thebeef1980
Chieftain
- Joined
- Jan 6, 2008
- Messages
- 18
DISCLAIMER – I’m not sure which of the various forums (story, FFH, Strategy, FFH Strategy) this thread belongs in. It seems to me it’s of most interest to people who play the FFH mod so it starts off here. Feel free to move it somewhere more appropriate.
So, this is my first AAR and nearly-but-not-quite my first post on these forums. Hello, everyone!
Subject to the demands of work, my plan is to try out as many of the civs I can before I get bored. As I’m an indifferent player at best, any AAR may end prematurely as I’m trolleyed by the bloodthirsty AI. House rules are:
So! First up is the Malakim, because it’s a cold and miserable January here in the City of London and there’s just something appealing about the idea of a tribe of sun-worshipping desert dwellers right now.
TURN ONE

“What is that, Akil, my love?” The boy’s mother gave a mock-frown at the little patch of sand her son was playing with intently. “It is not safe to poke around in the sand. One day a scorpion will bite you, and then – then you will be sorry!”
The boy did not look up. “It is safe, mother. I have beaten the ground for scorpions, and for fire-ants, and I have salt around me to protect from the wandering Djinni.” His mother smiled. Then her eyes widened in surprise as she saw what Akil was doing. “That mound of sand looks just like your father’s tent!”
“Yes, mother. And see! This is Chief Kikare’s long tent, and Uncle N’Tamba’s tent with the two tentpoles, and this little circle here – this is the lake, with the huts of each tribe’s chiefs around it.” In no more than five minutes’ play, the boy had built, in miniature and from memory, a nearly perfect replica of the Malakim tribe-of-tribes’ annual meeting place on the lakeside hill some three days’ travel away. But his brow was now furrowed, and his face sad. “Mother, it is not right! Would it not be better if the chief’s hut was not here but there? And Uncle N’Tamba – he leads the hunters. Should his tent not then be nearer theirs, but also near to that of the wives that cook? And if…” the boy trailed off, shyly, but his mother motioned him to continue. “I mean, we come here. Every year. We could take some of the stones from the side of the lake, and make a…a stone tent, to keep things in the shade while we are not there.”
Observing boy and mother, Varn Gosam smiled. He would speak with the gathered chiefs tomorrow about his plans for settling a permanent city. But for today, he had found his architect.
Let’s take a look at what the Malakim have going for them.
LEADER
Varn Gosam, apparently an elf for whom things got a bit hairy in the fog between worlds. VG is determined to spread the word of Lugus, the sun-god, among the desert tribes and as the game starts, the ice having receded already (I haven’t chosen end of winter as an option) he has just unified the scattered wanderers with a view to founding a city.
Traits:
UNIQUE FEATURES
UNIQUE UNITS
I can’t improve upon Grey Fox’s pdf, so I shan’t try. Instead, I’ll steal it! See below.

UNIQUE BUILDING

STARTING TECH
STARTING POSITION

As you can see, we start up on a plains hill with a lake to the NW and desert further to the E and W. With this mod’s powerful focus on agriculture and farms, a river is crucial in the starting game, and fortunately we have three, leading North, East and South from the lake respectively. I’m going to settle on just this spot, so it’s time to think about the city radius.
City #1
The starting square is a plains hill on a river.
There are 3 lake squares. Until I get fishing, which is not a priority, I can’t do anything with these. Back-shelf for now.
2 grassland squares, one of which is on a river.
Two more plains hills to the south.
Otherwise it’s all plains or desert flood plains, with a smattering of woodlands for early building.
There’s also a couple of marble deposits visible.
STARTING STRATEGY.
Military/Expansion
With all the woods and plains, this first city could be pretty handy for pumping out units. Since there are so many flood plains around, it may be that there are better choices downriver for a settler factory, and we’ll need the early units anyway. So plan A is to churn out warriors and lightbringers until I hit the happiness limit (5 in my capital) and then 2 workers and only then a settler.
Domestic Economy
As others have shown, the current incarnation of ffH is all about the specialist economy, which requires lots of farms. This goes very nicely with the philosophical trait as specialist economies produce plenty of great people, so the first building priority will be an elder council to get that initial sage and the Academy.
Research
Defence being key in this game, once we have mysticism I’ll push for camel riders asap to patrol the borders efficiently. When they are in place, I’ll try to pick up Empyrean by beelining for the Honour tech. No idea where to go after that – the magic techs maybe? Suggestions welcome.
Neighbours
Don’t know yet.
So – brave new world. One hopeful tribe. One amateurish leader. What could possibly go wrong?
So, this is my first AAR and nearly-but-not-quite my first post on these forums. Hello, everyone!
Subject to the demands of work, my plan is to try out as many of the civs I can before I get bored. As I’m an indifferent player at best, any AAR may end prematurely as I’m trolleyed by the bloodthirsty AI. House rules are:
- Shadow (v.30f)
- Normal speed
- Prince level (ambitious for me)
- Default rules (‘custom scenario’ and then change nothing) on Nikis’ superb Knights of Erebus map. These are:
[*]Aggressive AI
[*]No Tech Brokering
[*]Permanent Alliances
[*]Require Complete Kills
So! First up is the Malakim, because it’s a cold and miserable January here in the City of London and there’s just something appealing about the idea of a tribe of sun-worshipping desert dwellers right now.
TURN ONE

