Feyd Rautha
King
So, I have recently come back to FFH2, and I'm quite enjoying it (as always). I have been perusing the forums to get myself reacquainted, and I came back to a persistent question I've had which is "when to use my world spells?".
I still remember alot and some are more obvious than others, but since I'm only a "noble" player, I know that others (I'm looking at you diety players) will have better suggestions especially on those "questionable" civ worldspells.
So without further ado...
Amurites - Arcane Lacuna (No casting for X turns)
This one I would think to be a good one to cast before any major mid- to late-game campaign/land grab. If you're hitting the Sheaim, Belseraphs, or another magical superpower around your level this is a good trump card. Also, with the changes to Acheron and the SoI spam, this would be a great window to try and take down the dragon also.
When to cast?: Circumstantial/Right before war with "on level" civilization in mid/late-game.
Balseraphs - Revelry (2x length Golden Age)
Another circumstantial one, but MUCH more debatable. The problem here is that it should be early (but not too early) and there comes a point where its effectiveness is diminished.
My general rule is to use it when I reach 5-6 cities with their basic buildings finished (market, elder council, library, granary, smokehouse, carnivals,(lighthouse), courthouse, and one or more military unit buildings/temples). My oldest cities try to grab wonders and my secondary cities push out units. I've also used it when I am able to build the Great Library, Catacomb Librarius, and a couple other key wonders. If I am Perpentach and happen to have Industrious I like to do this just to snag wonders.
When to cast?: Circumstantial/Basic infrastructure built for 5-6 cities (debatable)
Bannor - Rally (Creates Demagogs)
In my opinion, it is relatively easy to know when to cast Rally. Research Fanatacism, declare war on the biggest foe, change civics to Crusade, cast Rally, and dominate the world. If you did a "balanced" tech progression, you should be able to basically finish the game right there with whatever you have available.
When to cast?: After you research Fanatacism
Calabim - River of Blood (+2 pop all cities, -2 pop all foe's cities)
For me, the jury is out on this world spell. I see basically two options: Option one is to cast it first thing. Start on turn 1 with a 3 pop city and you're in a good place for the rest of the game. This ignores the second aspect of the spell which is to reduce your foe's cities. The second option, and I think the better one, is to use it when your most populous city is 2 happy faces away from cap. Your foes will definitely take a hit by this point, and you'll probably have a few additional cities (and will therefore get an even greater benefit.
When to cast?: Early game when most populous city is 2 happy faces from cap.
Clan of Embers - For the Horde (Converts 50% of world's orc units)
This world spell gets a lot of flak for various reasons not the least of which is the distinct possibility that you could wind up collapsing your economy if you use it too late or too early; or it can be useless if used way too late. (FYI, one should use the "Barbarian World" option if they are playing with the Clan.)
I've experimented with the Clan a few times and found that when I use it early, I can get enough units to perhaps take out an early civ, but my economy takes forever to recover because of the huge influx of units I just added. I've also used it in the late-mid game period and collapsed my economy due to the mass of units I popped in an untouched continent where the barb cities had done nothing but produce units for hundreds of turns.
Overall, I think the best time is right after you build Rantine. You'll get a good amount of units, but your economy is typically strong enough to handle it. You also find out where barbarian cities are located for him to convert. Finally, due to current bugs you will have a good chance of getting a couple Sons of Inferno from Acheron's city.
When to cast?: Right after you build Rantine
Doviello - Wild Hunt (Produces [STR/2+1] wolf units in each unit's tile)
This world spell has been one that's hard for me to know when it is best used. If you use it after you get a handful of warriors it could be helpful, but generally it's not going to do much to have a bunch of 2 str wolves and since it effectively doubles your units you could wind up crushing your economy the same as you would with "For the Horde".
In my estimation, there are really two points where the spell has the best impact. The first is after the bronze weapon upgrade (gives most of them a base 3 strength) and the second is after the iron weapon upgrade (depending on the unit they will have anywhere from 4 to 5 strength). I'd lean towards iron working unless you know you can rush immediately at bronze working.
When to cast?: Bronze working or Iron working (debatable)
Elohim - Sanctuary (Impassable borders for 30 turns)
I have to admit I've not played the Elohim that much so this is mainly my theories on how best to approach things. Generally speaking though, I think this world spell is not as difficult to "know when" as others. In my theorizing, I think it comes down to a few possible options.
Option one (and by far the most preferred I'd wager) is to go for a "peaceful" victory type (Towers, Altars, Culture) and about 30 turns from the win, cast Sanctuary and position all your units on your borders to laugh at the SoD's wanting to bash your head in. Since it is late in the game, you could also potentially finish "Birthright Regained" before the end of the initial sanctuary and then cast it again!
Option two is to use it proactively after cordoning off your continent. Have all the open borders you want, but also ensure you have time to get all the real estate on your side of the culture line.
Option three is suboptimal, but if you are about to be overrun you can use Sanctuary to buy yourself some time. I imagine this is how it gets used most often.
Option four is to again use it proactively as part of a major attack. Set up a couple stacks and attack weak coastal cities for a "30 turn war" where you can keep rolling on as the defense forces you just circumvented stew unable to attack your newly captured city. Thanks to DaveGold and hbar for the suggestion!
