Throw in an adept with Body I for Haste and a healer, and you'll have an army of two-move longbows that can cast city-bombarding, collateral-damage inflicting fireballs, which can easily roll over a standard map on its own. (5/5 instead of 5/7 ), but it starts with free Fire I and Channeling II promotions, which means that 2xp unlocks Fire II out of the gate. At first glance it's just a longbow with lower defensive strength The real star of the show is our UU, the Firebow. your entire army can get Haste (+1 move) and Dance of Blades (+ 1 first strike) spells for free (and many others), he is unlocked very late at Arcane Lore (5976 ) which limits his usefulness since we should already be in a winning position by that point (though a determined bulbing strategy can reach this surprisingly early, since Great Sages prioritize the arcane line techs ) While this is a very strong ability (e.g. Our hero, Govannon, is an archmage that can teach all level 1 spells he knows to any unit in your civilization. As such, he has strong synergy with strategies involving running lots of sages and bulbing with Great Sages). Both buildings unlock a sage specialist slot (equivalent to a scientist in BtS except it produces 4 ). Set No Tech Brokering as a compromise between No Tech Trading and full tech trading.ĭain the Caswallawn is Philosophical (+100%, double production speed of Elder Council) and Arcane (free promotions and XP for arcane units, double production speed of Mage Guild). Moderator Action: Moved to Stories & Tales. no exploits (deficit GPT trading, creating puppet states for palace mana, and probably many other FfH specific ones I'm forgetting) no reloads, except for misclicks - Fall from Heaven is a lot more RNG heavy than standard Civ IV, and going with the rolls is half of the fun of this mod Enabling quickens noticeably quickens the pace of the game past ~t150, at the expense of the interesting strategic tradeoffs involved in unlocking T3/T4 units when you can't trade to backfill missing techs. Puppet States enabled for the same reason Vassal States enabled so that domination/conquest doesn't take forever These both do a good job of generating interesting strategic features (mountains chains, chokepoints, isolated areas full of barbarians) and starting positions where Agriculture -> Calendar won't take care of all your early game needs On standard or smaller it's too easy to roll over the entire continent before any of the AI become a large threat once you get a stack of promoted two-move units going No Deity because many maps are unwinnable if you don't have a perfect chokepoint or are playing a civilization with an early game military advantage (Doviello, Clan of Embers): the MNAI AI is super aggressive and will warrior rush you with overwhelming force (Deity bonuses) before you can unlock tier 2 units (this may be different on Epic/Marathon but I don't have the patience for these) Dain the Caswallan | Amurites | Emperor.I'll be posting starting saves for each game, so shadow games are welcome and encouraged My goal is to win a game with each of the 21 civilizations in the mod. This modpack sticks pretty close to vanilla FfH, except for interface (BUG), AI ( More Naval AI) and balance improvements (Erebus in the Balance). I'll be playing Fall from Heaven with ExtraModMod. Though I'm by no means an expert Civ IV player (usually play on Immortal, still can't win reliably on Standard/Normal/Deity ), there's a lot of interesting possibilities to explore in Fall From Heaven. I'm a long time lurker on these forums - with a lot of free time on my hands in the next few weeks, I'd like to showcase one of the best mods for Civ IV: Fall from Heaven (FfH), a total conversion of the game to a dark fantasy setting.Īlong the way, I'll attempt to showcase all sorts strategies enabled by the mod.
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