Vamps - Flauros Strat Discussion

Omega Red

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There was another thread on the strategy for the Calabim; however, I got just over half way through the last thread before I just gave up because of the senseless bickering. I could have posted this post in that thread, but I would like to get the discussion rolling in a more positive direction.

I play as Flauros because I prefer the economic advantage that he has because I know how to work it from my experience with warlords. I would like to present my current playing style and receive feedback. From that hopefully a good general strategy will emerge which can then be tested and benchmarked against other strats using the stats from the demographics, and military stat screens.

The Capital
Econ, or farm city?

In warlords I always make my capital my econ city. There is no question about it since bureaucracy gives an extra 50% commerce. In FfH, there is no equivalent civic. God king gives +50% :gold: not +50% :commerce:. Also, in warlords cottages are obtained earlier. In FfH education takes a while to get and I usually have my second city at that point. Thus, I tend to look at making my first city an agriculture city.

Other things that push me in this direction are:
- Slavery; I will want the extra food in order to recover population points
- Easy happiness; Calender comes sooner and thus so does extra happiness, not to mention the animals you can capture for cages and so growth does not need to be restricted as much as it does in warlords
- Increased settler production; As I will point out shortly, Flauros's cities are ridiculously easy to maintain thus you are going to want a lot of them

Essentially, my capital is going to be making settler's and workers all the time. When it needs to grow I build a bloodpet or begin work on a building. With city states, and organized the only kind of expansion that makes sense IMO is explosive.

Writing?
Is it worth going for?

When you get writing you get a free great sage which can build an academy. The academy will give you an extra 50% :science:. Every game I have played so far with my friends the person that gets this academy gets the tech advantage and since I am playing to control the tech advantage I will go for writing every time. The question is when do you go for it?

My answer, right away. My tech path is the following...

Agriculture (for farms)
Ancient Chants (leads to education)
Education (for cottages)
Writing (for the sage)

The only exception is if I can get more food from taking animal husbandry in the off chance that I do not have any food resources that can be improved with farms in my first two or three cities.

So, what am I missing out on? Mining? Fishing? Do I need these? No. Not right away. I will need fishing to get Message from the Deep, but I do not need to worry about that yet. Mining will not be needed as I can usually get the hammers I need from forests in the start, and slavery later on.

What am I gaining? Libraries ... +25% research (although they do not come into play until slavery is around [ie too many hammers]). A great sage +50% research in my best econ city. Well worth it imo especially since it makes other techs easier to get now.

City Specialization
Econ, Production, and GP farm ... oh my!

The next question is what kinds of cities will I need? The classics are production, econ, and GP farm.

The GP farm is generally taken care of in my first city. My next city is always econ as stated above. Now, the question is ... do I need production cities? Well they won't hurt to have, but in general I do not find I need them. Instead I spam econ cities. Why don't I need production? Slavery and food blows production out of the water.

Econ cities need very little. A library, an asylum, a farm or two, and maybe some happiness buildings. Everything else is cottages. I use slavery to grab the libraries and asylums. Keeping them defended is easy. Until slavery shows up the econ cities can spam bloodpets. The rest is trivial.

In place of production cities I have farm cities. These generally get granaries, smoke houses, breedings pits, forges, and happiness buildings using slavery. Eventually they will be food for my vampires so when slaving I usually do not even let my happiness recover.

Phase 1
Build an economy

I have given some arguments and explanations as to why I do certain things above, but now I want to put it into the context of a scheme. Phase one begins when the following conditions have been met;

- Education is researched
- Second city is settled
- A worker has been built

Phase 1 involves the following;

- Spamming settlers and workers in the capital to make econ cities
- Gathering happiness resources
- Working towards Message from the deep (not necessarily directly)

Phase 1 ends usually when I have message from the deep, or a sufficiently strong economy.

Phase 2
The dawn of the vampires

Phase two involves the following;

- Switching from spamming econ cities to spamming farm cities
- Enabling slavery
- Production of buildings (libraries in econ cities; granaries, smoke houses, breedings pits and forges in farm cities; governors mansions in all; happiness buildings always help)
- Pick up technologies Sanitation, and Feudalism

Generally, the spamming of cities is going to come to an end when it becomes time to begin slaving in your capital. Once feudalism shows up you are going to have to redirect your efforts to making vamps and thus end phase 2.

Phase 3
Conquest

Now you should have two kinds of cities ... farms and econ. Use the farms to feed your vamps and other vampiric units (I love vampiric bears, lions, and spiders :lol:). Remember the higher the population of the city the more experience you gain. Also, do not worry about the happiness of your farm cities. Just crank the population. These cities generally grow one population a turn and can be culled to give vamps with 100+ XP. I culled a city from 25 pop to 10 and had a Vampire with over 200XP. Fifteen turns later I did the same for another Vampire. If you do not want to wait the turns for your happiness to recover go nuts; however try to feed in bursts so that you only get one +-:( Feeding on multiple turns equates to lots of :(

Vamps and my hordes of bloodpets are usually more then anyone can handle. Generally my tech is also insanely high compared to the others in the game.

