Some question about... a lot

surikN

Chieftain
Joined
Dec 25, 2008
Messages
3
hi

ive been playing sometime. just switched to noble though:) playing ljsolfar only with tessa (very addictive to build above forest). by now i have never finished a party. always restart, because im feeling like i am missing something, and everytime i am learning something new about the gameplay.

so the main question is about city specialization. is it crucial at all difficulty or mostly for immortal and higher? with the ability of elves to save forest on their tile, does that mean their cities have to be universal? while playing i have 2-3 production cities, and all others are cottaged, is this wrong?

about buildings. if the need of specialization is a must have, what is the minimum to build everywhere?

about coastal cities. i had the impression that they generate bigger commerce with higher number of trade routes, does this mean i have to make them commerce generators at top priority?

about great generals. never saw him. how many battles do i need accomlish to recieve him? or is he removed?

sry for my english and those noob questions

greatest mod, thx a lot!:goodjob:
 
about great generals. never saw him. how many battles do i need accomlish to recieve him? or is he removed?
Great Generals have been removed, and replaced with Great Commanders. Combat does not produce either. Certain wonders provide :gp: points for Great Commanders, and also the first civ to research Military Strategy receives a free Great Commander
 
A couple of things you might want to know while playing the elves.

They can build in forest tiles, so there is a slight lack in city specialization. So if you build a cottage in a forest tile you will get your food/prod/comm all in the same tile, even more so once the tile turns into an ancient forest assuming you go FOL religion.

In FFH great generals are not produced from combat xp. ( the new version of Fall Further should have this feature though.)

(hoped that helped, i just woke up still in a little bit of a haze.)
 
Great Generals have been removed, and replaced with Great Commanders. Combat does not produce either. Certain wonders provide :gp: points for Great Commanders, and also the first civ to research Military Strategy receives a free Great Commander

heh, I never realized they switched names for that unit, but its been a couple years since i played civ4 :lol:
 
I play the Ljosalfars most often, usually I play at Deity level.

I've not found it necesssary to specialize Ljosalfar cities at all. I do specialize if there's some good reason like certain resources nearby (say two gold tiles or two iron tiles) but I can do well with generalized Ljos cities.

A lot depends, as always, on the specific map: its geography, resources, nearby enemeis,etc. But you knew that.
 
when playing the elves I tend to mine all hills and cottage all flatlands. when windmills become available I will replace mines with them, especially after machinery. I adopt city states cuz aristocracy needs to be used alongside with agrarianism to be really effective, but that would mean losing 1 hammer on each tile. this means that all my cities are more or less balanced and can pull their own weight. in the end you should have a very powerful economy and good production. one exception: I'll completely farm the city in which I place the national epic, which is going to become my great people farm.
 
Ljosalfar are one of the civs that really don't need to specialise. You get extra :food: and :hammers: from pretty much every tile, as well as ridiculously massive health and happiness.

When playing Ljos, I specialise in generalization. Put every city next to 3-4 hills where possible, and get sufficient production to build lots of economic things.
 
so the main purpose of specialising is to save time for building something more useful at the time needed?
 
about coastal cities. i had the impression that they generate bigger commerce with higher number of trade routes, does this mean i have to make them commerce generators at top priority?

Mostly!

Personally, I think that putting a city in a position so that has half (roughly) of the radius in the water and the other one surrounded by hills (in elves's case, hill+forest) and has some resources here and there (some fish, some sheep, some metal) is the best you can get.

Food and commerce from the sea, production from the land...who need to specialize anything?!?!
 
I find it ironic that nature loving elves with environmentally friendly civics/religion end up being the biggest industrial powerhouse in the game in addition to having the most crowded cities. They're the only civ I use workshops with, those unsightly polluting buildings.
 
Yes depending on playstyle (lots of open borders and friends with large cities) trade-routes on coastal cities can bring in quite a substantial amount of :gold:
 
You'll still get some nice trade route commerce under those conditions in non-coastal cities without giving up on high food, production and ... ummm commerce tiles. Water tiles suck, plain and simple. That, and it really is not a good idea to rely on open-borders agreements in a game as heavily focused on conflict as FfH.
 
You shouldn't rely on anything in this game, but you should exploit things when they are available. A coastal city doesn't necessarily need to have that many water tiles and you can benefit from far more trade routes early while your cities aren't anywhere near large enough to even worry about having a few suboptimal tiles. I'd rather have large amounts of commerce early, than perfect cities later. Sometimes open borders are less available, or less desired, but in the right situations, especially if you can beat everyone to astronomy and find all the overseas civs, you'll rake in the dough. Figuring out some tricks to massage the AI into opening its borders definitely helps. That said, I wouldn't open up borders with just anyone.

There are also so many fish/clam/crab tiles, that I can't imagine passing those up.
 
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