Okay as promised here is the map post. As a reminder, the request was for something "natural" with a few items forbidden since they are overpowering in the extreme. I tried the "Erebus Continents" map script which is FFH specific, but it would put capitals 3 tiles from each other
. I then went Fractal but due to the large map size and the low number of opponents it kept stranding a civ on a solo continent. I settled for Pangaea, here is the overview screenshot:
![[Image: overviewd.jpg]](http://img43.imageshack.us/img43/8628/overviewd.jpg)
Top row of 4 civs somewhat crowded in and a bottom row of 2 civs with a layer of jungle in between. The bottom row civs (Calabim/Vampires, Hippus/Horselords) got the better end of this deal. The Svartalfar/Dark Elves got the worst end of the deal, being squeezed in from two sides with one opponent sure to expand in their direction.
Hippus/Horselords
After the Corn/Pig capital not a lot of food, which balances out the room to expand into nicely IMO. Note that the "Silver" resource is actually Mithril. That's a late game strategic resource that gives +4 strength to any units equipped with Mithril weapons. FFH did a really smart thing IMO, you don't need strategic resources to build units. Axes can be built as soon as you have Bronze Working and a Training Yard built. However, if you secure a source of Copper, they are equipped with Bronze Weapons and get +1 strength. Iron gives +2 strength. Mithril is the uber metal, but it comes so late in the tech tree I doubt it will factor into this game (especially not for the Hippus, who don't tech down the metal path very often).
![[Image: hippus.jpg]](http://img522.imageshack.us/img522/6336/hippus.jpg)
Illians/Winterborn
The Illians are an interesting civ in that they like tundra (acts as plains) and snow (acts as grassland). They even have the ability to convert terrain to these types mid game. This gives Auric a lot more room to expand into. Also note Letum Frigus to the north and equidistant with the Elves. That gives the Illians the AGG traint permanently if they can get a unit on it. I hope the Elves find it first and try to deny access
. It also grants Ice mana if you can control it. The Illians Palace gives Ice Mana as well, but there are advantages to having multiple mana resources I'll go into later. If the Svartalfar/Dark Elves can claim the resource (doubtful) they will gain access to a line of spells normally unavailable, Ice being the only mana you can't convert a raw mana node into.
![[Image: illians.jpg]](http://img263.imageshack.us/img263/7096/illians.jpg)
Kuriotates/Uber cities
The Kuriotates are limited to 4 cities on this map, but each city can work any tile in the first two border expansions (40 tiles if memory serves). They also have a cottage promotion past town that gives +1F/+1C, although that likely won't come into play due to the insanely long maturation time. If you can expand the population caps high enough (and they get ways to do so), you can have some really powerful cities. In addition to their four uber cities, they can found colonies to claim resources. It is worth mentioning that the "City of a Thousand Slums" world wonder also gives access to the second border pop tiles, one of my favorite wonders but you need to plan ahead for it.
![[Image: kuriotates.jpg]](http://img132.imageshack.us/img132/622/kuriotates.jpg)
Dwarves/Hoarders
The Khazad are my second favorite civ to play. Production is crazy once you get your feet under you. The AGG/FIN trait is awesome. As an aside, FIN is the best trait in the game probably. There is a civic available early that gives -1F/+2C to farms in addition to -40% distance maintenance. Given there is a civic and a tech that gives +1F, if you have the FIN trait you can get 4/0/3 Farms up and running as a FIN leader. Really powerful stuff. This start is better than it might look as well since Dwarves are infantry bee liners, and they'll be the first to chop down jungle. Of course, if someone goes down the Arcane path there is a first level spell that can burn down Jungle. Impossible to control though, it can spread into forest tiles.
![[Image: dwarves.jpg]](http://img707.imageshack.us/img707/4094/dwarves.jpg)
Svartalfar/Dark Elves
When the evles build an improvement on a forest tile, the forest doesn't get chopped! There is a religion that slowly converts forests to ancient forests (extra +1F), and finally there is a civic that gives +1H for each forest in the BFC. Translation is that the elves have large cities with no happy/health problems and great production. They are the best long term builder civ in the game. Elvish Workers are slow however, you need more of them to get the job done. This start has pleny of forests in the area, I expect a beeline for Fellowship of the Leaves and Eduction (cottages).
![[Image: elvesf.jpg]](http://img27.imageshack.us/img27/5008/elvesf.jpg)
Calabim/Vampires
My favorite civ to play, but you really want to be Flauros and not Decius
. Bob said he wanted a challenge, he's going to get one. At least he has the best start in the game. Tons of room, floodplains, Gold...he should be able to get to Vampires fairly quickly, and then its
time.
![[Image: vampires.jpg]](http://img444.imageshack.us/img444/5540/vampires.jpg)
Darrell
. I then went Fractal but due to the large map size and the low number of opponents it kept stranding a civ on a solo continent. I settled for Pangaea, here is the overview screenshot:![[Image: overviewd.jpg]](http://img43.imageshack.us/img43/8628/overviewd.jpg)
Top row of 4 civs somewhat crowded in and a bottom row of 2 civs with a layer of jungle in between. The bottom row civs (Calabim/Vampires, Hippus/Horselords) got the better end of this deal. The Svartalfar/Dark Elves got the worst end of the deal, being squeezed in from two sides with one opponent sure to expand in their direction.
