Sheaim (Civ4 FFH)

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Sheaim
Civ4FFH Sheaim.png
Übersicht
Gesinnung Böse
Spielstil Gemischt
Spielfarbe Dunkellila
Leitmotiv Geheimnisvolle Zerstörer der Welt
Palastressourcen Dimensionsmana
Chaosmana
Feuermana
Starttechnologien Anbetung
Anführer
Anführer    Eigenschaften
Tebryn Arbandi Magisch Begabt
Beschwörer
Os-Gabella Spirituell
Beschwörer
Helden
Held    ersetzt
Abashi der Schwarze Drache
Gebäude
Gebäude    ersetzt
Palast der Sheaim Palast

Civilopedia

Vor dem Zeitalter der Wiedergeburt gab es die Sheaim 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 Sheaim 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

Get to Summoning as fast as you can. The Sheaim are the best summoners in the game (both Tebryn and Os-Gabella have the Summoner trait, and Keelyn is the only other playable leader who has it), and their units last three turns instead of the standard one turn. Having summons around for three turns allows you to quickly create large armies of expendable troops which can overwhelm defending forces.

Specializing your spellcasters in ways that will transfer to the summoned units is a very powerful strategy. Promoting your Summoners with Combat 1-5 (adds +10% strength each to summoned units) and the Spell Extension (adds +1 movement each to your summons) promotions makes summoned units much more powerful.

Another option that works well with the Sheaim is to build the Council of Esus wonder. This wonder grants Hidden Nationality to any unit created in the city it is built in (such as your Adepts/Summoners). Furthermore, any of the units they summon also inherit this trait! So you could for example summon units in your lands with Hidden Nationality, then use your summons to rampage in your (friendly) neighbor's lands without declaring war!

Sheaim are one of only two civilizations (the other being the Kuriotates) who can found the Cult of the Dragon. Also their hero is one of the toughest in the game.

Daladinn's Strategie Tipps

  1. With Bronze Working you gain the ability to build a very nice melee unit the Pyre Zombies.
    1. 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.
      1. 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.
      2. 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).
  2. 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.
    1. 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).
    2. 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.
  3. 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.
  4. 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.
    1. 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.
    2. 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).
    3. 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

  1. Galveholm
  2. Grottiburg
  3. Tongurstad
  4. Graelingvig
  5. Steinvik
  6. Kuldevind
  7. Vargstad
  8. Skadistad
  9. Nidhoggstad
  10. Bjoernlingburg
  11. Morkurburg
  12. Jordekburg
  13. Stromstad
  14. Frost
  15. Lade
  16. Skeggi
  17. Kvellig
  18. Aghol
  19. Raunvake
  20. Sjoktraken

Gesellschaftsformen

Category Initial Anarchy
Government Despotism Despotism
Cultural Values Nationhood Nationhood
Labor Tribalism Tribalism
Economy Decentralization Decentralization
Compassion Basic Care Basic Care
Education No School System No School System