Medicine_Man_55
Warlord
An update: From my game listed above (Nikis Knight's Huge map, Epic, Cassiel of the Grigori, No AI building reqs, custom AI mods).
Moving on towards the midgame now and there is lots of mayhem in the world. Johas Endain of the Clan is swinging around a big stick, at war with most of his neighbours and doing more than holding his own. Alexis is universally despised and is getting slowly beaten down by Viconia and Varn Gosam (not that those two are cooperating). I think the Bannor starting location is a little weak on this map, but they've survived one pasting from a combined Charadon/Clan of Embers attack. I hope to help them out later.
Cardith Lorda is in real trouble and I'm moving to intervene on his behalf. The Amurites and Clan of Embers are steamrolling the Child King, and setting themselves up as a threat on my borders in the process. I just got Feudalism (in order to vassalize) and I want some of Cardith's mana, so the time is right.
** Incidentally: Is it possible to change the ruleset in FfH2 to allow a player to gift (and liberate) cities to his vassals? The inability to do so in the regular game is annoying and unrealistic.
The Clan of Embers are fighting with large stacks of lizardman assassins and rangers, catapults, chariots, goblin worg riders, and they have Rantine out (No AI building reqs changes the game remarkably in this aspect). The Clan is using only a few adepts here and there, mostly with low level chaos magic.
The Amurites, who have been biding their time for the entire game so far, are using several large stacks of chariots, horsemen, catapults, some swordsmen, adepts, wizards, and conjurers. Tasty.
Good news: The AI is definitely using its spell casters now. The Amurites have happily fire-balled my field armies a few times.
Bad news: The AI usually follows up on magical attacks by having the spell caster assault the enemy in person. Watching the Amurite wizards and conjurers try to take on my hero dragon slayers and longbowmen is painful.
Teaching the AI how to build, husband, and protect its spellcasters better would be the ideal solution, but I don't know how much is possible with the tools the FfH dev team has available. The workable alternative is to help the AI recover his lost spell casters quicker, possibly with arcane-style promotions in the higher tiers or upgraded adepts later in the game. Some thoughts for you.
Random thought: I think it takes too many hammers to construct buildings in FfH. The AI doesn't seem to develop his cities very well as a result.
Last note: I've been leaving the Sheim alone, but I see a lot of conjurers in his territory. 1-2 per stack. The arcane civs seem to consider casters an essential part of any force, even if they don't use them brilliantly. No one has the tech for archmagi or summoners yet, but when Teryn Arbadi gets it, I expect to see eaters of dreams.
Moving on towards the midgame now and there is lots of mayhem in the world. Johas Endain of the Clan is swinging around a big stick, at war with most of his neighbours and doing more than holding his own. Alexis is universally despised and is getting slowly beaten down by Viconia and Varn Gosam (not that those two are cooperating). I think the Bannor starting location is a little weak on this map, but they've survived one pasting from a combined Charadon/Clan of Embers attack. I hope to help them out later.
Cardith Lorda is in real trouble and I'm moving to intervene on his behalf. The Amurites and Clan of Embers are steamrolling the Child King, and setting themselves up as a threat on my borders in the process. I just got Feudalism (in order to vassalize) and I want some of Cardith's mana, so the time is right.
** Incidentally: Is it possible to change the ruleset in FfH2 to allow a player to gift (and liberate) cities to his vassals? The inability to do so in the regular game is annoying and unrealistic.
The Clan of Embers are fighting with large stacks of lizardman assassins and rangers, catapults, chariots, goblin worg riders, and they have Rantine out (No AI building reqs changes the game remarkably in this aspect). The Clan is using only a few adepts here and there, mostly with low level chaos magic.
The Amurites, who have been biding their time for the entire game so far, are using several large stacks of chariots, horsemen, catapults, some swordsmen, adepts, wizards, and conjurers. Tasty.
Good news: The AI is definitely using its spell casters now. The Amurites have happily fire-balled my field armies a few times.

Bad news: The AI usually follows up on magical attacks by having the spell caster assault the enemy in person. Watching the Amurite wizards and conjurers try to take on my hero dragon slayers and longbowmen is painful.
Teaching the AI how to build, husband, and protect its spellcasters better would be the ideal solution, but I don't know how much is possible with the tools the FfH dev team has available. The workable alternative is to help the AI recover his lost spell casters quicker, possibly with arcane-style promotions in the higher tiers or upgraded adepts later in the game. Some thoughts for you.
Random thought: I think it takes too many hammers to construct buildings in FfH. The AI doesn't seem to develop his cities very well as a result.
Last note: I've been leaving the Sheim alone, but I see a lot of conjurers in his territory. 1-2 per stack. The arcane civs seem to consider casters an essential part of any force, even if they don't use them brilliantly. No one has the tech for archmagi or summoners yet, but when Teryn Arbadi gets it, I expect to see eaters of dreams.