Sheaim (Civ4 FFH): Unterschied zwischen den Versionen
Zeile 18: | Zeile 18: | ||
Gebaeude_1 = [[Palast der Sheaïm_(Civ4 FFH)|Palast der Sheaïm]]| | Gebaeude_1 = [[Palast der Sheaïm_(Civ4 FFH)|Palast der Sheaïm]]| | ||
Gebaeude_ersetzt_1 = [[Palast_(Civ4 FFH)|Palast]]| | Gebaeude_ersetzt_1 = [[Palast_(Civ4 FFH)|Palast]]| | ||
− | Gebaeude_2 = [[Tor_zur Äußeren Ebene (Civ4_FFH)|Tor zur äußeren Ebene]]| | + | Gebaeude_2 = [[Abtrünniges Heiligtum (Civ4_FFH)|Abtrünniges Heiligtum]]| |
− | + | Gebaeude_ersetzt_2 = [[Magischer Zirkel (Civ4 FFH)|Magischer Zirkel]] | |
+ | Gebaeude_3 = [[Tor_zur Äußeren Ebene (Civ4_FFH)|Tor zur äußeren Ebene]]| | ||
+ | Gebaeude_ersetzt_3 = | | ||
Spezialeinheit_1 = [[Traumverschlinger_(Civ4 FFH)|Traumverschlinger]]| | Spezialeinheit_1 = [[Traumverschlinger_(Civ4 FFH)|Traumverschlinger]]| | ||
Spezialeinheit_ersetzt_1 = [[Beschwörer_(Civ4 FFH)|Beschwörer]]| | Spezialeinheit_ersetzt_1 = [[Beschwörer_(Civ4 FFH)|Beschwörer]]| |
Version vom 1. September 2008, 03:07 Uhr
Sheaïm | |||||||
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Übersicht | |||||||
Gesinnung | Böse | ||||||
Spielstil | Gemischt | ||||||
Spielfarbe | Dunkellila | ||||||
Leitmotiv | Geheimnisvolle Zerstörer der Welt | ||||||
Palastressourcen | Dimensionsmana Chaosmana Feuermana | ||||||
Starttechnologien | Anbetung | ||||||
Weltzauber | Höllisches Inferno (richtet weltweite Zerstörung entsprechend dem Armaggeddonzähler an) | ||||||
Anführer | |||||||
Anführer | Eigenschaften | ||||||
Tebryn Arbandi | Magisch Begabt Beschwörend | ||||||
Os-Gabella | Industriell Beschwörend | ||||||
Helden | |||||||
Held | ersetzt | ||||||
Abashi der schwarze Drache | |||||||
Gebäude | |||||||
Gebäude | ersetzt | ||||||
Palast der Sheaïm | Palast | ||||||
Abtrünniges Heiligtum | Magischer Zirkel
Gebaeude_3 = Tor zur äußeren Ebene | ||||||
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Spezielle Fähigkeiten
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Civilopedia
Vor dem Zeitalter der Wiedergeburt gab es die Sheaïm als Volk noch nicht. Als das Zeitalter des Eises endete, waren sie Leute von allen Zivilisationen, nur vereinigt durch ihr gemeinsames Ziel: die Schöpfung durch die tödliche Magie der Armageddonzauber zu vernichten. Die meisten folgten diesem Ziel, um ihre eigenen obskuren Kenntnisse zu erweitern, andere glaubten, dass sie eine ewige Belohnung für die Zerstörung der Schöpfung erhalten würden. Einige wenige schließlich wollten der Welt einfach nur ein Ende setzen.
Dawn of Man Text
Strategie: Als Meister der Beschwörung, sind die Beschwörer und Traumverschlinger der Sheaïm mächtige Einheiten, sogar noch mächtiger durch die Tatsache, dass das was sie beschwören, drei Runden besteht, statt der normalen einen Runde. Sie haben außerdem Zugang zu den Pyrozombies, die explodieren, wenn sie getötet werden, und diejenigen beschädigen, die sie töten.
Strategien
Probiere so schnell wie möglich die Technologie Beschwörung zu erreichen. Beide Anführer (Tebryn Arbandi und Os-Gabella) der Sheaïm sind durch die Eigenschaft Beschwörend in der Lage die Dauer der beschworenen Einheiten um 2 Runden zu verlängern (Also 3 anstatt von 1). Das erlaubt schnell eine große Armee von schwindenden aber kostenlosen Einheiten auf zu stellen.
Beförderung der Zaubernden wirken sich hierbei auf die beschwöreren Einheiten auf. Hat der Zaubernde (im allgemeinen der Beschwörer) Kampf I-V so hat auch die beschwörende Einheit Anabolika I-V. Die Beförderung Zauberreichweite bewirkt die Beförderung Fortbewegung bei der beschwörenen Einheit. Meist ist es auch effektiver sich auf eine einzelne Sphäre zu spezialisieren, und sonst nur die Beförderung zu wählen die sich auf die beschworenden Einheiten auswirken.
Das Spezialgebäude der Sheaïm das Tor zu den äußeren Ebenen bringt abhängig von den Gebäuden in der Stadt und dem Armageddon Zähler Einheiten in die Stadt.
Sheaïm verfügen über die Spezialeinheit Pyrozombie, welche eine starke und vielseitige Waffe im frühen Spiel bildet.
Die zweite Spezialeinheit, der Traumverschlinger, ist erst spät verfügbar dabei aber um so mächtiger.