“What is that, Akil, my love?” The boy’s mother gave a mock-frown at the little patch of sand her son was playing with intently. “It is not safe to poke around in the sand. One day a scorpion will bite you, and then – then you will be sorry!”
The boy did not look up. “It is safe, mother. I have beaten the ground for scorpions, and for fire-ants, and I have salt around me to protect from the wandering Djinni.” His mother smiled. Then her eyes widened in surprise as she saw what Akil was doing. “That mound of sand looks just like your father’s tent!”
“Yes, mother. And see! This is Chief Kikare’s long tent, and Uncle N’Tamba’s tent with the two tentpoles, and this little circle here – this is the lake, with the huts of each tribe’s chiefs around it.” In no more than five minutes’ play, the boy had built, in miniature and from memory, a nearly perfect replica of the Malakim tribe-of-tribes’ annual meeting place on the lakeside hill some three days’ travel away. But his brow was now furrowed, and his face sad. “Mother, it is not right! Would it not be better if the chief’s hut was not here but there? And Uncle N’Tamba – he leads the hunters. Should his tent not then be nearer theirs, but also near to that of the wives that cook? And if…” the boy trailed off, shyly, but his mother motioned him to continue. “I mean, we come here. Every year. We could take some of the stones from the side of the lake, and make a…a stone tent, to keep things in the shade while we are not there.”
Observing boy and mother, Varn Gosam smiled. He would speak with the gathered chiefs tomorrow about his plans for settling a permanent city. But for today, he had found his architect.
Let’s take a look at what the Malakim have going for them.
LEADER
Varn Gosam, apparently an elf for whom things got a bit hairy in the fog between worlds. VG is determined to spread the word of Lugus, the sun-god, among the desert tribes and as the game starts, the ice having receded already (I haven’t chosen end of winter as an option) he has just unified the scattered wanderers with a view to founding a city.
Traits:
- Good-aligned
- Hero: Teutorix. A late-game gunpowder hero who gives +1 vote at the Overcouncil and has bonuses fighting in the desert.
- Creative:+2 culture/city, double production speed for carnival and obelisk.
- Adaptive: can change second trait from time to time. It starts as financial: +1G on every plot with 2, double production speed for market and money-changer.
UNIQUE FEATURES
- All units start with the ‘nomad’ promotion, which gives +20% strength in desert terrain (attack and defence) and double desert movement.
- The Malakim cannot build assassins, which is a nice touch given the prevalence of desert-dwelling-assassing-using-oops-they’re-really-arabs-aren’t-they clone tribes in fantastic fiction.
- World Spell: Religious Fervour – creates a priest of the player’s religion in every city that has the state religion. These priests start with 1xp for each such city.
- Starting Mana: Life, Mind, Sun.
UNIQUE UNITS
I can’t improve upon Grey Fox’s pdf, so I shan’t try. Instead, I’ll steal it! See below.

- We have an upgraded priest who gets +1 first strike and is immune to further first strikes, and who starts with the Sentry promotion (+1 visibility) and, like all Malakim, has the nomad promotion. Perfect for fogbusting in the deserts around our starting area.
- We also have an upgraded horse-archer. This will be a great raider IF I can get the hefty prereqs – stirrups, archery and stable.
- Oh, and we get swordsmen not axemen. Civilised, see?
UNIQUE BUILDING

- A mid-game UB, the Citadel of Light helps to preserve your cities by giving a free fireball and some extra defence when enemies are closing in. My instinctive feeling is that this won’t be so useful – either you’ll be winning a war or you will be being caned by the opposition in which case a fireball and +5% def won’t do much good – so it’s probably a bit of a flavour touch here.
STARTING TECH
- Arcane Chants – can construct Obelisk, leads to Education and Mysticism.
STARTING POSITION

As you can see, we start up on a plains hill with a lake to the NW and desert further to the E and W. With this mod’s powerful focus on agriculture and farms, a river is crucial in the starting game, and fortunately we have three, leading North, East and South from the lake respectively. I’m going to settle on just this spot, so it’s time to think about the city radius.
City #1
The starting square is a plains hill on a river.
There are 3 lake squares. Until I get fishing, which is not a priority, I can’t do anything with these. Back-shelf for now.
2 grassland squares, one of which is on a river.
Two more plains hills to the south.
Otherwise it’s all plains or desert flood plains, with a smattering of woodlands for early building.
There’s also a couple of marble deposits visible.
STARTING STRATEGY.
Military/Expansion
With all the woods and plains, this first city could be pretty handy for pumping out units. Since there are so many flood plains around, it may be that there are better choices downriver for a settler factory, and we’ll need the early units anyway. So plan A is to churn out warriors and lightbringers until I hit the happiness limit (5 in my capital) and then 2 workers and only then a settler.
Domestic Economy
As others have shown, the current incarnation of ffH is all about the specialist economy, which requires lots of farms. This goes very nicely with the philosophical trait as specialist economies produce plenty of great people, so the first building priority will be an elder council to get that initial sage and the Academy.
Research
Defence being key in this game, once we have mysticism I’ll push for camel riders asap to patrol the borders efficiently. When they are in place, I’ll try to pick up Empyrean by beelining for the Honour tech. No idea where to go after that – the magic techs maybe? Suggestions welcome.
Neighbours
Don’t know yet.
So – brave new world. One hopeful tribe. One amateurish leader. What could possibly go wrong?