Fall from Heaven II (Civ4 FFH)

Aus CivWiki
Version vom 2. Mai 2007, 21:34 Uhr von Lemming (Diskussion) (Sprach-Versionen: Links korrigiert)

Wechseln zu: Navigation, Suche


Datei:FfHWikiTitel.jpg

Hauptartikel

Entwickler Team


Übersicht

Fall from Heaven II ist ein düsterer Fantasiemod für Civilization IV. Die Zeit des Eises ist vorüber und was von den einst großen Reichen der Menschen übrigblieb hat sich in kleinen Stämmen organisiert, die nur darauf warten sich neu zu formieren und bereit sind das zurück zu holen, was verloren war.

Aber die Welt ist nicht leer. Horden von Barbaren erwarten diese neuen Zivilisationen. Wilde Tiere lauern ahnungslosen Spähern und unbedachten Gesandten auf. Gigantische Spinnen warten in den Wäldern und Dschungeln geduldig auf ihre Beute und darauf, dass sie den letzten, fatalen Schritt tun.

Es gibt das unfassbar Böse, ebenso wie das selbstlos Gute. Es gibt jene, die versucht sind ihre Neutralität in den kommenden Konflikten zu wahren, wenn verschiedene Ideologien die Welt erneut auseinander brechen. Das erste Ziel ist das überleben. Das Zweite ist Macht, für das Gute oder das Böse.

Wirst du Macht erlangen durch die Stärke deiner Waffen, oder durch magische Studien, durch Pietät oder Blasphemie? Wähle weise. Welchen Pfad auch immer du einschlägst, du wirst Verbündete und verbittete Feinde treffen und je tiefer du in die Geheimnisse des Kampfes, der Zauberei und des Göttlichen eintauchst, desto schwerer wird es sein umzukehren.

Neue Funktionen

Für Vanilla Civ IV-Veteranen Gibt es einen Überblick über die Unterschiede zu Vanilla Civ IV.

Spellcasting units can take promotions in the different spheres of magic, granting them access to new spells and abilities. A unit can cast spells if it has the Channeling I, II or III promotion, indicating what level of spells they can cast. There are different kinds of casters as well, being divided among Divine, Sorcery, and Conjuring magics. Casters gain experience slowly automatically, so there is no need to risk them in combat as they pursue their studies in the mystical arts.

Erfahrene Einheiten sind sehr wertvoll. The base promotions have been essentially doubled, making the difference between experienced units and greenhorns especially noticeable. Also, new anti-racial promotions have been added, become the scourge of the elves, if it suits your fancy.

In order to upgrade to the strongest units a unit must first prove itself worthy. 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. 6 Maceman.

Not all religions are created equal, and some of them affect the alignment of your civilizations. If you choose to follow the vile practices of The Ashen Veil, your civilization will descend into the depths of Evil. You will of course be rewarded with immense arcane power, knowledge and the aid of Demons. On the other hand, if you follow the Runes of Kilmorph, you will be able to obtain the aid of the reclusive dwarves and make more gold than you could ever possibly spend.

In times of darkness and strife, heroes will rise to lead their civilizations to victory. Heroes are world units, that can only be built once. If they die, they cannot be rebuilt. Each civilization has at least one hero associated with it, as does each religion. Heroes gain experience each turn, meaning that in any given game, they will probably be your most powerful unit by far. They are capable of taking lightly defended cities by themselves, but they're only a short dogpile away from being dead, so protect them!

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. Tech progression is noticeably slower in FfH, giving you an opportunity to play with those new toys you just discovered. There are also religious specific techs, that cannot be researched unless you follow the appropriate state religion.

Victory can be achieved in several ways. There are the standard conquest options (last one standing, and domination) and cultural (Three cities of legendary culture). There is the tower of mastery victory condition, a magic victory requiring you to build the 4 lesser towers of each spell sphere, and then control all different types of mana and build the tower of mastery. Finally, there is a religious victory that happens when your founded state religion has sway over 80% of the population.

Sprach-Versionen

Externe Links