Your Top Ten Tips for Your Favorite Civ

They do have -50% city strength, but because strength is additive in civ, getting combat 1-3 would leave you with +60% strength in the field and +10% in cities, making combat ideal promotions to take. In addition, taking something like shock will guarantee that they attack weak melee units, making them even more useful.

Ah, veeery helpful. A quick question I had about illusions: when they die do they give xp to the enemy? I'm assuming they do, which is not beneficial, but important to know.

I was reading the FFH manual and it's showing Shadows as CoE-only, but I don't know if that's up to date. I'll have to check it out in the pedia when I get home. They seem kinda handy, but I'm not sure it's worth the switch. Yvain seems a lot better than Gibbon, especially with the mirror.
 
I was reading the FFH manual and it's showing Shadows as CoE-only, but I don't know if that's up to date. I'll have to check it out in the pedia when I get home. They seem kinda handy, but I'm not sure it's worth the switch. Yvain seems a lot better than Gibbon, especially with the mirror.

The manual is correct, but you don't need to have CoE as your state religion. Any city with CoE is capable of building Shadows once you research the right technology.
 
I'm confirming that illusions do kill while defending. They kill over and over again. I wiped out entire stacks of AI units with the assassin hero as they just sent their swordsman after the mirror image over and over - this was a peace time. Too bad I couldn't get that xp. Heh.
 
I'm confirming that illusions do kill while defending. They kill over and over again. I wiped out entire stacks of AI units with the assassin hero as they just sent their swordsman after the mirror image over and over - this was a peace time. Too bad I couldn't get that xp. Heh.
I imagine that having Gibbon Goeta(or any Svartalfar Archmage) could summon up some Earth Elementals to guard a city.
 
yeah i would say that counter-attacks are the one weakness of Svarts, especially if you go recon lines. With the new AI change, i find myself leaving behind the hunters and fawns completely for the swordsman, simply because I am put on the defense more and more. with the old AI it was easy to do lightning fast raids and return to safety, but with the new huge stacks, we Dark elves are starting to have to think about measured attacks with the occasional assassin-fireball outbursts(granted i remembered to give all my assassins mobility.) I am relearning the svarts and the challenge is a fun one.
 
Ok, I guess I should give a stab at the Bannor because they are my favorite. I'm not the best player here so take my suggestions with a grain of salt. Having said that, my son says I'm so good with them because my play style is ideal for the Bannor (and bad for anyone else)! Anyway, I usually win with these on immortal, standard size, random maps, and sorry to go a tad long:

10 Tips for the Bannor

1. The overriding tip – if the Bannor pull off the crusade correctly, with everything going as planned, it is beautiful to behold. They are certainly one of the most powerful civilizations in the endgame.

2. The Bannor’s second advantage (often overlooked) is that with so many units getting guardsmen, they are effectively assassin proof.

Let’s work backwards – the ‘ultimate’ Bannor game (especially with Sabathiel, see below) is to build, build, build, and then unleash your armies on the world right when you are ready. The right point, in a perfect world, is after you have built the key money making buildings, after you have priests, and a variety of first and second level magic usersand at elast iron. If you have Sabathiel or Decius, you also have command posts.

3. An ‘ideal’ late game is Donal with 2 religious heroes, a huge stack of melee units/demagogues, some catapults, an adept casting magic weapon, one casting chaos blade, a few casting rust, a stonewarden casting shield of faith, a flagbearer casting morale, and a confessor casting bless. If you have second level spells, then use them appropriately as stack enhancers as appropriate.

If you can pull this off, you WILL win the game and perhaps no one can just sweep opponents off the board by pure mass like the Bannor; they can get cheap untis that are strong with promotions faster/better than practically anyone. The bad news is that neither your AI opponents nor especially your human opponents will let you get away with this strategy easily.


The crusade gives units from towns (20% each turn), your power comes from a cottage economy. We all know that cottage economies ALSO are powerhouses in the late game but much weaker early game.

4. Therefore, the key to winning with the Bannor is to survive long enough to go to crusade, cast your world spell, and churn out demagogues. And have your cottages grow. If the Bannor are the strongest Civ in the late game, they are perhaps the weakest in the early game.

