Some questions on the Calabim

SidArthur

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I've just recently started playing FFH2, and by far the faction that drew me in was the Calabim. But I have a couple of questions regarding their design.

Firstly, is there a purpose for the Moroi's ability to be Gifted at level 4 rather than 6? Since they can simply be upgraded to a Vampire, and you need to have a Vampire to Gift them, then... you could just upgrade them and have a higher base Strength. Is it really common to get Losha before Feudalism for some? Or is the reason for this to be able to Gift your Moroi "in the field" so to speak, if you don't have a Governor's Mansion nearby and need the boost?

Second, it looks like Bloodpets are made obsolete by Archers. Is this intentional, or a product of the Warrior base unit being made obsolete?

Finally, how often do you Calabim players make a Vampire Governor in your non-capital cities? Do you find it helps much more than having that extra tile being worked?


Thanks in advance, all.
 
I've just recently started playing FFH2, and by far the faction that drew me in was the Calabim. But I have a couple of questions regarding their design.

Firstly, is there a purpose for the Moroi's ability to be Gifted at level 4 rather than 6? Since they can simply be upgraded to a Vampire, and you need to have a Vampire to Gift them, then... you could just upgrade them and have a higher base Strength. Is it really common to get Losha before Feudalism for some? Or is the reason for this to be able to Gift your Moroi "in the field" so to speak, if you don't have a Governor's Mansion nearby and need the boost?
Well, I think it's a hold over from before vampires replaced macemen. It's not a huge advantage now that they upgrade to vampires directly, but no reason to remove it.
Second, it looks like Bloodpets are made obsolete by Archers. Is this intentional, or a product of the Warrior base unit being made obsolete?
Hmmm, good catch, I think it wouldn't be intentional since bloodpets have a special ability. Maybe archers could be made "less filling" as well?

Finally, how often do you Calabim players make a Vampire Governor in your non-capital cities? Do you find it helps much more than having that extra tile being worked?
Rarely myself, especially since one of the leaders is philosophical the GPP are worth more.
 
As a regular player of the Calabim, you are all totally wrong. When I figured this out, I almost crapped myself.

You gift Vamp to at least 6 Moroi, make them into PIKEMEN, and then you get vampiric SPARTS and WALLS.

You feel like getting a 200+ exp Spartiotai? You should. They're TERRIFYING.
 
As a regular player of the Calabim, you are all totally wrong. When I figured this out, I almost crapped myself.

You gift Vamp to at least 6 Moroi, make them into PIKEMEN, and then you get vampiric SPARTS and WALLS.

You feel like getting a 200+ exp Spartiotai? You should. They're TERRIFYING.

A WINNAR IS YOU.
 
As a regular player of the Calabim, you are all totally wrong. When I figured this out, I almost crapped myself.

You gift Vamp to at least 6 Moroi, make them into PIKEMEN, and then you get vampiric SPARTS and WALLS.

You feel like getting a 200+ exp Spartiotai? You should. They're TERRIFYING.

Wow... I had not thought of this.
 
I only build the governors building to produce vampires, but never ever put a worker as the governor (he produces less than any other specialist).

The good thing of the capital is the FREE governor, 1 + hammer. Maybe they should give a lot of happiness in the cities, because humans should not be unhappy when there is a hungry vampire around.
 
It would be nice if the Vampiric Governor could offer something more useful - a few random ideas from me:

Renamed to Vampiric Nobleman.

0.5% chance per Vampire Nobleman that any unit built in this city starts with Vampirism, +2% with Feudalism.

Calabim Palace: Allows 2 additional vampiric noblemen in addition to the free one. +1 commerce from each vampiric nobleman in this city.

Governor's Manor: Changed to provide 1 free vampiric nobleman.

Council Chamber: Provides 2 additional free vampiric noblemen. -10% commerce, -10% growth, +1 unhappy. Requires Governor's Manor.

Noble Quarters: Requires Theathre, Council Chamber. Unlimited Vampire Nobleman, +2 culture from Vampire Nobleman specialists in this city, +35% culture, +3 unhappy.

Losha Valas: When in a city, all vampiric noblemen in that city provide an additional 1 hammer.

And one somewhat unrelated idea I just thought of:

Breeding Pit: Changed to "All worker (i.e. unassigned) specialists provide +2 food. -2 city health."
 
Firstly, is there a purpose for the Moroi's ability to be Gifted at level 4 rather than 6? Since they can simply be upgraded to a Vampire, and you need to have a Vampire to Gift them, then... you could just upgrade them and have a higher base Strength.


Well, I don't know why Moroi should be "simply" upgraded. The Gift is simple, since it costs no money, while the upgrade costs money and needs a building in the area where you want to upgrade.
 
At he moment the vampiric governor is quite useless (unless he's free for +1 hammer). But it's not right to make them overpowered.
 
vampiric governors are far from useless. thier major strenght lies in helping smaller cities develope. any newly captured city or newly built city is an ideal place for a vampiric governor. instead of building any of the other buildings for culture you can go with the manor (which you need to build vamps anyway) and jsut place a governor for long enough to see the city pop culture.

as far as moroi and blood pets , these things go together like pizza and beer. its a HUGE advantage to be able to have vampirism at level 4 as opposed to level 6. the only down side iirc is that you need to have built a vampire to have the ability to gift.

my personal tactic to get through the 2nd tier is with overwhelming numbers of bloodpets. enough bloodpets can kill an axemen if needed. the main reason i do this is so that i have a HUGE supply of them when i actually get my vampires. bloodpets do 3 things when eaten by a vampire (most only heal)
1 - they heal the vampire a significant amount
2 - they return 1 movement point to the vampire (iirc the vamp has to have lost it to regain it and can only regain it 1 time per turn)
3 - allows the vamp to attack again (iirc this also is only granted 1 time per turn)
these 3 abilities make the bloodpets worth having around at all times.
 
Yes, the governor can give culture, but if I don't remember wrong, their building is much more expensive than the monolith (that gives +3 culture -1 gold, sorry, don't remember the name). It's like twice the cost IIRC.

Playing on marathon, the governor palace can take 180 turns to be produced.
 
Bloodpets are also cheap defense for cities. Each vamp can protect a large region (3 movement with Haste). I respond to threats by moving my vampires to the appropriate city and attack, eat, repeat.

A few turns later, I've restocked your defense with 25 hammer bloodpets.
 
I'm in favor of the Great Person idea. It would let you spread vampirism around before getting full-fledged vampires without throwing balance out of whack. It could be something like this:

Vampiric Governor:
0 :strength: / 2 :move:
Can build a Governor's Manor.
Can rush production (25-50% of what a Great Engineer can do).
Can upgrade to Vampire.
Starts with Vampirism.
 
Sacrifice a vampire to get the governors palace seems right to me also. I would give the vampiric governor for free but reduce his bonus, maybe +1 hammer, +1 culture.

The culture would not be theaters or cinema, more of the like rumors and horrific tales of what happens at the calabim cities when the vampires are ruling them... The +1 hammer because people are working hard.
 
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