



There are also religious specific techs, that cannot be researched unless you follow the appropriate state religion. Tech progression is noticable slower in FfH, giving you an opportunity to play with those new toys you just discovered. Technology - Specialization is the name of the game here, while you may be able to generalize into the first or second tier of techs, you’re probably better off specializing in one of the various forms of combat or the arcane or the religious. They are capable of taking lightly defended cities by themselves, but they’re only a short dogpile away from being dead, so protect them! Heroes gain experience each turn, meaning that in any given game, they will probably be your most powerful unit by far. Each civilization has at least one hero associated with it, as does each religion. Heroes are world units, that can only be built once. Heroes - In times of darkness and strife, heroes will rise to lead their civilizations to victory. On the other hand, if you follow the Runes of Kilmorph, you will be able to obtain the aid of the reclusive dwarves and share in their love of gold and gems. You will of course be rewarded with immense arcane power, knowledge and the aid of Demons. If you choose to follow the vile practices of the Ashen Veil, your civilization will descend into the depths of Evil.

Religions - Not all religions are created equal, and some of them effect the alignment of your civilizations. Do you want to be an Immortal? Unable to die, and thus able to fight for all eternity? Then you have to be at least a Lv. Upgrading - In order to upgrade the the strongest units a unit must first prove itself worthy. Also, new anti-racial promotions have been added, become the scourge of the elves, if it suits your fancy. The base promotions have been essentially doubled, making the difference between experinced units and greenhorns especially noticeable. Casters gain experience slowly automatically, so there is no need to risk them in combat as they pursue their studies in the mystical arts.Įxperience - Veteran units are now more valuable. A unit has access to spells depending on what sort of caster it is and the spell spheres it chooses which of 14 spheres it wants to learn when it levels up (Fire, Entropy, Nature, Spirit, etc). There are three sorts of casters, those that know Sorcery, those that practice Summoing and Divine casters. Magic! - Spellcasting units can take promotions in the different spheres of magic, granting them access to new spells and abilities. To snip completely from the start of the thread: After loading and (finally) getting working FFH2, I could not EVER imagine going back to Vanilla CIV - or even MoM.