5. Since you are running a cottage economy, get education quickly and try to get the upgrades to village, town, etc. going fast. After that, get bronze working. Chop forest for early needed production after mining.

6. Since the cottage economy takes a while to get moving, put early emphasis on settling sites with gold, gems, or wine. Although this idea is usually good, it means with the Bannor put even more emphasis over other city site features.

7. After the early techs, get Runes of Kilmorph. RoK will give you some early needed money also, and give the ability to get early heroes like Bambur. His ability to cast enchanted blade and repair are useful.

8. Have the capital with some specialists to get the ‘easy’ great men, but this is secondary benefit for the Bannor.

9. Build catapults. They are very good defenders especially and if you get Bambur they can be repaired. Remember, you are practically assassin free. Try to stick with RoK until you have 2 or 3 stonewardens.

10. You probably won’t have time to build a lot of wonders. Consider Form of the Titan if the AI gives you a reprieve, your strength is building a lot of units.

11. Research priorities are the obvious early ones, the money making ones, and smelting early. If you have iron, get priesthood, build the stonewardens, and then switch to Order or Empyrean (I prefer Order). Order spreads like wild fire. Build the confessors. If you don’t have iron, you probably want to build the Mines of Gul-dur.

12. By middle game Bambur will be missed but he isn’t too powerful then, Valin and of course Sphener are powerhouses. Sphener’s ability to cast heal on the whole stack is thematic and his non-living status won’t hurt him.

13. Obviously, once all of the ‘necessary’ techs are researched, go for fanaticism.


14. Leaders –

a. Sabathiel at charismatic and organized is the ‘ultimate’ Bannor leader. He wants to build as long as possible with as much preamble, with his faster advancing units and command posts. He can consider theology, apprenticeship, and if he has form of the titan gets some tough units. Most of the above strategy works best for Sabathiel.

b. Capria plays a little differently. Since she is spiritual, she can go into and out of the crusade easily; therefore, she doesn’t need the build up the way Sabathiel does. Conversely, since she is industrious, she should build wonders. But she can’t match Sabathiel’s pure ‘Bannor’ power so she has to be more adaptable.

c. Decius has two of the best characteristics, raiders and organized. Unfortunately, they don’t mesh with the Bannor ‘pure power’ game well. With Decius, then, try to get horsemen early – raid enemy lands, this should slow down their attacking and give you needed money. Decius will find less use of catapults (they will weaken his commando promotions). So Decius should play ‘mobile defense’ early. Later in the game, he has to decide how much of a ‘raiders’ game and how much of a ‘crusade’ game he adopts.


Best wishes,

Breunor
 
Here are the sidar tips that were already there (if you just missed them because they are buried). Nothing has really changed to effect them, except the greater number of barbs that make it easier to farm them for xp in the early game. If there is something more specific about them that you need help with, ask questions, but for a general overview, I can't think of anything that he missed (except that its valor, not loyalty that is helpful).

-Colin
 
I haven't played the Sheaim enough to write a full ten tips, but I will share a few things I found while playing my first few games with them. Hopefully I can get out 10.

1) Be careful with that Armageddon Counter. Make sure you build a nice army of Pyre Zombies before you get it too high, because once it gets high enough, you'll have a tough time getting out your units.

2) I usually research a few worker techs such as education, agriculture, and animal husbandry before I start working for my zombies.

3) The pyre zombies are extremely powerful. Don't underestimate their ability to annihilate a giant enemy stack. Build as many of these as you can and keep them in a stack.

4) Death mana is the "life" of the Sheaim ( tehehe ;) ). Get to Necromancy fast and turn all your raw nodes to Death nodes. Then upgrade as many of your adepts to Death II as you can for those awesome summons.

5) The tech path I usually use after getting education/worker techs is a beeline to Bronze Working, then to Necromancy, and then to Corruption of Spirit.

Thats really all I've got. Hope they're useful, though. I'll try and get another 5 after a few more games with these guys. They're definitely my favorite civ next to the Grigori. They're extremely powerful and I'm kind of disappointed it took me so long to try them.
 
How about some Illian tips?
 
Some Illian tips then. I'm sure someone else can add better tips later.

