Two player multi game feedback

Victrix

Chieftain
Joined
Oct 31, 2005
Messages
21
Just some comments after a few nights of gaming. Playing direct connect with a friend, playing random each game. He had a good early game with Khazad (sp, whoever the dwarves are), so he picked them each game after one of the early ones.

Using a small pangaea map with 5 civs, prince difficulty after a few noble starts, smartmap generation.

He's more experienced in Civ4 than me, due to playing it a bit more over the last year than I did, though both of us have played tons of Civ over the years.

In any case, here's how it went:

Early game - died to animals. Died to orcs. Died to goblins. Spiders, Giants. Lost cities, settlers, scouts, warriors, hunters, &c &c

So we tried that again, and still died horribly - a large number of forests meant that even playing hyper cautiously (advance one space into open terrain with a 2 move unit, then move back if an enemy was spotted), and protecting units that were to fight (trying for forested hills behind rivers all the time :P) we still lost many, many units to early exploration (or even travel to settle a new spot!)

In combination with the very slow rate of early tech and buildup (usually ~50 turns before we'd even get a second city + worker out), this made for a fairly frustrating learning experience. Poking around on the forums for some info helped out a bit, and ratcheting up the caution level even higher allowed us to survive (mostly) the early game hordes of beasts and orcs, but what happened after we passed that hurdle was that one of the two of us would still suffer misfortune at the hands of barbarians or start location, and it would become clear after 100-150 turns that we'd have to restart.

I don't mind the slower tech rate in general, but it has a few annoying side effects, particularly in concert with the nasty early barbarians/animals. For one, goody huts that provide techs gave a HUGE advantage to the player who found even one key tech early on, and if one of us got multiples, he'd usually shoot out well into the lead. The other is that losing a settler (or, more rarely, a worker) can be really painful during the early stages of the game.

The other annoying issue was that the early game played out mostly the same each time, so it started to turn into 50-100 turns of tedium as we waited to get into a more interesting midgame, carefully maneuvering our forces and patiently waiting for techs to develop our fledgling cities.

Repeating that process several times a night was getting pretty tiresome, so our next game(s), we're probably going to up the speed to Fast.

Neither of us particularly wants to due the accelerated game, but both of us would like to actually check out the mid and late game units :)

In any case, I'll update this periodically with our experiences. We're both new players, so perhaps the feedback might be useful.

--

Great work on the tooltips/civopedia (even unfinished as it is)/unit upgrade info, there's plenty of raw data presentation built into the game, which is nice.

It'd be nice if the info (and then some) from the Civs manual in this forum went into the game. There were a LOT of very important tips there that are not at all apparent in-game with each Civ, and some of them were absolutely critical for picking out an appropriate early game buildup strategy.

Somewhere down the line, a few tutorials and a few sample mini-scenarios that explore the different aspects of FFH would be very welcome for new players. Demonstrating civ differences, religious differences, spells, animal capturing, and so on. There's a lot to soak in, and finding it scattered about in various disparate threads is a bit offputting. I'd imagine the wiki will fulfill a good portion of this eventually, but it'd be nice to have some sort of introduction built into the game, to ease the transition - there's a lot of game here!

More as we play more :)
 
It'll be interesting to hear from you. Just out of curiousity, about how many warrior/basic fighters are you putting out in the early game (Before first expansion)? I find myself putting out about 6 - 8 before even considering a settler.
 
Lots - we did few in our first games, but that obviously didn't work well. After that, it was pretty much nonstop scouts/warriors until expansion. And that'd be heavily escorted on top of that, with a scout or warrior leading the way, and at least one warrior moving along with the settler. Sort of crazy, the amount of fiddly micro you have to do, but any time either of us took the smallest risk, units would die, and with just one or two cities early, we couldn't afford for that to happen.

The other method was expanding very close to our starting city, giving up a potentially better second settle in favor of safety, which worked fairly well for most civs, then I hit the one that can use three terrain spaces only in the first three cities, and that required spreading out more, and of course, the second city got trashed.

The problem was that one of us would still wind up hosed after the early game was over. I had one instance where no less than five barbarian units assaulted my two cities on the same turn O_o Though that case didn't actually turn out badly. The random deaths to panthers/wolves/spiders early on really hurt, and losing a settler is just horrible. Especially irritating is scouting the location, sending the settler, and having one appear on the way and whack your unit.

But we'll play some more and see how it goes. Cautiously optimistic would be the current mood ;) I know I like the variety, and I'm a sucker for fantasy mods for civ (I've probably played them more than the base game over the years), and this one has quite a beat of meat on it, with the potential for even more depth down the road.
 
Barbarians are easily beaten if you follow a few simple guidelines:

Like always build cities on hills for the extra defense (and then grab Hills defense promotions as soon as possible, followed by City defense promotions).