Hippus/Horselords
After the Corn/Pig capital not a lot of food, which balances out the room to expand into nicely IMO. Note that the "Silver" resource is actually Mithril. That's a late game strategic resource that gives +4 strength to any units equipped with Mithril weapons. FFH did a really smart thing IMO, you don't need strategic resources to build units. Axes can be built as soon as you have Bronze Working and a Training Yard built. However, if you secure a source of Copper, they are equipped with Bronze Weapons and get +1 strength. Iron gives +2 strength. Mithril is the uber metal, but it comes so late in the tech tree I doubt it will factor into this game (especially not for the Hippus, who don't tech down the metal path very often).
![[Image: hippus.jpg]](http://img522.imageshack.us/img522/6336/hippus.jpg)
Illians/Winterborn
The Illians are an interesting civ in that they like tundra (acts as plains) and snow (acts as grassland). They even have the ability to convert terrain to these types mid game. This gives Auric a lot more room to expand into. Also note Letum Frigus to the north and equidistant with the Elves. That gives the Illians the AGG traint permanently if they can get a unit on it. I hope the Elves find it first and try to deny access
. It also grants Ice mana if you can control it. The Illians Palace gives Ice Mana as well, but there are advantages to having multiple mana resources I'll go into later. If the Svartalfar/Dark Elves can claim the resource (doubtful) they will gain access to a line of spells normally unavailable, Ice being the only mana you can't convert a raw mana node into.![[Image: illians.jpg]](http://img263.imageshack.us/img263/7096/illians.jpg)
Kuriotates/Uber cities
The Kuriotates are limited to 4 cities on this map, but each city can work any tile in the first two border expansions (40 tiles if memory serves). They also have a cottage promotion past town that gives +1F/+1C, although that likely won't come into play due to the insanely long maturation time. If you can expand the population caps high enough (and they get ways to do so), you can have some really powerful cities. In addition to their four uber cities, they can found colonies to claim resources. It is worth mentioning that the "City of a Thousand Slums" world wonder also gives access to the second border pop tiles, one of my favorite wonders but you need to plan ahead for it.
![[Image: kuriotates.jpg]](http://img132.imageshack.us/img132/622/kuriotates.jpg)
Dwarves/Hoarders
The Khazad are my second favorite civ to play. Production is crazy once you get your feet under you. The AGG/FIN trait is awesome. As an aside, FIN is the best trait in the game probably. There is a civic available early that gives -1F/+2C to farms in addition to -40% distance maintenance. Given there is a civic and a tech that gives +1F, if you have the FIN trait you can get 4/0/3 Farms up and running as a FIN leader. Really powerful stuff. This start is better than it might look as well since Dwarves are infantry bee liners, and they'll be the first to chop down jungle. Of course, if someone goes down the Arcane path there is a first level spell that can burn down Jungle. Impossible to control though, it can spread into forest tiles.
![[Image: dwarves.jpg]](http://img707.imageshack.us/img707/4094/dwarves.jpg)
Svartalfar/Dark Elves
When the evles build an improvement on a forest tile, the forest doesn't get chopped! There is a religion that slowly converts forests to ancient forests (extra +1F), and finally there is a civic that gives +1H for each forest in the BFC. Translation is that the elves have large cities with no happy/health problems and great production. They are the best long term builder civ in the game. Elvish Workers are slow however, you need more of them to get the job done. This start has pleny of forests in the area, I expect a beeline for Fellowship of the Leaves and Eduction (cottages).
![[Image: elvesf.jpg]](http://img27.imageshack.us/img27/5008/elvesf.jpg)
Calabim/Vampires
My favorite civ to play, but you really want to be Flauros and not Decius
. Bob said he wanted a challenge, he's going to get one. At least he has the best start in the game. Tons of room, floodplains, Gold...he should be able to get to Vampires fairly quickly, and then its
time.![[Image: vampires.jpg]](http://img444.imageshack.us/img444/5540/vampires.jpg)
Darrell

. IMHO, this participation from the very beginning played a crucial role in the final excellence of FFH. Anyway, as I said I won't go over all the changes to the magic system but will present the current (and final) system. There are two major branches of magic...Arcane and Divine. Let's focus on Arcane magic for now (we'll discuss Divine when we go over religions), starting with the tech tree:![[Image: arcanetechs.jpg]](http://img203.imageshack.us/img203/1969/arcanetechs.jpg)
.