1) The temples of the hand are key. You can work ice tiles as grassland and fight better on snow. Your opponents can't do anything with ice. The only reason not to build them is the loss of trade on river tiles. You can settle any bad terrain and convert that to ice as well.

2) Work your economy hard. You need more workers as they get slowed down by the snow. With the ice tiles you can specialize your cities through farms, workshops, villages, whatever, so do it. Auric isn't a financial genius so make sure he's not left behind in tech.

3) The priests of the hand are your key units. Don't lose them. Get them as early as you can. Since you can't build any other religious units you'll have to get the most from your conventional forces. There's some advantage from using the melee line as you get Wilboman and enchanted blades but any units appropriate to your map will do.

4) Stasis is a powerful world spell. I'd tend to use it at war so that opponents can't reinforce, but you can always do it twenty turns before your war so you can do an arms race, do it while building a wonder, do it on the first turn, plenty of options. I'm not convinced that the deepening and samhain are that useful. I'd tend to get them ready (leave them with 1 turn to build) then unleash them at a good time to cause trouble, perhaps during war or stasis. The deepening does wear off, very slowly.

5) You'll probably be looking to win before Auric ascends, especially on a pangea map. He does give you a slow game option though. Don't be worried if the game reaches an impasse as you can break it at the end. Prepare well if you're going to use the Draw as all the other nations will declare war on you. You'll need to get Auric ascended fast, perhaps with a golden age. You should find however that your casters with level 3 ice spells can give you victory without resorting to ascension.
 
On the sheim, check out the first 2 pages, they were one of the first civs covered. That being said, if you have a different way of playing them than was posted earlier, please tell us about it - thats what this thread is for.

As for the illians, I just checked this thread and can't believe that one hasn't been posted before this - they are definately a fun civ, so I'll work on corecting that.

1. The first thing the illians get is the temples of the hand. Temples of the hand turn every tile within 2 squares (note, thats 2 squares, not the BFC) to ice. This has several benefits. First off, the illians treat all ice as grassland, and every tile in their BFC is ice. Second off, they can settle anywhere. Desert? Turn it to ice. Jungle? Guess what, jungle can't survive on ice - it turns to forest.

2. The second thing that they get is Priests of Winter, which they get at philosophy. They can only get three, but getting them is often enough to win you an early war.

3. The third thing is the worldspell - stasis. This means (on normal), that no one can do anything for 20 turns. There are a number of ways to use this, but which way you choose is up to you - personally, I use it right before declaring war on someone, as it allows me to attack without having to worry about them getting reinforcements.

4. Traits. Aurics traits are defensive and charismatic. However, he can also get aggressive if he beats the amurites to Legatum Frigus (the amurites get a golden age out of it). These traits mean that his units get +10% withdraw, and anywhere between +0 and +30% strength depending upon where they are and whether or not Legatum Frigus has been found. This makes Auric a very good warmonger, and gives him a pretty good reason to use mounted units as well.

5. Unit Lines. You are going to need to go down the metal line in order to get two of your heros. You're going to need to go down the divine line to get 1 of them, and your high priests of winter. You'll need to go down the recon line and the magic line to get Auric (Omniscience requires Commune with Nature, and strength of will or pass through the ether). Basically, to get all your benefits, you'll be all over the place. I suggest the mounted line as a strong basis for your army (defensive + horse archers, 2 upgrades and they have an 80ish% chance of withdrawing from combat). Usually, I use warriors for a while, get priests of winter early, then go for axmen, then adepts (you start with enchantment mana, use it). Once I have them, I'll generally find out if I have horses, and if I do go horsemen-horsearchers next, followed by mages, then champions. Once I have them, then archmages are usually my next priority, followed by high priests of winter, then drifta, and lastly Auric. If you have different preferences however, feel free to go for them - the illians have a great deal of freedom, only being blocked from religions.