Leave units outside your borders on Hill/Forests as sentries so barbarians don't pop up as frequently (if you can remove the fog completely in the area around you no Barbarians will appear at all, as they only appear in space not viewable). Remember, if you see everything barbarians can't appear at all, and Hill/Forests will give you a decisive advantage (+50% def from forest, +25% defense from hills, +25% from fortify after 5 turns, +40% defense if you get Hills defense/Guerilla promotion, totalling +140% defense which will make your warriors an effective 4.8 strength unit - more then enough to beat panthers, bears, skelettes, orc axemen, lizardmen, goblins, orc spearmen. you'll still have to worry about Giants and Orthus though, but Archer's with the same situation will work there and deal with later barbarians).

Go for Archery as soon as possible, Archers on Hill cities with Hills defense and City defense promotions will keep your cities safe well into the middle to even late game if you have enough of them (with enough archers and catapults i was able to hold off 17 AI civs, on Deity, all at war with me (had the 'Alwars War' option checked) for hundreds of years).

Have you got 'Raging Barbarians' checked? If so you might want to avoid that til you're more used to the high barbarian levels in FfH2.

I suggest Quick as well, in Vanilla civ I played marathon games, but here you don't get that "units go obselete before you can even get them to attack someone" so it's fun to play Quick games.

Playing from a Classical Era start can really get things going faster as well (gives you a settler, an archer, a warrior, a scout, and a worker and a few turns before barbarians start coming).

Smartmap can generate some nice maps like dreiche2 said.
 
Make sure to use that first settler to pick the starting location you want. He has a huge movement and sight range so you don't have to sacrifice turns to get to a good location.

Also you may want to consider a lower difficulty, I never play on prince, and the diffiuclty sets your bonus vs the barbarians.
 
It's also worth noting that Pangaea maps will naturally generate lots of barbarians due to all the empty space - islands or small continents with lots of players leads to far fewer barbs. Prince ought to be doable though - I play at that level and never have any real problems with barbs; get another city or two up before the barbs proper (as opposed to animlas) show up and a bunch of fog busters and you're set. Animals can't enter your borders, so creative leaders have an edge, and you can actually settle right next to a spider, wolf or even a hill giant with an undefended settler without any fear of losing the city :)
 
I always play on prince....and always shoo out barbarians like goats from a hut. (If you've never been in a place where huts and goats are commonplace you'd likly not understand this). But the difficulty with prince makes it all the more worthwhile to invest in expansion somewhat more directed and slowly. As opposed to producing as many settlers as possible.

I anxiously anticipate the mid-game exploration portions of the game. And more barbarins that deal primarily in the "wilderness" and not with trying to hurt territory. Mmmm....Monsters....
-Qes
 
to deal with barbs,
a: get hunting lodges and give them scouts the seldom used hawk unit to scout ahead, hell, you don't even have to build the hunters at that rate
b:defensive play, as suggested above.
c:go for an early religion, they help, ALOT-
and barbs can't use religious units...
 
I figured I’d add my experience being the other half of these games. Personally I didn’t really have a problem with the barbs and animals, my downfall was from playing the Khazad. My first game I random Khazad and got an amazing start for them. Lots of Goodie Huts (300+ gold at the start), starting spot with gold mine, rivers, flood plains and hills. Anyway, even with totally screwing up the start (not knowing what I’m doing what any of the techs are etc) I had a great game. At this point I’m still figuring out what I need to do to improve my economy, the fact that I need to store gold to help my cities (My main city went from a size 8 fully happy, to a size 8 with 4 unhappy, because I didn’t know how the vault worked), how religions worked, or any of that stuff (forget spells we haven’t made it that far.) Anyway by turn 200ish I had 10 cities 3k+ gold in the bank +250 gold per turn (with Khazad I figure you go 100% science or 100% gold on any given turn) and almost double the next closest civ on the power chart.

So anyway we restart, I figure that was cool, I’ll play Khazad tonight and see if I can figure them out. I think for the second game I was playing pretty good, but vic got eaten by bugs so we restart

My starting spot is awful, forest and jungle as far as the eye can see, not a gold mine or gems in sight. I find an ok spot, I think I moved around for 2 turns, but I just cannot earn money. Dwarves hate me, I can’t grow cities, the tech to chop trees and especially jungle seem like they are way up on the tech chart, Thus I can’t clear land to plant cottages or mines. Miserable game for me, although vic was doing well. We restart

Next Game, great! The $%&$*% Amazon. I think screw this, I’m finding a good starting spot with my super settler. I wander around for like 5-7 turns and find a good spot. Ok I’m ready to have a good game. But, I don’t, because I managed to fit my starting spot right between 2 enemy civs. Khazad need to expand slowly because they need to fill up their banks first, so guess what, the other civs completely enclose me.

More games of the same, me sucking, vic playing well. So I came realize that Khazad might be a glass cannon, unbelievable if you get them going, absolutely miserable if you can’t, I can’t seem to find a middle ground, definitely not a good thing for multiplayer where your both trying to have real games.

