Top Tips,Tricks and Tactics for survival on Erebus

FlyingSwan

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Aug 11, 2009
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I thought it might be useful to start a thread on tips and tactics that is,nt civ specific,but concentrates on how players best use different units,terrain,unique features,spells,objects,great people etc.

Possibly the more obscure tips and tactics the better,but even the reasonably obvious ones are going to be useful to newcomers to Erebus.

Heres a couple of mine.1)Need to get an Orthus Axe from one side of the world to the other?-use a hawk,they can scout from citys,attach to recon units and carry objects.

2)Build forts at choke points to potential enemy lands,although it may be tempting to build a city there,forts are easier to defend as seige weopons dont lower defences,and forts upgrade eventually into virtually impregnable citadels.

Easy tips from me to start off with,whats everyone else got?
 
Some don'ts:

1) Don't forget to build a navy

2) Don't fight a naval war against an OO power.

3) Don't attack beastmasters when they're sitting on a hill.

Do:

1) Scout your neighbor. You will eventually fight your neighbor.

Special situation:

It is possible to start landlocked, behind a choke point. Fight your way out as fast as possible, until you reach the sea. Also, if you're not ready to attack your neighbor, level up on goblin forts, etc.

If you're landlocked, your resources may be marginal, and the Mines can help you a great deal by providing iron. Strongly recommend RoK in such a situation.
 
All right; makes sense, thanks!

It's not just the drowned -- it's the priests with tsunamis. Fought an interesting naval war against a Ljosalfar Octopus worshipping nation and the multiple tsunamis followed by waves of Stygian guards destroyed my navies.

OO Stacks on water is a powerful sea-controlling strategy.
 
1. Manage your mana to your advantage. Water mana can be very useful; it lets you start terraforming with adepts and enables water walking at second level. Depending on your map this can let you get in a good surprise attack. Also, try to specialize in either summoning, buffing or offensive mana in the early game - you can branch out later. Remember that multiple sources of the same kind of mana improves your summons.

2. Use terraforming to your advantage. If you have fire mana or sun mana you can make life miserable for your opponents by starting forest fires, turning border territory into deserts, etc. You can always fix it later (i.e. when their empire is your empire).

3. Protect your heroes. They are very powerful one-on-one and very vulnerable facing stacks. I never use certain heroes (Yvain) in direct combat. I rarely move Corlindale out of my home territory. The proper use of combat heros is taking down high-level units that might soak up three or four of your normal units in one go. Do not leave your heroes exposed around assassins. Do not risk heroes on attack values of less than 90% unless you're desperate.

4. Scout early with naval units, it's the easiest way to meet new people. Land scouts get killed, naval scouts meet empires. Once you get caravels, take personal control of at least one unit and sail it around the world to get the circumnavigation bonus. Finding isolated islands can net you otherwise unobtainable resources.

5. Acheron and every other high level unit can be dominated with a few catapults and melee fighters. See previous about protecting your hero.

6. Specialize in the early game, diversify in the late game. FFH buildings are too expensive to build everything at once. Having one core city for each unit type can really help you mass-produce armies in the early game. In the late game you won't want to waste micromanagement time on which city produces which unit, so slowly build up your capabilities.

7. Get ready for a real fight if you declare war on the orcs. Warrens are lethal in the attrition game, and ogres are high-powered champions. Do the same things you do when fighting other empires - just do them a LOT.

8. Don't use March of the Trees in the late game when playing as the elves, it will torpedo your economy. Losing a city is often preferable to using March of the Trees (unless of course you're really desperate).

9. Balseraph Halls of Mirrors and the dark elf black mirror artifact will ruin your day. Be careful attacking Balseraph cities with really high level units, and track down and kill the unit carrying the black mirror if at all possible.

10. If someone else builds Duin Halfmorn, declare war as soon as you are able and kill him. Werewolves are potential nightmares in the late game.

11. When Loki takes one of your cities, declare war on the Balseraphs and kill him. He will try to occupy the city for several turns - this gives you the opportunity to surround him and take him down, especially since your cities presumably have road connections to the rest of your empire.

12. Do not throw away summoned units/low-level units on powerful high-level units. Very high strength units like dragons may not even be damaged by ten or twelve skeletons or tigers - but they WILL gain experience from them. Use catapults or spells that automatically reduce unit strength by a certain percentage (maelstrom) to weaken the big daddies.
 
One silly little tip that I haven't seen mentioned. When you get better units than your neighbor, spam them and bring him down.
 
One silly little tip that I haven't seen mentioned. When you get better units than your neighbor, spam them and bring him down.

It is of course good, but...

Another tip: when you enemy uses this strategy with too strong emphasis, build a lot of counter-units :)
 
If you are a builder like me, learn how many troops you need to stay alive. Underbuilding the military is THE way to lose. Most of the AI isn't overly aggresive, so don't lead with your chin.

Especially on high levels, suppress the desire to build supporting buildings. You need troops, settlers, and workers (or workboats) pronto. You may want to sneak in a key wonder or an eldar counsel but otherwise, don't forget you need to get theose cities up and worked before crowded out and beaten up by the AI.

Best wishes,

Breunor
 
Realize that it's possible that Erebus may generate a map where you start off in an almost totally self-contained mountain range where you can expand to your heart's delight, but will never be able to reach your enemies unless you go naval or get water-walking. This happens a lot on huge maps.

Don't be afraid to regen the map or restart in these cases. Erebus is dumb that way sometimes.
 
Realize that it's possible that Erebus may generate a map where you start off in an almost totally self-contained mountain range where you can expand to your heart's delight, but will never be able to reach your enemies unless you go naval or get water-walking. This happens a lot on huge maps.

Don't be afraid to regen the map or restart in these cases. Erebus is dumb that way sometimes.

Far easier, just use a different map script. Erebus Continent or Perfect World 2 are both good.
 
that's exactly the problem with naming such a weird mapscript with the fictional universe the mod is set in... very bad choice, people think they are supposed to play on Erebus.
 
yeah, Erebus is both name of mapscript and of the setting.
I believe that this thread is about strategies in FfH generally, but of course I can be wrong.
And IMHO Erebus Continents is better approximation of 'actual Erebus' than Erebus mapscript
 
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