Aristocracy...
To bad city states is better

An argument in the other thread was about farms and aristocracy vs cottages. IMO cottages win out, not because they give more commerce but because city states is better and will afford you higher research and more cities which means more tiles for the econ bonus to apply too.

Too bad though ... because the idea of aristocratic vampires is what attracted me to the Cabalim in the first place.

Final Thoughts

Do not neglect adepts, since they can increase the number of skeletons your vamps can cast. This can be of great help when you need those skeletons to help break a strong city.

Please post your thoughts. I'd love to refine this strat more. Hopefully I didn't forget anything.
 
first question , what difficulty are you playing on?

next , as a note we really have to remember that agriculture got a tremedous hit with 23 and imho needs to be completely reworked (say remove the +1 food and swap it to a +% of food)

now i noticed that you keep talking about slavery so i assume that your going with the OO religion. this is fine and well however you failed to bring up the points that are needed to be discussed.

1 - the OO offer several things to you. first like you mentioned there is slavery.second, you get the wonder that makes yoru city have no unhappies. third you get severous. and fourth you get hemah , the most powerful caster in the game. as a side bonus you get a small amount of base culture added to your cities. you also get OO priests and all they bring to you
2- the AV offer several things. first unlike slavery here you get sacrifice the weak (bonus coin , research , and ALOT more food for the vampires). 2nd you get a free tech in the late game which can prove very valuable. 3rd you get rosier. fourth you get mardero (a powerful demon). here you get alot of bonus research and culture. you also get the AV ritualists and all that that brings.

typically for an early game strat , the best one to use is jsut build hordes and hordes of bloodpets. its ok you will eat them later , its like putting food in the freezer (only these can keep you defended)

for a mid game (starting with the founding of your religion) your going to be using your religious units, then move to priests , then hopefully to losha.

for late game , I HIGHLY reccomend keeping in the divine tree and going straight for brujahs (skipping the weaker vampires). going for highpriests is the next best plan since losha can grant vampirism to any unit level 6 or higher. this option also sets you up nicely for heading to vampirelords for the finish.


GL and enjoy the mod ...
 
first question , what difficulty are you playing on?
Generally I play on Prince.

next , as a note we really have to remember that agriculture got a tremedous hit with 23 and imho needs to be completely reworked (say remove the +1 food and swap it to a +% of food)

now i noticed that you keep talking about slavery so i assume that your going with the OO religion. this is fine and well however you failed to bring up the points that are needed to be discussed.
Indeed I did. Good call. I actually wished to bring up this discussion. So far, I have only ever played with OO, and I have not tried playing with the AV. What are peoples thoughts. Is one better for the Calabim? Or is it personal preference?

for late game , I HIGHLY reccomend keeping in the divine tree and going straight for brujahs (skipping the weaker vampires). going for highpriests is the next best plan since losha can grant vampirism to any unit level 6 or higher. this option also sets you up nicely for heading to vampirelords for the finish.

GL and enjoy the mod ...

I haven't really thought about the Brujahs. I saw them in the tech tree and I never really considered them. I will have to have a second look.

Thanks for your post.
 
Indeed I did. Good call. I actually wished to bring up this discussion. So far, I have only ever played with OO, and I have not tried playing with the AV. What are peoples thoughts. Is one better for the Calabim? Or is it personal preference?

I haven't really thought about the Brujahs. I saw them in the tech tree and I never really considered them. I will have to have a second look.

I haven't tried AV with the Calabim myself - I don't like them enough - but I've seen the AI do it, and it works out pretty well for Alexis, at least. The famine could be an issue if you're riding surplus population when it happens, but the odds of that are low, since there's always a hungry vampire around or something that needs to be built. Since Saverous is kind of a joke (although Hemah is great) and Rosier, by contrast, is a very bad man and can be made a vampire, the AV seems to come out ahead there too. It's probably worth a try.

The Brujah are just unspeakable; throw the axe on one that's got about 100 XP and you're looking at two (three if you've got a support-caster vampire for Haste) sure-to-be-dead units and a bunch of collateral damage every turn, frequently without having to bombard.

You left out Construction, which was clearly an oversight as irrigation is crucial for the playstyle you're talking about.
 
Calabim plays very differently on the different difficulty levels. On lower levels, you can usually overpower other early on, but on higher difficulties, I find you need to avoid too much conflict until you can get built up. Daladin is a better player than I am so I would take his suggestions before mine, but Calabim is the only civ I can play at diety so I'll give some tips I found useful at higher difficulties.