In conclusion, great mod! I’m having a lot of fun playing so far. I think its back to random leader for me. I certainly don’t know enough to be able to comment on what might be good or bad.
 
thatd be improved in dwarves had some way of making hills (and the gold and such would come naturally from mining, since they have improved chance of finding gold or gems and such from mines, and their mines can't be pillaged... though thats actually only true of the next version which comes out on friday lol)
 
For the Khazad you most definitely have to be picky for your city sites, especially the first.

Like Kael says, it pays to wander with that first settler a bit, he can move 4 tiles a turn regardless of terrain and can see a rediculously long way. Look for a high commerce or high production start. I'm more a fan of the commmerce because it helps with the techs which tends to help alot against the barbs.

I take it you guys haven't met Orthus yet?
 
FWIW, it's only normally worth wandering your settler if you've got a very specific need dependednt on your civ like the Khazad - the map scripts automatically boost starting locations up if they're below average, so the land near your initial placement is usually not bad. The super settler does make it very easy (and much more efficient) if you want to move a few tiles, though.
 
Victrix said:
It'd be nice if the info (and then some) from the Civs manual in this forum went into the game. There were a LOT of very important tips there that are not at all apparent in-game with each Civ, and some of them were absolutely critical for picking out an appropriate early game buildup strategy.

Curious as the compiler of that manual - what tips were absolutely critical? :)
 
This is a multiplayer game, even if you are only playing against the AI. Everybody has this handicap just the same as you. It is hell frustrating when you get chopped up by something which is random, esp. Orthus comes to mind. But thats something you have to accept and learn to cope with. I have played heaps of FFH and think you are exagerrating how difficult the start is. Forget keeping your promoted units if you are going to persist exploring with them. You WILL get killed by bears and giant spiders as you explore with all but the luckiest of units. Grab hunters, which are especially useful at this point due to to the +100% vs animals. Strength 3 is on par with the strongest non animal barb at this point: the skeleton. Just make sure to park him on terrain at the end of movement. Make the first promotion +1 move and you are good to go.
 
Great game, isn't it. I still find myself loading FFH instead of Heroes. My favorite part in this thread was that you said the first 50 turns were tedious, not much going on, but in the suggestions below there was:

-Go for Archery early
-Move/setup lots of Fogbusting troops
-Go for Hunting/Animal Husbandry early for Hunters
-Early Religion helps a lot against the barbs

I agree with all of these...which is why this game is cool - there are so many different ways to go early in the game.

I play Monarch and Emperor (Emperor gets annoying because barbarians are +60% against you) and can honestly say that while the barbarians certainly slow down expansion they aren't a problem and I view them more as XP then a threat). Frankly I think all sorts of early strategies work well to get going but I would recommend:
1. Play quick mode. FFH is slower than vanilla Civ so normal & slower are pretty slow. Since early cottage spamming doesn't work nearly as well in FFH (there's too much to build / too many buildings required for troops, etc) science can definately be slow early. Quick mode helps a lot and there's still plenty of time for wars & development.
2. Concentrate on production early & don't worry about growing. I've found that cities can quickly reach health limits & hapiness limits. Since there's no early slavery/population whipping tech this can be a pain. My solution is to concentrate on production early and grow my capital more slowly.
3. No need for early worker. Because of #2 and because worker techs often have prerequisits (mining/masonry need crafting) you can wait to get your first worker out and will probably want to do so to build camps, mines, quarries, & pastures instead of worrying about farms (wheat/rice/etc) which will just make you max out your health.
4. Don't bother going for Writing. Unless you start with Ancient Chants AND get a technology on the path you're unlikely to be the first to Writing for the free tech. It's also not the most useful way IMO.

So having said the above, I tend to build 2-4 warriors, a worker, then another 2-4 warriors or a workboat or building...all in high hammer/medium growth mode. Then by the time I build my first settler I can hold off the barbarians pretty well.

Oh, this helps too -- initial warrior promotions to fight barbarians (listed in order):
Woodsman I (cuz it's +40% and woods are +50%)
Combat I (once you have Woodsman I have to get this to open up others)
Shock I (+40% v. melee works for orks, goblins, & I think Skeletons)
+40% v. Orkish (at this point the guys a killer and unstoppable on basically any terrain)

Having an occasional Combat I/Shock is also good for when the smart AI avoids your guys in the forest (nice job on the AI guys!). Between these early builds and the flexibility of the tech tree (religion, worker tech, promotions, etc.) I think the early game is much more diverse than vanilla Civ4 where the general consensus is: Worker first, beeline to Bronze Working. Frankly I think that start would be a very poor decision in FFH2. Definately don't want to chop down the trees until you KNOW you aren't going to get the Leaves AND have another religion to follow.
 
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