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FFH2, Civilization / religion synopsis
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salan
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FFH2, Civilization / religion synopsis
«
on:
June 11, 2008, 06:11:19 pm »
This is a complete rework mod, there is very little to anything that is the same as civ. The mod pertains to the first three ages.. Ancient to medevil.
Humans
Amurites -
the mage race of the humans, their leaders and special units specifically line up around casters.
Balseraphs -
the insane kingdom. Life is a carnival, the King and his daughter are both options, their flavor is indeed unique. a bunch of unique slave taking units and the such.
Bannor -
The trapped kingdom. They were trapped in and released from hell as the gods fought and have since taken a pledge to fight chaos and death at every turn. The overall strong human faction, no unique units.
Elohim -
The pios monks who were the only mortals to see the forging of the god slayer and the compact (gods removed from creation). their race was formed from the ashes of gods fighting, a archangel following the god of wisdom took them under his wing and rebelled against all the gods, granting humanity its final rite of survival, and specialize in demon slaying.
Grigori -
A race that was sheltered during the gods wars and after the gods left was drawn away from the useless waring of mankind at the strings of their gods. They have a very unique powerful unit type though, due to their seclusion and following of neutrality. to quote "The Grigori are the only civilization that can recruit the powerful Adventurer unit. The Adventurer is a Great Person and Hero that can be upgraded into almost any human unit. The Grigori use these customizable heroes as elite warriors, and they can grow into some of the best units in the game."
Hippus -
Mercenaries. you Can buy special mercenary units as well as building normal ones.
Illians -
The old powerful human empire that was all but destroyed during the winter. They only get 1 unique unit.
Lanun -
The pirate state. Based solely on being buccaneers and pirates, they have the ancient pirate flare and perform best near/on water.
Malakim -
A human civilization lead by a rebel Elf. He is now a disciple of the sun god and brings light to the world, the lightbringers.
Sheaim -
The evil, the destroyers. Their only goal is the total destruction of creation, A removal of all of gods creation. Their only goal is the Armageddon clock, and total annihilation. They have a few unique units, including a suicidal pyre zombie.
Sidar -
The shadows... Preferring to remove themselves from life they can turn their vet units into city specialists. They seek a solitary existence away from the rest of creation.
Barbarian states
The Barbarian state -
Non player barbarians that spawn outside of your countries boundary's. They form their own cities and nations if left alone.
The Clan of Embers -
The player race that is formed around Orcs, Ogres, lizardmen and goblins. Not a strong END game race, but very cheap units that unlock easily.
Doviello -
The true barbarian race for players to play. They survived on the surface during the winter by being nomads. Think of conan here.. some interesting barbarian flavored units, and start neutral to barbarian hordes.
Vampires
Calabim -
The calabim are vampires that kept humans a live and ruled them as governors through the age of ice. To late the humans realized their peril but it was a symbiont relationship by this time and neither could live without the other. They have a lot of interesting 'bloodpet' units that have unique spells to them. the higher end is definitely strong and can feed on their own cities for experience.
Demons
Hyborem -
The demons are not a startable race. They enter the game as the evil religion is founded and start from there. The player who researches the religion has the opportunity to abandon their nation to take over the demons. They are strong, and deadly.
Angels
Mercurians -
Basium the god himself has come to the world, breaking the compact. He comes to kill the demons. The wiki does not say if he has unique units or not, I guess he would. He is, like the demons, unlock-able only.
Elves
Ljosalfar -
the nuetral and good wood elves of the world. A few unique units and 3 different styled leaders. Their true bonus is being able to build in forest squares while not destroying the forest, using this with the leafs religion means a lot of ancient forest tree-ants that spawn when you get invaded.
Svartalf -
The dark elves, so to say. They Ruled in spring, while the wood elves ruled in fall. With an eternal winter, spring never came, and they were outcast over time or subjugated. This race delves heavily into magic, leveling mages faster then others, with more unique options.
