Multiplayer Suggestions

Ruanek

Chieftain
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Jun 26, 2010
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Location
Maryland, USA
3 of my friends and are planning on doing a Civ4 LAN game, and I'm hoping to convince them to try this mod. The problem is, they're all extremely inexperienced with it (having never tried it before) and I've really only played it a few times so I can't help them too much.

Do you have any suggestions for some relatively simple starting civs and settings (e.g. map type, number of AI opponents, etc.)? I' normally prefer to just do a 4-person game without any AI players, but I think that wouldn't really give the whole FfH2 experience (with the 3 alignments, the councils, etc.).
 
General thoughts:

Councils and alignments would be hard to cover with just 4 civs, thanks to not having too many civs per option, although certainly is doable. The AI sometimes doesn't handle these elements as well, so playing with just humans can still likely be as fun.

Alignments can be changed easily through religion switching, but doing this might be a bit much for people who are new to the game. The alignments listed for civilizations assume you don't do this.

The overcouncil rules mean that you'll want at least 2 evil or neutral civs, and at least 2 neutral or good civs, if the councils are going to actually have some effect on multiple civilizations. (You may know this already and if this figured out, if so, hopefully the rest of the post is helpful.)


Civilization thoughts:

Grigori are usually suggested by people as a simple civ to learn, since you don't get religions with them and that keeps things somewhat simpler. They will be in neutral alignment as a result for the whole game.

Khazad are suggested for a similar reason, they don't use non-religious magic as much. The vault mechanic is also relatively simople to understand. Their most likely alignment will be neutral, if you go Runes of Kilmorph for the money.

Hippus are another common suggestion, since they don't have any special mechanics beyond base FfH besides the free horse resource and better horses (Which are relatively simple to handle.). They can be any alignment depending on religion, and seem to work well with all of them.

I'd also suggest Ljosalfar and Svartalfar as possible beginner civilizations, since the Elf Economy strategy is pretty simple to set up. (Get cottages and start cottaging forests, go Fellowship of Leaves, get Guardian of Nature, and bloom all the territory you can.) This gives a powerful economy to build off of, once it gets going, although you may need some magic to break into cities. (Fireballs are the most common method.) Ljosalfar will most likely be Neutral, their leader Arendal starts as Good, while Svartalfar will most likely be Evil.

Kuriotates was the first civilization I played in a long game in this mod (Svartalfar were the first civ in general, but that was only the very beginning before stopping.) For me they worked o.k. since the lower number of cities kept things relatively easy to manage, but I'm not sure if this is what any of you guys are looking for.


Good luck with the game, however you do it.
 
Bannor are very easy aswell, just build cottages and switch to crusade and you will most likely win.
 
and try not to play against doveillo or clan AI... it might be very fun when they are your neighbours and you aren't used to build formidable army right from the start
 
Thanks for the advice!

I'll probably play as the Bannor, because I love them from the games I've played so far. Though I'm tempted to go with the Illians just because I'd like to see my friends try to stop Auric Ascended (not that I actually know anything about how that works, but it sounds cool:)).

Which AI civs would be bad to play against? Clan of Embers and Doviello seem like bad choices, and Hippus will probably be left out, too, because they seem to be pretty aggressive. Aside from that I'll probably just try to balance out the good/neutral/evil civs.
 
Bannor, Lunan, Hippus, Doviello, Malakim, Sidar, Clan of Embers, Calabim, Balseraphs, Amurites, Grigori, and Elohim have access to most the core units that make up the game (or their analogs). If you select one of those groups you wouldn’t be scratching your head trying to figure out how to attack a city without catapults (as you would with elves) or why you can’t obtain mages (Khazad). In addition, most of their unique advantages are either intuitive or can be ignore without significant plenty.

Of the ones listed above, the Clan and Doviello cannot build libraries and are barbarians. This can result in a significant research hit making it difficult to catch up if you lag behind. Doviello does not require buildings to construct units, which is nice but it isn’t a great way to learn the game as other civs do require these buildings. The Clan’s axmen can’t be upgraded to ogres, which means your high-level axmen will always be axmen, but that isn’t really a huge deal as you’ll have enough ogres to more than make up for the loss.

The Grigori are great, but to obtain adventurers you need to closely watch your great person points. This can be a pain in the ass as you may need to deny yourself wonders or specialists to keep your GPP pools clean for adventurers. Plus the buildings that issue adventurer GPPs come a wee bit late in the game. If you pollute your GPP pools with too many specialists you’ll miss out on the adventurers and the Grigori go from pretty cool to pretty lame. Grigori are also agnostic, which some might tell you is an asset for the player still learning the mod, but I disagree. You can ignore religions with any civ (except the Sheaim) just as easily as you can with the Grigori.

Calabim and Lunan both have unique champion (mid-late game melee units) analogs that require a bit more finesse to use and require unique buildings to build. The Calabim vampire requires Feudalism whereas most civs need Iron Working for their champions. The Lunan boarding parties require a sea haven to build, which means they can only be built in coastal cities and that can be a pain sometimes. Either civ is probably okay to learn at though.

The Elohim can build unique buildings in captured cities, which makes them kind of a cool way to experience many unique units and such while playing one civ. Watch out for their higher war weariness though.

Tips for the FFH2 Beginner:

Cultivate your high level units: Promotions in FFH2 are much more powerful than in vanilla Civ IV. The combat tree, for example, is twice as strong as the vanilla version. In addition, upgrade units do not receive an experience hit as they do in Civ IV. This means that you may be better off sacrificing units with less experience in order to weaken defenders for your high level units.

Good spells: Every spell has a use, but a few of them are pretty damn good. Haste and Enchant Weapon are the first level spells requiring Body and Enchantment mana, respectively, and are both quite nice.

When cast, Haste instantly gives all living units in the same tile one extra movement. This is totally awesome. Keep in mind that the spells gives one movement when you cast it, so if your army is moving through hilly terrain, move your units on the hill, cast haste, and you can then move them again. Keep in mind that this only affects living units, so siege weapons, summoned units, and demons do not receive the benefit.

Enchant Weapon gives a permanent +20% boost to all melee units in the same square. A very nice “fire and forget” spell.

Rust, which requires Entropy mana and debuffs nearby melee enemies, is also nice.
 
For a beginners, I would suggest especially Bannor, Clan of Embers, and Khazad. Just do not try to make army of mages with dwarves!
Illians are one of hardest civs for beginners, IMHO. They are not weak, but different. Also, having Illians in the game is PITA for all other human players - their abilities are centered around harming others. Especially, stasis (their worldspell) is very annoing for anyone else
 
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