My biggest complaint about FfH II

First, everyone can have those promotion you mentioned, it makes the experience more important than what outfit you have. In normal civ experience (which btw is hard to come by in ordinary civ) to mean much at all.

Second, a champion with all those promotions will still be so much better than a warrior with all those promotions so whats the problem.

Third, if you meat a unit with all those promotions then yes he is bad news, but do what the AI usually do if you place your highly skilled unit in the wrong spot, slowly tear him down.
 
IMHO, the promotions are the villain here... Combat I-V giving 100% + Weapons promotion (which give absolute bonuses plus relative towards other weapons).

Add... Shock I or similar, you can have a puny warrior STR3 + cbt5 (100%) + shock2 (80%) + bronze (+1) = STR11 vs melee... just need to farm around.

Add Mobility, which everyunit can have!!! and... Everyone else is doomed.

Promotions, should have a -50% power reduction.

The thing to remember is that (at least once the AI gets its due) everyone is getting those promotions. So your uber-warrior will do just fine until it meets the other guy's uber-warrior. Then its 1 on 1, may the best RNG win.

0.32 is a long way from 1.0, and I can't wait to see what the team does next.
 
First, everyone can have those promotion you mentioned, it makes the experience more important than what outfit you have. In normal civ experience (which btw is hard to come by in ordinary civ) to mean much at all.

Second, a champion with all those promotions will still be so much better than a warrior with all those promotions so whats the problem.

Third, if you meat a unit with all those promotions then yes he is bad news, but do what the AI usually do if you place your highly skilled unit in the wrong spot, slowly tear him down.

Yes!!! Everyone can get those promotions, but only a HUMAN player, farm xp with the same unit!

I've modded to my personal taste, like this:
Code:
	Barrage I-III: 20% Collateral; 30% Collateral -Melee Bonus; 50% Collateral
	City Garrison I-III: 20% City Defense; 30% City Defense; 50% City Defense -Melee Bonus
	City Raider I-III: 20% City Attack; 30% City Attack; 50% City Attack -Melee Bonus
	Combat I-V: 10% Strength
	Cover I-II: 25% vs. Archery
	Drill IV: -Mounted Bonus
	Enchanted Blade: 10% Strength
	Formation I-II: 25% vs Mounted
	Guerilla I-II: 20% Attack/Defense Hills; 30% Attack/Defense Hills
	Heavy: 25% Strength
	Iron Weapons: -Bronze Bonus
	March: -Heal Bonus
	Mithril Weapons: -Iron Bonus
	Mobility I: 1 Move Discount
	Sentry II: 1 Visibility Bonus
	Shock 1-II: 25% vs. Melee
	Winterborn: Double Movement on Snow/Tundra
	Woodsman I-II: 20% Attack/Defense Forests; 30% Attack/Defense Forests
 
Actually I've been playing with the AI attack preferences and I have been able to make them "nurse" a unit to get high XP units into the field. It's really quite brutally efficient, as the computer NEVER misses a nice attack of opportunity (though that makes it fall victim to the RNG a bit more often)
 
How can you NOT like that? You've just got to look at it in the right light. Imagine it as what it is meant to be, an enormous army of necromancers and sorcerers marching through your lands with legions and legions of burning undead. Do you attack them straight up? Hell no! You should harass them. I don't want more of the one dimensional CIV combat.

Sorry, left out a key thought there: really annoying in the fun sort of what-am-I-going-to-do-with-this-mess sort of way.

By the way, here's an idea to end those "Argh!" moments of losing a hero: Heroic Defense I converts any chance 98%+ to 100% defending; level II does same for 95%+; Heroic Attack does same for attacks; this only applies to units level 6+ (to prevent Chaos node abuse); unit can still take damage which may reduce odds of next combat below threshhold. Alternately, units with promotion "Hero" can automatically have this ability after some decent level, 10 or so (and Barnaxus, so he isn't left out).
 
To the OP - i intially had the same problem with Sheaim SoD but as other posters have pointed out, if you have planned strategy to deal with them (just assume they will turn up) then its a great tactical challange to beat them. For me the key was mobility and collateral damage against the stack. You might lose a few catapults and tier 1 warriors but you can quickly crush the stack on open ground.

The AI is pretty predictable and as along as you have a at least a 2 square open ground border around the target city, you can normally destroy the stack before it can capture a city. The main problem i had was getting caught unaware, you need to have a plan of how to re-deploy your forces in case of invasion. Foward observers at the borders (dug in forts/hill+ forest) act as great lightining rods to give you more time or to help spot a enemy troop build up. Although its annoying micromanagement (and please could it be atomated), hawk patrols every turn along your borders will also give you warning of impending attack.

Also, try playing as the Sheaim, great way to find a weakness in any opponent. Even though they appear great when you are the victim, i personally find the Sheaim hard to play at deity level (and i dont think i have ever won at that level while playing as them)
 
I agree with Aurore. If everything had a natural counter in FFH, there would really be no need for intelligent tactics. When you are faced with challenges that have no obvious counter, you are forced to adapt new tactics and ways to cope with them, and this, for me, is what games like Civ are or should be all about - not just an epic game of paper/scissors/stone, where one thing will always negate or defeat another.

Mortenart, counter and intelligent tactics are pretty much synonims in this case. If you prefer, then let's say I haven't found any intelligent tactic to get rid of a stack of pyre zombies without considerable losses.
 
To deal with those annoying pyre zombies: get the stack onto flatland, use mostly 2+ movement units and attack from 2 tiles away with 1 unit at a time using your roads to hit them and then retreat.
 
Mortenart, counter and intelligent tactics are pretty much synonims in this case. If you prefer, then let's say I haven't found any intelligent tactic to get rid of a stack of pyre zombies without considerable losses.

Best I've managed is to either use baiting (Take strong defensive units, put them out in the field next to the aggressive zombie stack. AI's will attack with it, maybe lose a zombie, and wound their entire stack), or to use high movement units to hit and run... but that assumes a stronger per unit army (I've done it with vampires, for instance) and you can't rely on something like that. Pyre Zombies really are frustrating. I'd love to see them have a max damage threshhold, or do damage to their own stack when they die.
 
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