Runen von Kilmorph (Civ4 FFH): Unterschied zwischen den Versionen

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Version vom 28. Juli 2007, 17:12 Uhr

Vorlage:FFH Religion NB! In Bearbeitung. Gabriel 21

Danke für das Verständnis.

Zivilopedia

Kilmorph, die Göttin der Erde, wohnt tief unten in ihr. Sie hauchte Leben in Steinfiguren (s. Legende von Bambur) ein, die zu den Zwergen wurden. Diesen lehrte sie die Geheimnisse der Metallurgie und Metallbearbeitung. Runen von Kilmorph ist eine der ersten Releigionen, die den Menschen zur Verfügung steht. Kilmorph erhört die Gebete ehrenwerter Menschen und sendet diesen sogar ihre Soldaten zu Hilfe.

Strategie

Die Runen von Kilmoprh sind eine ausgezeichnete Wahl für mittelgroße Reiche, besonders vorteilhaft, wenn es viele Hügeln gibt. Das Extragold von den Tempeln erzeugt Reichtum, sodaß man die Forschungsrate sehr hoch halten kann. Manchmal kann man sie auf 100% halten und noch immer Gold verdienen. Nach der Entdeckung von Eifer erzeugen die Bergwerke noch ein zusätzliches Goldstück, sodaß noch mehr Gold erzeugt wird. Nach Runen von Kilmorph erhält man leicht Bronzebearbeitung, wodurch man militärisch deutlich stärker wird. Das besonders nützliche und wichtige Wunder Minen von Gal-Dur bringt Eisen, sodaß man auch ohne Eisenerzvorkommen zu Eisenwaffen kommen kann.

Durch die Streiter von Kilmorph lassen sich sogar Wunder beschleunigen. Zwar lassen sich dadurch nur 60% der Produktion (Hämmer) erreichen, aber wenn mehrere Städte zusammenarbeiten, lassen sich große, entscheidende Wunder besonders in der letzten, entscheidenden Spielphase (z.B. der letzte Teil des Altars oder den AC beeinflussende Rituale) rascher verwirklichen. Und die Streiter von Kilmorph sind leichter zugänglich als die Großen Ingenieure. Auch Rituale wie Genesis lassen sich so beschleunigen.

Die Gesellschaftsform Ansporn ist relativ früh erreichbar und bringt noch zusätzlich Gold, wobei die Städte ungestört weitere Gebäude und Einrichtungen aufbauen können und nicht durch die Ausbildung von Einheiten belastet werden, die man bei der Eroberung doch benötigt.

Mr.Underhill's Strategy *incomplete*

The Runes of Kilmorph is often considered the "jack-of-all-trades" religion in Fall From Heaven. It's often founded after the Fellowship of Leaves, but before the Octopus Overlords and way before either the Veil or the Order. And it can be argued that the Runes of Kilmorph is more widely useful than the Fellowship of Leaves, which is more specifically geared towards the Ljosalfar.

The first thing you'll want to do as a Runes founder is get Arete, but that can be difficult to do early in the game (at least not without the risk of falling behind in the tech race). To speed things up, as soon as you research Mysticism, build a Pagan Temple in your capital and assign a priest. While you research Way of the Earthmother, you should get almost enough GPP for a Great Prophet. Remember, you'll want to rush technology with your Prophet after you convert to Runes. If you do it before, you'll probably end up with Philosophy, instead. While that's not necessarily bad (as you'll probably want it eventually), it's not nearly as useful as Arete is at this point.

NOTE: If you accidentally get a Great Engineer instead of a Prophet (from an assigned engineer cluttering your GPP pool), don't fret; save him for rushing the Mines of Gal-dur (see below), and wait for a Prophet to come up. If you're playing Rise of Mania, Engineers can also be used to rush Arete, as well.

The Mines of Gal-dur is one of the most powerful and useful wonders in the game, as not only does it give you free Iron at a point where most civs are still hunting for Bronze, but it also allows you to assign a whopping 4 engineers in the same city. Combined with a Forge (Bronze Working is probably going to be your next tech after getting Runes), you can punch out Great Engineers at a very nice rate (especially since most civs can only get 1-2 in each city). Use these engineers (and Soldiers of Kilmoprh when you don't have an engineer or it's somehow not enough) to rush other wonders. Remember, these engineers are powerful, but only when you have something to build. I suggest researching Priesthood and adopting Religious Discipline during the late game. With the unlimited priests available to you, you'll be able to pursue an Altar of the Luonnotar victory quite easily (even if you started as an evil civ, Runes converts you to neutral so you can work on the Altar no matter what). In the later stages of the Altar, priests can yield as much or more production than engineers! Still, you may want to keep a few Great Engineers around for rushing the Final Altar, but your main focus should be Prophets.

If you couldn't tell already, engineers, priests, and other specialists are your bread and butter when playing Runes. Well, mostly butter. For extra bread, adopt Agriculture and start farming grasslands and flood plains with any citizens not busy on a mine. With just a few well-developed tiles, you can easily support a swath of specialists, with health and happy caps being your only obstacle. To help deal with those, take some time to research Construction and Sanitation. Not only will it let you build your first siege engines, clear out any worthless jungles nearby, and increase the worth and spread of your farms, but it'll also give you Aqueducts, Public Baths, and (if you have Life mana) Aquae Sucellus, all of which will help you maximize your specialists. Throw in some mines for production (which are enhanced by Arete) and Aristocracy for gold, and you've got everything you need to be a powerhouse.

But don't get too involved in building and neglect your army. That's a fatal mistake in vanilla civ, and it's even more prevalent here. Since researching Runes already takes you a good bit down the metallurgy and construction branches, your best bets for an army will likely consist of melee and siege units, with a few Stonewardens or adepts for backup.

Gechichten

Fall from Heaven II - Religionen
Die Weisung | Runen von Kilmorph | Gefährten des Laubes | Schatten der Tiefe | Der Aschfahle Schleier | Drachenkult