Zudem haben die Sheaïm die Möglichkeit den Drachenkult zu gründen und Abashi, der schwarze Drache, zwar einer der späten aber auch einer der mächtigsten Helden im Spiel.
Daladinn's Strategie Tipps
- With Bronze Working you gain the ability to build a very nice melee unit the Pyre Zombies.
- Pyre Zombies are a force to be feared and often kill anything they attack of their tier or lower. When a Pyre Zombies dies it explodes and does collateral damage to everything in either the tile it was attacking or the tile that it dies in if defending (do not stack Pyre Zombies). If defending you want the attacking unit to move into the square and take the hit - this will most often kill the attacking unit.
- Pyre Zombies as income - they work wonders as roving pillaging units because you don't care if they live or die. If they die they are practically guaranteed to kill what attacked them and therefore eliminate an enemy unit. If they live you have a source of income to help your research and to upgrade your Conjurers.
- Pyre Zombies as siege units - these are your earliest units you can get that cause collateral damage. Surround a city (do not ever stack) then attack all in the same turn. Any Pyre Zombie that lives is another to harass them later. Any Pyre Zombie that dies will result in collateral damage to the entire stack in the city (including the unit that killed it).
- Pyre Zombies are a force to be feared and often kill anything they attack of their tier or lower. When a Pyre Zombies dies it explodes and does collateral damage to everything in either the tile it was attacking or the tile that it dies in if defending (do not stack Pyre Zombies). If defending you want the attacking unit to move into the square and take the hit - this will most often kill the attacking unit.
- Conjurers are one of 2 main units that should be the focus of the Sheaim. Here you have 2 choices to look at. Chaos Marauders (with Chaos II) and Nightmares (with Death II). In either case you may want to rush for Conjurer as fast as you can. Both of these summons have a move 2 and your first promotion needs to be Spell Extension I to increase the move to 3. This gives these units an effective range of 9 squares of base movement.
- The dreaded Chaos Marauder is the Conjurers' main assault unit. The key factor here is that you always keep these guys moving deeper into enemy territory. It is hit and run tactics, attack and then move past for a secondary target. The reason for this is that on the end of the 3rd turn there is a chance that these will become owned by the Barbarian State instead of being unsummoned. If they are deep enough into enemy territory this is wonderful (or if you are not at war with the Barbarian State it is even more fun).
- Nightmares are a little weaker than Chaos Marauders but make excellent guards for your Conjurers; I highly recommend keeping at least one in every stack. They have the Fear promotion which means that most units will require the Courage promotion to even attack. These guys can prevent your units getting ganged up on.
- Eater of Dreams take a long time to get and are only used in the late game. However there is nothing scarier or more frightening than these on the battlefield. Typically you are using these to summon Wraiths. Each Eater of Dreams should have Spell Extension II and Combat V when you get here (must be upgraded from a Conjurer). This gives your Wraiths a base move of 4 and they last for 3 turns allowing them to reach a city 12 squares away. What makes this scary is the locust-like way that an Eater of Dreams moves across the world. From her starting city she will summon an army of Wraiths and attack the nearest enemy city (she can eat a population to cast again the same turn but cant eat a city lower then 3 population). For example, from your border town with a population of 10 she summons 7 Wraiths to attack her enemies' closest city. Then she follows summoning another every turn. Each Wraith is here for 3 turns and can either reach deep into enemy territory or attack a city multiple times. Once she wears the city down and moves in she once again sacrifices the population to make another army that is bent on the destruction of another city. All I can say is thank the gods for 2 things: these are national units and they cannot learn the Twincast promotion.
- Religion is big in Fall From Heaven II and the Sheaim take it very seriously. There really is only 1 religion of choice for the Sheaim and thats The Ashen Veil.
- There are few units as feared as the Ritualist. When stacked they are almost unstoppable in the Sheaim hands. With the ability to summon nightmares, cast ring of fire, and the absolute fastest xp gain in the game (the later only with Tebryn Arbandi), the Ritualists are scary. However it is when they are upgraded to a unit with the Channeling III that they truly become evil. Inquisitors and High Priests are capable of summoning Balors, Wraiths and Fire Elementals , casting Pillar of Fire.
- Rosier and Mardero are the strongest heroes in the game. Mardero helps a lot because he has both Sorcery and Summoning along with Channeling III (scary). Summoning Imps and Balors he can easily take cities on his own (which he converts to The Ashen Veil as an added bonus).
- The Ashen Veil gives you Sacrifice the Weak. this is just another way of rushing builds as you kill off your unwanted population. this also allows your people to eat less and recover faster.
In a war as the Sheaim you have 2 tactics. The first is to run over your enemies with hoards of summoned units. Your second is slash and burn, pillaging with your Pyre Zombies and burning with your Imps (due to Summon Imp from Entropy II and Summoning). (Imps can learn Scorch with Fire I and this allows you to scorch 2 enemy tiles before the Imp leaves, greatly lowering production values of enemy tiles).
Good luck with the Sheaim and enjoy.
Namen der Städte
- Galveholm
- Grottiburg
- Tongurstad
- Graelingvig
- Steinvik
- Kuldevind
- Vargstad
- Skadistad
- Nidhoggstad
- Bjoernlingburg
- Morkurburg
- Jordekburg
- Stromstad
- Frost
- Lade
- Skeggi
- Kvellig
- Aghol
- Raunvake
- Sjoktraken