise his hand in violence under any circumstance (a brief story about him can be read on the Brotherhood of Wardens page). The inability to attack is intentional for that item (making it super good when used by a Warden of the Meek due to their high defensive strength)
I didn't get a wanderer upon building the foxman tower and founding the religion (quest for air or something)... (maybe I wasn't really the first one ?)
You only receive a free priest of the religion if:
A. it is your state religion (the Foxmen, as a minor religion, can never be the state religion however)
B. You have the priesthood tech.
Be aware that to build a Wanderer, you need to have an Inn in the city, which requires the Trade technology, so Wanderers are a mid-to-late game unit as befitting their mini-adventurer role.
I'd really like to have more details on the minor religions .. how to found them an all.
maybe some text in the civopedia ?
I agree on this, it would be nice. But to give you an answer immediately, there are a few options:
1. Build the relevant wonder (Prophecy of Ragnarok for Chainbreakers, Shrine of Sirona for the Brotherhood, Crown of Akharien
or Library of Oghma for Laeran Cord, etc). You can look at the Great Wonder tab in the civiliopedia to see which wonder is associated with each religion.
2. Be lucky enough to get a priest of the religion from a lair, and sacrifice them to spread the religion in a city, which will found the religion even if you don't have the prerequisite tech.
3. The Cult of the Dragon works a little bit differently, as the Kuriotates can found or move the religion using their worldspell, or it can be founded by Acheron if he spawns.
hippus found the mage-scholar minor religion by building the Crown of A by turn 50.
This happened in my game as well (but to me, fortunately!) by finding the Crown in a lair. I think it can only appear in an epic lair, however, so they got super lucky to get it.
the Occis ... didn't appear yet... I have all the prerequists to get the first Aeron's chosen promotion, but it doesn't appear. I guess I'll have to wait for Brujahs...
Similar to priests mentioned above, if you have a unit with the Occis religion (such as from the Aeron's Chosen random event) that has Evangelist, they can found it in a city. But the most reliable way is to get Rage and build the School of Sadism.
For Matronae, I got one of the masks while killing a "HN" centaur ... I expect I'll find the corresponding Archangel somewhere in the pedia.
To found the Matronae (which is a major religion, so it can become your state religion), you need 1 of two things:
1. You need to reach Divine Essence and conduct the Bane Divine ritual, which founds the religion in the ritual city and allows you to build their three wonders (which in turn lets you build the Goddesses directly from the city)
2. By giving one of the Archangels a mask, leveling them up to 7 and sending them to a city to seize their relevant gem, which takes 21 turns and transforms them into the respective goddess. Be aware that in the current version, Gyra
cannot be summoned using a Mercurian Gate by a shade, so she can only be rescued from Bradeline's Well (similar to how Condatis can be found in Maenalus).
Fun fact, you can take the Mask from a goddess while they are in the process of stealing a gem, meaning that when they transform they will not be hidden nationality, allowing you to theoretically seize all gems simultaneously (if you were lucky enough to get all three archangels before founding the faith)
I'm Calabim, founded and converted to RoK, got the Foxmen wonder for 1 air mana... and then when I build an air mana node.. I still got only 1 (hovering the mouse above the mana says "Mars has 2", whereas it is written only "1")
Does it say 2 | 1 in the mana tab, or just 1? Your
effective mana should decrease by one (or two, can't recall) due to RoK, but you should still have a total of 2 air mana in terms of resources. Could you verify to ensure that you haven't traded it away, lost access to the node, or lost the wonder? Be aware that the Foxmen wonder randomly teleports around the world, favouring cities that have the religion already or nations with a high Air supply.