6. Heros. Auric gets 3 heros. The first one is his primary, wilboman. Wilboman is a strength 7 hero who comes along at iron working, but otherwise is rather meh. He's nice, but not awsome. The other two are though. The first one is drifta, who is available at divine essence, and requires that you have killed a civ already (hey, do it early, do it often, right?). He is a dragon, magic immune, strength 14+7cold, and makes a great munching machine. Make sure that you escort him early on though, as it really sucks to loose him shortly after building - after he has combat 5/drill 4 etc. though, he can easily just wander off and eat entire civs on his own. The last hero is probably the most important though - Auric Ascended. He requires omnipotence, the draw, and if you get him, you have probably already won the game anyways. Just don't loose him, or you'll lose your traits. Because of his inability to get promotions, he isn't good to use as a regular attacker - what makes him powerful is that his spell can kill. Use him as mobile artillery :)

7. Ice. There are two ways to get ice mana - you can get 1 from legatum frigus, and 1 from the illian palace. The first spell, slow, removes 1 movement from enemy units nearby - the earliest stack stopper in the game. The second spell, summon ice elemental, summons a strength 2 + 2 cold, +1 ice mana affinity unit - nice to give to your mages, but nothing super special (it would be, but you can only get 2 ice mana...). The important one is Ice 3. Ice 3 is snowfall - the strongest direct damage spell in the game. It does 40% damage, with a maximum of 80%. This spell can be gotten by: 4 archmages, 4 liches, 3 high priests of winter. Because of how strong this is, you can actually afford to run 3 seperate offensive stacks. I like to run one stack with the liches with Auric (liches cast snowfall, auric casts his, all units within 1 square now dead), 1 stack with drifta (usually use archmages here), and 1 stack with my primary army (usually use the high priests here, as they can cast heal and medic 3 is very nice for a stack to have. It makes lategame mopping up VERY easy.

8. Reaching the lategame. Early game, you have no advantages, except stasis, and if you rush it, the priests of winter. Midgame, you can have ice 2 casters, wilbowman, and that is pretty much your only advantages. Lategame is where your power is. Therefore, you need to get to the lategame, preferably before anyone else does. The best ways to do this are to kill your nearest neighbor early (stasis, fast priests of winter, and a big stack work well for this). Then, spend the midgame teching up in peace, and building up your lategame army. Lategame, come out like a storm and drown the world in ice.

9. Economy. Every square can be treated as grassland. This is nice, in that you don't need to worry about food much. However, it is not so nice in that you will be short on hammers, and you don't get any bonus commerce. Therefore, I would try to settle near hills for production, and its your choice on whether to run Aristograrianism, or to try for a cottage economy. You don't really have any bonuses for either one, but aristograrianism will probably work better if you have nearby sources of freshwater. Standard city planning takes place here.

10. Have fun, and don't forget that your job isn't done until the world is buried under at least 3 feet of ice, minimum :p

Hope this helps.

-Colin
 
I haven't played the Sheaim enough to write a full ten tips, but I will share a few things I found while playing my first few games with them. Hopefully I can get out 10.

1) Be careful with that Armageddon Counter. Make sure you build a nice army of Pyre Zombies before you get it too high, because once it gets high enough, you'll have a tough time getting out your units.

2) I usually research a few worker techs such as education, agriculture, and animal husbandry before I start working for my zombies.

3) The pyre zombies are extremely powerful. Don't underestimate their ability to annihilate a giant enemy stack. Build as many of these as you can and keep them in a stack.

4) Death mana is the "life" of the Sheaim ( tehehe ;) ). Get to Necromancy fast and turn all your raw nodes to Death nodes. Then upgrade as many of your adepts to Death II as you can for those awesome summons.

5) The tech path I usually use after getting education/worker techs is a beeline to Bronze Working, then to Necromancy, and then to Corruption of Spirit.

Thats really all I've got. Hope they're useful, though. I'll try and get another 5 after a few more games with these guys. They're definitely my favorite civ next to the Grigori. They're extremely powerful and I'm kind of disappointed it took me so long to try them.

A note on the death mana, in my last Sheim game I spent most of the midgame spamming adepts, and giving them mobility, and spell extension 1 and 2. When I finally exploded out I had 70+ of them, plus Eaters and Lichs. My regular army was almost moot. I had legions of the dead swarming in three directions 8 moves ahead of the actual army, devouring every stack and city I saw. Death Mana is hax.
 
There are tips for the Mercurians on the first page - here is a link specifically to that post. I can't think of anything that has been changed about them since the post was made. Do you have any specific questions that we can elaborate on for you?

-Colin
 
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