When to cast?: 30 turns before a peaceful victory type (or "upon taking your first city in a 30-turn war")
I still remember alot and some are more obvious than others, but since I'm only a "noble" player, I know that others (I'm looking at you diety players) will have better suggestions especially on those "questionable" civ worldspells.
So without further ado...
Amurites - Arcane Lacuna (No casting for X turns)
This one I would think to be a good one to cast before any major mid- to late-game campaign/land grab. If you're hitting the Sheaim, Belseraphs, or another magical superpower around your level this is a good trump card. Also, with the changes to Acheron and the SoI spam, this would be a great window to try and take down the dragon also.
When to cast?: Circumstantial/Right before war with "on level" civilization in mid/late-game.
Balseraphs - Revelry (2x length Golden Age)
Another circumstantial one, but MUCH more debatable. The problem here is that it should be early (but not too early) and there comes a point where its effectiveness is diminished.
My general rule is to use it when I reach 5-6 cities with their basic buildings finished (market, elder council, library, granary, smokehouse, carnivals,(lighthouse), courthouse, and one or more military unit buildings/temples). My oldest cities try to grab wonders and my secondary cities push out units. I've also used it when I am able to build the Great Library, Catacomb Librarius, and a couple other key wonders. If I am Perpentach and happen to have Industrious I like to do this just to snag wonders.
When to cast?: Circumstantial/Basic infrastructure built for 5-6 cities (debatable)
Bannor - Rally (Creates Demagogs)
In my opinion, it is relatively easy to know when to cast Rally. Research Fanatacism, declare war on the biggest foe, change civics to Crusade, cast Rally, and dominate the world. If you did a "balanced" tech progression, you should be able to basically finish the game right there with whatever you have available.
When to cast?: After you research Fanatacism
Calabim - River of Blood (+2 pop all cities, -2 pop all foe's cities)
For me, the jury is out on this world spell. I see basically two options: Option one is to cast it first thing. Start on turn 1 with a 3 pop city and you're in a good place for the rest of the game. This ignores the second aspect of the spell which is to reduce your foe's cities. The second option, and I think the better one, is to use it when your most populous city is 2 happy faces away from cap. Your foes will definitely take a hit by this point, and you'll probably have a few additional cities (and will therefore get an even greater benefit.
When to cast?: Early game when most populous city is 2 happy faces from cap.
Clan of Embers - For the Horde (Converts 50% of world's orc units)
This world spell gets a lot of flak for various reasons not the least of which is the distinct possibility that you could wind up collapsing your economy if you use it too late or too early; or it can be useless if used way too late. (FYI, one should use the "Barbarian World" option if they are playing with the Clan.)
I've experimented with the Clan a few times and found that when I use it early, I can get enough units to perhaps take out an early civ, but my economy takes forever to recover because of the huge influx of units I just added. I've also used it in the late-mid game period and collapsed my economy due to the mass of units I popped in an untouched continent where the barb cities had done nothing but produce units for hundreds of turns.
Overall, I think the best time is right after you build Rantine. You'll get a good amount of units, but your economy is typically strong enough to handle it. You also find out where barbarian cities are located for him to convert. Finally, due to current bugs you will have a good chance of getting a couple Sons of Inferno from Acheron's city.
When to cast?: Right after you build Rantine
Doviello - Wild Hunt (Produces [STR/2+1] wolf units in each unit's tile)
This world spell has been one that's hard for me to know when it is best used. If you use it after you get a handful of warriors it could be helpful, but generally it's not going to do much to have a bunch of 2 str wolves and since it effectively doubles your units you could wind up crushing your economy the same as you would with "For the Horde".
In my estimation, there are really two points where the spell has the best impact. The first is after the bronze weapon upgrade (gives most of them a base 3 strength) and the second is after the iron weapon upgrade (depending on the unit they will have anywhere from 4 to 5 strength). I'd lean towards iron working unless you know you can rush immediately at bronze working.
When to cast?: Bronze working or Iron working (debatable)
Elohim - Sanctuary (Impassable borders for 30 turns)
I have to admit I've not played the Elohim that much so this is mainly my theories on how best to approach things. Generally speaking though, I think this world spell is not as difficult to "know when" as others. In my theorizing, I think it comes down to a few possible options.
Option one (and by far the most preferred I'd wager) is to go for a "peaceful" victory type (Towers, Altars, Culture) and about 30 turns from the win, cast Sanctuary and position all your units on your borders to laugh at the SoD's wanting to bash your head in. Since it is late in the game, you could also potentially finish "Birthright Regained" before the end of the initial sanctuary and then cast it again!
Option two is to use it proactively after cordoning off your continent. Have all the open borders you want, but also ensure you have time to get all the real estate on your side of the culture line.
Option three is suboptimal, but if you are about to be overrun you can use Sanctuary to buy yourself some time. I imagine this is how it gets used most often.
Option four is to again use it proactively as part of a major attack. Set up a couple stacks and attack weak coastal cities for a "30 turn war" where you can keep rolling on as the defense forces you just circumvented stew unable to attack your newly captured city. Thanks to DaveGold and hbar for the suggestion!
When to cast?: 30 turns before a peaceful victory type (or "upon taking your first city in a 30-turn war")