A_Hamster
Small Furry Animal
- Joined
- Dec 20, 2007
- Messages
- 627
Thanks to Ozbenno, I was finally able to download FfH II and am in the middle of my first game. This looks like it will be more addictive than Civ or even SMAC (which is my favorite Sid Meier game to date). There's so many options though, so I've a few questions.
1. I founded the Empyrean, but I've yet to see an Overcouncil election or proposal come up, and I've had the religion as my state religion for at least 150 turns now and been a member since I founded it. Is there something else I need to do?
2. To get the benefits from an Unique feature, how close do the cities need to be? I'd like to get a couple of cities around them. I started right next to the Dragon's Bones and have my capital and my fifth city within two spaces of it so they share the DB tile.
3. Penalty for military builds: what exactly is a military build? Cannons and Axemen obviously, but how about Disciples? Can you slip Golems under the wire?
4. Are city spells like Hope and Inspiration permanents? If not, how long do they last?
5. What do Druids do, and why are more experienced players so fond of them?
6. How to get Contagion? In the manual it says Death II, but the Civipedia for Death II says the effect of Death II is Summon Spectre.
7. How to get Meteor Swarm? Reading the AARs and sucession games, it is frequently mentioned, but I couldn't find an entry in the Civipedia.
Thank you for your assistance.
BTW, I'm playing as the Elohim and am gearing up for war. The west of the map has fallen to either the Ashen Veil or OO and even the neutrals are evil, and the Infernals are in the game too. The path of tolerance and peaceful conversion has not brought the desired results: it is time for the sword and the cleansing flame. The spawn of evil will be driven before us like chaff before the wind. First the Calabrim and their vassals the Sidar, then the Dark Elves and the Infernals. (In a previous war I vassalized the Sheaim: I'd have killed them, but I wanted the arcane techs that I had not researched.)
Oops, slipping into my RPG paladin mode ... probably should have founded Order instead.
1. I founded the Empyrean, but I've yet to see an Overcouncil election or proposal come up, and I've had the religion as my state religion for at least 150 turns now and been a member since I founded it. Is there something else I need to do?
2. To get the benefits from an Unique feature, how close do the cities need to be? I'd like to get a couple of cities around them. I started right next to the Dragon's Bones and have my capital and my fifth city within two spaces of it so they share the DB tile.
3. Penalty for military builds: what exactly is a military build? Cannons and Axemen obviously, but how about Disciples? Can you slip Golems under the wire?
4. Are city spells like Hope and Inspiration permanents? If not, how long do they last?
5. What do Druids do, and why are more experienced players so fond of them?
6. How to get Contagion? In the manual it says Death II, but the Civipedia for Death II says the effect of Death II is Summon Spectre.
7. How to get Meteor Swarm? Reading the AARs and sucession games, it is frequently mentioned, but I couldn't find an entry in the Civipedia.
Thank you for your assistance.
BTW, I'm playing as the Elohim and am gearing up for war. The west of the map has fallen to either the Ashen Veil or OO and even the neutrals are evil, and the Infernals are in the game too. The path of tolerance and peaceful conversion has not brought the desired results: it is time for the sword and the cleansing flame. The spawn of evil will be driven before us like chaff before the wind. First the Calabrim and their vassals the Sidar, then the Dark Elves and the Infernals. (In a previous war I vassalized the Sheaim: I'd have killed them, but I wanted the arcane techs that I had not researched.)
Oops, slipping into my RPG paladin mode ... probably should have founded Order instead.