Dwarfs
Khazad -
The normal dwarven race, forced underground during winter, ran out of space and are back on the surface in spring. More in mechanical creations (cannons/trebs) then magic, and strength of arms. bonus's to mining and a lot of unique units.
Lurchuirp -
A race of dwarves that never lived under ground. Artifact creators and the ultimate creators of Golems, a lot of them. They thrived through the winter with their creations doing their work for them.
Centaurs
Kuriotates -
A very unique civilization. They are based around the city state and complete control by the government. To make sure this stays the way it is suppose to the Kuriotates can ONLY build 3-5 cities (depending on map size) anything they conquer or build after that is a settlement that only furthers the borders of influence. they do not make money / units /buildings in their settlements. To balance this they can build centaurs that only require the technology to be unlocked. they are cheap, strong, easy to make units.
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salan
Guest
Re: FFH2, Civilization / religion synopsis
«
Reply #1 on:
June 11, 2008, 06:28:18 pm »
any info MIGHT be wrong, its taken off of descriptions and what i know by playing the races.
mostly should be right. all races get a hero unit shared amongst them , and MOST have 2 or 3 rulers to choose between. (different bonus's)
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Kolath
Commander, 2nd Infantry Division
Posts: 2382
Re: FFH2, Civilization / religion synopsis
«
Reply #2 on:
June 11, 2008, 06:36:14 pm »
The FfH2 Religions:
Fellowship of the Leaves
- Neutral nature religion. Defensive religion centers around shrouding kingdoms in ancient forests. If attacked, there is a chance that the trees will rise up as treants to defend the realm.
Octopus Overlords
- Neutral/Evil undead religion. The concept is that the OOs are Cthulu-like undersea beings who control the minds of weak-willed surface dwellers. Their unique units are all undead. Their temples provide culture bonuses as they spread their mind-controlling scriptures.
Ashen Vale
- Evil demonic religion. The ashen veil is dedicated to destruction and worship of the demons. This is a very offensive religion with unique units that sport powerful magic attacks. When their units fall in battle, they are reincarnated as demons in the capital of the demon race. Their temples provide research bonuses as scholars delve into the dark arts.
Runes of Kilmorph
- Neutral earth goddess. The runes are all about production and gold. They have strong dwarven unique units and their temples provide bonus gold. Usable by any race.
The Empyrean
- Lawful Good scholarly religion of heaven. The Empyrean is all about law and knowledge. Founds the overcouncil, a worldwide council of good nations that seeks to guide the course of the world.
Council of Esus
- Evil shadow government. The council is not so much a religion as a shadowy brotherhood that seeks to shape the course of the world through subterfuge and cunning. Unique units focus on stealth and assassination.
The Order of Junil
- Lawful good crusader religion. The Order is the armored fist of the Empyrean. Followers are zealously dedicated to the eradication of the demonic influence in the world. Followers can summon the archangel, Basium, to do battle for the forces of good. Their race focuses on powerful crusader units and magic.
Taken together, FoL, OO, and RoK are considered the "early" religions because they are the easiest to get. AV, Order, CE, and EMPYR are all later game religions.
«
Last Edit: June 11, 2008, 06:38:02 pm by Kolath
»
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Thtb
The German Guy
EIR Veteran
Posts: 3875
Re: FFH2, Civilization / religion synopsis
«
Reply #3 on:
June 12, 2008, 06:33:32 am »
Dips on Balseraphs and thank you for the information!
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Quote from: Unkn0wn on December 20, 2008, 05:57:19 am
Germans like to cause total chaos.
Tips and Tricks:
http://www.europeinruins.com/index.php/topic,2081.90.html
Thtb
The German Guy
EIR Veteran
Posts: 3875
Re: FFH2, Civilization / religion synopsis
«
Reply #4 on:
June 15, 2008, 05:11:19 am »
The Kuriotates (Centaurs) are quite well in early and midgame since even if they can get less citys those few are great. The Cenaurs however are not that good in combat imo and you cant mass produce fast if you have to, but still a good race.
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