Terraforming Hell Terrain

Charybdis

Scion Doomgiver
Joined
Dec 10, 2001
Messages
290
Location
Australia
Ok, so we have three Hell Terrains

Broken Lands (Grassland)
Fields of Perdition (Plains)
Burning Sands (Desert)

Of the three, Broken Lands are pretty much useless, no base bonus except when adjacent to a river (1:commerce:), but that's global. Fields of Perdition at least have a base of 1:hammers:, and Burning Sands acts as a wall against lesser non fire resistant mortals, but still provides nothing (except in those odd cases where it used to be a flood plain and had a town built on it before the land turned).

However, with a bit of poking, I have found a solution!

You will require:
An imp with Life 1
An archmage with Nature 3


The imp casts sanctity, creating 9 squares of 'natural' goodness, which can then be vitalized to go from Sand -> Field -> Broken (though that step makes the terrain semi-useless again.)
You could use a ring of burning sands around your territory for an extra 'wall', make sure your cities have optimal terrain etc etc.

This has probably already been posted, but I was so joyous in finding this worked I wanted to share.
 
Well, it is great if you happen to have a life 3 archmage available! :-)

Seriously, getting life three archmages to terraform is a builders' dream whether you have hell or normal terrain! They can change tundra to grasslands in a few turns -- druids are just great for this.

Best wishes,

Breunor
 
Well, it is great if you happen to have a life 3 archmage available! :-)

Seriously, getting life three archmages to terraform is a builders' dream whether you have hell or normal terrain! They can change tundra to grasslands in a few turns -- druids are just great for this.

Best wishes,

Breunor

If you think Life III casters are good for that purpose, you should try Nature III casters. :)
 
Well, it is great if you happen to have a life 3 archmage available! :-)

Seriously, getting life three archmages to terraform is a builders' dream whether you have hell or normal terrain! They can change tundra to grasslands in a few turns -- druids are just great for this.

Best wishes,

Breunor

I think you mean nature three. However Hell Terrain can't be directly vitalized, hence the sanctity/vitalize partnership to get around the restriction.

Shame there isn't a spell to go grassland -> plains, but I've been away for a few months so maybe something came in recently I'm not aware of.
 
charybdis, that's an interesting idea I'll try out - next time I go evil.

(OT: I can't say exactly how it changed as FFH2 was updated, but I seem to remember Vitalize as being more useful in earlier versions. I'd vitalize everything to get my Ljosalfarian forests everywhere but now I think I lose :hammers: or don't get them or something (you know if I don't have the game handy I get hazy about details), but I do know now I don't vitalize as much. Maybe it takes longer? Hmmm...sorry...just mention Vitalize and I get all confused...)
 
I'm uncertain why someone would rather have plains over grasslands (or their hell equivalents.) If you'd rather have production than food, just spam more workshops.......
 
I'm uncertain why someone would rather have plains over grasslands (or their hell equivalents.) If you'd rather have production than food, just spam more workshops.......
The Infernals don't use food at all, making it completely useless. Thus why the fields are preferable: they offer an actual bonus without an drawback for the Infernals.
 
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