One important thing is to keep your neighbors happy until you can kill them. Late in the game, I always am AV with them, but early on, I will usually adopt Runes to be neutral, then OO when it spreads to my lands for slavery and, as much as I am ashamed to admit it, graft flesh(it provides bulk to your army for free). I also give away my mana until I need it. This boosts your relations significantly.

I rush pretty much straight for feudilism. I think it takes too long to wait for the brujah or other tier 4s, and eventually someone will declare war with you. Without some vampires, it is hard to fight them off. After that, I go for the priest techs and get brujahs and vampire lords(which is where the exploit of graft flesh comes in(graft a 250xp immortal with a kraken every turn, I know its an exploit but on diety(or whatever diffculty you peak at), you have to cheat when you can)).

For civics, when the empire is small, I go with aristrocracy and 2-3 farm cities. The other cities are mixed farm and cottage. As I don't try to expand early on, I usually have just 5-6 cities on a large map and stay that way until war. At that point, I switch civics, usually to city states, and focus more on cottages. I am usually AV by this point with sacrifice the weak, so the cities still grow well.(make sure you graft flesh your oo high priests before switching, they will stay with you then).

Techs come slow, and you will usually be missing early ones while specializing. It is tempting to trade away advanced techs to catch up, but be careful, because everyone around you will eventually fight you. The more tier 4s they have, the more difficult for you(being as specialized as you have to be at higher difficulty, you will probably just have 2 combat and the high priests as tier4 units late in the game)

This was a little disorganized and probably incomplete because I am doing between work(sorry), but would ba happy to carry it on with further discussion.
 
one tactic i use ALOT in the mid game is to keep open borders as much as i can to spread AV. then in the late game i often force people to addopt AV to stop a war.

example - go to war with bannor and take a city , convert it to AV (this is free if mardero takes the city btw) then offer peace with bannor and give them back the city if they adopt AV. then using your AV patriarch have bannor declare war on your next enemy.
 
Some interesting ideas here. I adopted AV in my current game and I have built the heroes. Nice to see that they can obtain or already have vampirism.

I will have to play on a harder difficultly as right now I have pretty much beat everyone since I have such a large tech lead. Sounds like a different game on the heavier difficulty. I am getting Brujahs now and researching for Vampire Lords. I have some pretty big vampires now so I am going to go and kill the red dragon (at least try too). I just crushed my first civ and its about 320.

King of Lands ... Construction is very helpful, especially if there are very few rivers. I should have pointed its importance out in my opening post but instead I just lumped it in with sanitation.


What do you guys do with cities once you capture them? Feed them to the vampires? Personally I feed them to the vampires. I do not think this is the most efficient thing I could be doing but it makes playing the vampires entertaining.
 
LOL ... right :P You just did say that.

You can't possibly trade all your cities away though. If you did how would you ever finish a game? :P
 
I often eat them and then give them to one of the trailing civs. I play with perm alliance, so getting a small civ you can ally with to hold land helps. Otherwise, I raze most cities without a wonder in it. I only keep ones to get resources or enough so that at 100 culture, most squares will not revert to fog of war (barbarians are annoying).

Even if you don't ally with them, if you give them to a weak civ, they will never be well defended, and you can quickly run through and destroy them if you need to. I have to admit, I usually stop when the game is all but won by domination and don't always stick it out.
 
I don't understanding why people keeping talking about EATING all the extra population you get from the "sacrifice the weak" civic, and totally neglect the mad economic advantages that come with being able to cottage spam to your heart's content on any terrain. Human slaves have uses other than producing blood you know...
 
Well, Calabim was my favorite race when I discovered FFtH2.
So maybe some of suggestions could help:

at first as you know difficulty drastically increased from level higher then prince, keep it in mind and second I was always playing on epic game speed (yep I like it ;) ).

It wouldn't a big surprise that main power of Calabim is vampires.
all game is divided for 2 phases: Before vampires and after. They are making Calabin invincible, great feasts from farm cites (best idea to focus your cites on food and eat only red people, they are useless anyway :lol:, such cites wouldn't produce lot of great persons of course, but well, thats right people are cattle for Calabim.) and your vampires become 35 level unstoppable machines of destruction. "Who is this? Meshaber of Dis? Avatar? pfff... just another food.. ;) "

Simply there is no tactics for Calabim "after" you gain vampires, if player isn't complete dump He couldn't loose after this point. :)

all tactics should concentrate on survival of Calabim to this point.
 
Very powerful units are underrated and overrated at the same time. They are meant to be extremely powerful at what they do, not meant to be powerful at everything.

I just played my first MP game in a local store yesterday trying to rely too much on powerful heroes and units. Boy, I get schooled by damage magics and first strike units.
 
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