Manual: Civilizations

QES said:
Doviello (Evil, Agg/Bar or Ind/Rai)
Play style: Warmonger
Theme: Northern barbarians

You may want to change "Northern" to "Winter" or "Ice" or "Cold" or "Tundra" Barbarians, as the coldest parts of the map are not always in the North.

I know, but for some reason barbarians from frozen regions always come from the North in fantasy stories. ;) But I guess it might be better to change it to "Iceland" for clarity's sake.
 
Oh, I wrote nonsense: The Ljosalfar can build Spartitatois (they are replaced by Elven Phalanx). Instead, they can't build Shield Walls. Sorry.

An addition: The Rider of the Ljosalfar is another special unit: replaces Knight +25% forest/ancient forest defense.

---------------------------
NEW!
I dealt with the Hippus and here are some additions:
Haven't access to: Arquebus, Cannon, Shield Wall

Special units: Hippus Camel Archer (replaces Camel Archer; 55% Withdrawal Chance instead of 45%)
Hippus War Elephant (replaces War Elephant; 35% Withdrawal Chance instead of 25%)
Wind Knight (replaces Knight; ignores terrain movement cost, can cast 'Dancing Blades'
World unit: Magnadine (converts every defeated Barbarian unit to the cause of your civilization)
 
Black Whole said:
Oh, I wrote nonsense: The Ljosalfar can build Spartitatois (they are replaced by Elven Phalanx). Instead, they can't build Shield Walls. Sorry.

An addition: The Rider of the Ljosalfar is another special unit: replaces Knight +25% forest/ancient forest defense.

---------------------------
NEW!
I dealt with the Hippus and here are some additions:
Haven't access to: Arquebus, Cannon, Shield Wall

Special units: Hippus Camel Archer (replaces Camel Archer; 55% Withdrawal Chance instead of 45%)
Hippus War Elephant (replaces War Elephant; 35% Withdrawal Chance instead of 25%)
Wind Knight (replaces Knight; ignores terrain movement cost, can cast 'Dancing Blades'
World unit: Magnadine (converts every defeated Barbarian unit to the cause of your civilization)

Great, thanks. All changed and added. :)
 
This is the thread I have been waiting for! I haven't played long into enough games to build some of the crazy unique things but now I want to try a bunch of new civs.

Small point to add but you should mention that the Acrobat for Balseraph is built with the Carnival (i/o Hunting Lodge). I've been playing them a bit recently and this is a pretty big advantage that can turn into some FAST acrobats while overcoming initial happiness issues which always crop up in FFH.

On a more general 'tips/strategies' basis I've found it critical to have a capital with high production. With the starting Sentry II (or III?) on the initial settler it's worth spending a turn or even two to get Stone, Marble, or multiple Hills in your fat cross along with a food resource or two to work them. I've found that since FFH requires buildings for troops it generally requires higher production cities to keep up with the buildings/troop requirements even when cities are specialized. Since the God King civic comes early (and I seem to stay in it the whole game) getting the +50% hammers in your capital is a great boost if it's already a high production city.
 
Malakim (Good, Cre/Fin)
Play style: Builder
Theme: Desert people
Palace resources: Life, mind, and fire mana
Special units: Lightbringer (Expensive prophet with sentry 1 and no building requirement)
Special buildings: Citadel of Light (Summons a fireball if there is an enemy unit within 2 tiles, requires fire mana), Altar of Delos (Expands visibility range of units in the city by 2).
Special world units: Chalid Astrakein
Overview: Varn Gosam gets the Creative and Financial traits, a powerful combination in vanilla Civ, and useful here as well. Quick expansion yields good results, as money-draining obelisks aren't necessary for Malakim cities to expand. Cottage-spammers will enjoy this Civ, but other strategies are viable as well. The fire mana that they start out with leads to easy fireballs for mages. The Malakim are also able to travel through desert tiles with no movement penalty or negative defensive modifier.

You might want to post this as soon as the new patch comes out (check the change log).
 
JuliusBloodmoon said:
Oh, and I think the Gift Vampirism isn´t to all units in a tile, you must choose the one you wish to gift, but im not sure about that

I just tested it and it gifted vampirism to all three lvl 6 units in the tile with just one click...thanks for the other info about feeding on Bloodpets and Moroi...sounds like good fun...
 
As a scenario maker i'd like mopre info on the terrain each civ's prefers, ie:
Malakim (Good, Cre/Fin)
Play style: Builder
Theme: Desert people
Would make it alot easier to figure out sometimes were to place them and sometimes give them a hard time?
 
Ooooooh, my thread got stickyfied. Now it's my turn to feel special. :)

Cut mention of the Altar of Delos and added a mention of the Acrobats being trained in Carnivals (thanks! :)). I didn't add Mahatmajon's general notes since those would be suitable for pretty much any civilization. Maybe we could start a new "general tips" thread or maybe use the reserved post for general hints?

Chandrasekhar: Yeah, I'm keeping an eye on the change logs, no worries. I'll incorporate any changes listed in them once the new version is released.

strategyonly: Most information about terrain preferences is already readable in each civ's entry, though it's not always hilighted the way it is with the Malakim. If something's missing, well, that can only be corrected by people correcting this. ;)
 
:D Once its completed I will probably also make this the 2nd post in the main thread. It is awesome work and I appreciate everyone contrbuting and especially Xuenay for leading the effort.
 
Xuenay said:
Do the enemies of each civilization have any game effect? I'll add them if they have, but I don't recall having the enemy factor mentioned anywhere else than in the Design thread.

No :( There currently isn't any in game effect of enemies. I love the diea with the design, but to be honest the attitude adjustments on alignment and religion are working out well enough that I dont think another set of negative adjustments are warented.
 
Xuenay said:
I edited the second post in the thread - it now contains similar information on the religions. :)
Shouldn't that be in a whole new thread named "Manual: Religions"?
 
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