. This means that there is a random chance an Adept will gain an experience point every turn. Once an Adept reaches level 4 (and you know the Sorcery tech), they can be promoted to a Mage. Mages gain Channeling 2 and a free promotion. They also gain XPs at a faster rate. When a Mage reaches level 6 (and you know the Strength of Will tech), they can be promoted to Archmages. Archmages gain Channeling 3 and a free promotion. Channeling 1 allows a unit to take the first level promotion from a given sphere, e.g. Death 1. Having the first level promotion means you can cast the first level spell from that sphere, e.g. Summon Skeleton for Death 1 which creates a permanent unit with similar attributes to a Warrior. Channeling 2 grants access to second level promotions and spells (e.g. Death 2 and Summon Wraith), while Channeling 3 grants access to the third and final promotion and spell level (e.g. Death 3 and Summon Wraith or Lichdom).
...
.
. In CIV, the religions are all pretty much the same. Not so in FFH, where every religion is uniquely flavored and can have a radical impact on the the game. For example, religion can alter a leader's alignment. All leaders start the game as either Good, Neutral, or Evil. Alignment can result in a sizeable diplomatic bonus (or penalty) with other leaders, so adopting an alignment changing religion can dramatically alter your relations. Most religions grant access to special civics, which can be quite powerful. Most also have one or more heros, some of which are quite powerful. These heroes will abandon your civilization if you adopt a different religion, so care must be taken. Every religion but the Council of Esus has a unique disciple (similar to a Missionary but with some combat strength and the Medic promotion), priest and high priest (the latter two have access to unique spells). If you are a Spiritual leader, these Divine units gain access to the Mobility and Potency promotions. And of course religions also come with a shrine and temples, which vary quite a bit in their effects. Now for a brief overview of each of the seven religions:![[Image: fole.jpg]](http://img706.imageshack.us/img706/3567/fole.jpg)
. The Fellowship also has a unique civic, Guardian of Nature, which gives +5
in all cities and +1
for each forest. The Fellowship priest can cast the Bloom spell, which grows a forest on any tile that doesn't have one. So let's recap. Each elven city can have an Ancient forest on every tile. These forests give an +1
, +1
, +1
per city as a standard shrine does and also provides a source of Nature mana. There are two unique units associated with the FoL, the Fawn and Satyr. These are expensive but fairly strong for the time when they become available. There are also two heros, Kithra Kyriel is a reasonably strong, ![[Image: yavin.jpg]](http://img227.imageshack.us/img227/936/yavin.jpg)
![[Image: rokk.jpg]](http://img517.imageshack.us/img517/2172/rokk.jpg)
in RoK cities, +1 ![[Image: golemv.jpg]](http://img263.imageshack.us/img263/3396/golemv.jpg)
![[Image: 90345253.jpg]](http://img534.imageshack.us/img534/1338/90345253.jpg)
for some reason, don't really understand that. There is no unique civic, however the unique wonder the Tower of Complaceny has the same affect as the Globe Theater. The Asylum is a unique building that boosts research but also causes 10% of units to be crazed (you randomly lose control of the unit until it kills something, which it will try to do as soon as it can). The Drown is a unique unit you can convert a Warrior into. It gains +1 unholy strength and can walk on coastal tiles (but not ocean). This can be really powerful as the Cultist (OO priest) also has water walking and can cast the Tsunami spell which damages all units on the coast. You can easily pick off coastal cities with this combination. The Speaker (OO high priest) can also summon a permanent Kraken (powerful water unit). Saverous is the first OO hero, a mediocre melee unit. Hemah is the other one:![[Image: hemah.jpg]](http://img217.imageshack.us/img217/8987/hemah.jpg)
![[Image: esus.jpg]](http://img64.imageshack.us/img64/2591/esus.jpg)
![[Image: gibbonu.jpg]](http://img185.imageshack.us/img185/286/gibbonu.jpg)
.![[Image: empl.jpg]](http://img532.imageshack.us/img532/8895/empl.jpg)
![[Image: chalid.jpg]](http://img97.imageshack.us/img97/3241/chalid.jpg)
![[Image: veily.jpg]](http://img52.imageshack.us/img52/2592/veily.jpg)
. In addition if you research Infernal Pact you summon the infernals from beyond the veil, a poweful demonic civilzation that literally brings hell to earth. Normal terrain converts to a hellish equivalent. This effect is centered around Dis (the Infernal capital) and spreads faster as the AC goes up. I love the Ashen Veil, its my favorite religion
.
per city with AV as well as Entropy mana. It also gives the Stigmata promotion for any unit built in that city, which grants a % bonus equal to half the armageddon counter. The Temple of the Veil also grants 2
, while granting +10%
! If that wasn't enough, the AV comes with three heroes. Rosier the Fallen is a powerful, fast mounted unit available very early in the game. Mardero is a powerful, fast half man/half demon highly promoted spellcaster also available early in the game. Finally, we have Meshabber of Dis
:![[Image: disj.jpg]](http://img80.imageshack.us/img80/6600/disj.jpg)
![[Image: orderx.jpg]](http://img411.imageshack.us/img411/9161/orderx.jpg)
![[Image: sphener.jpg]](http://img13.imageshack.us/img13/1015/sphener.jpg)
) is something i'll like to try out sometime.