Guide for newbies for LH? Newbie questions inside

I just came across this a few days ago when doing my standard 6-month search for Master of Magic remakes and was blown away!  I must have sunk 500+ hours into Fall from Heaven 2 and more than twice that in MoM over the years, and when I saw that Kael was brought in for this i knew I had to check it out.  After reading everything I could I purchased the game and have slowly been getting into it.  So far I think it's fantastic but some things are throwing me off a bit.  I read the manual and the newbie guide (for FE) but some things I'm still having trouble with.

I created a badass faction and played for a few hours and had a couple of questions:

  1. Is there a more intuitive way for me to know what all the food buildings do for my population?  I see Food per grain, food %, etc - all I want to know is how many turns until my town increases in population, and how to better understand my max population at a given time (so I can see the effect of a building before spending turns building).
  2. Strategy - I played on Normal to get the hand of it and had a pack of 2 heroes and 1 unit exploring the map.  My main town was left with a militia defending, and when I built a new town I put 2 spearmen in there.  I noticed a few threads about snaking and need to read up on that, but is there any way to build roads to make travel to/from close towns faster?
  3. Tech - is there a FAQ that breaks down each tech and/or suggested research order for the beginning?  Same thing for buildings (i.e. first tower of domination, then monument, etc.  In MoM I always had the basic building structure down for all new towns and then expanded based on my needs.  Same thing with FFH2 - certain techs were a basic necessity when starting and you branch out from there based on playstyle... I'm still having trouble grasping all the concepts so a breakdown by a user (not whats found in the ingame help area) would be helpful, if it exists.
  4. Exploring - is it better to have one army with heroes exploring or to build a few scouts to go scout.  In MoM I would always use a magic spirit for scouting; I didn't find a big need for it yet although I was playing on Normal just to learn the ropes so I'm sure that was important
  5. Smoothness - are there any settings I can use to reduce slowdown?  When ending turns there can be a noticeable slowdown
  6. Hotkeys; is there a list of these somewhere I can use for reference?  Cycling through units or towns would be much easier than using the mouse for everything

 

That;s all for now I think - sorry for the length!  I think for a 1.0 release this game is extremely polished and I can't wait to see what improvements lie in store, not to mention mods!

 

 

19,858 views 12 replies
Reply #1 Top

I just came across this a few days ago when doing my standard 6-month search for Master of Magic remakes and was blown away!  I must have sunk 500+ hours into Fall from Heaven 2 and more than twice that in MoM over the years, and when I saw that Kael was brought in for this i knew I had to check it out.  After reading everything I could I purchased the game and have slowly been getting into it.  So far I think it's fantastic but some things are throwing me off a bit.  I read the manual and the newbie guide (for FE) but some things I'm still having trouble with.

I created a badass faction and played for a few hours and had a couple of questions:

  1. Is there a more intuitive way for me to know what all the food buildings do for my population?  I see Food per grain, food %, etc - all I want to know is how many turns until my town increases in population, and how to better understand my max population at a given time (so I can see the effect of a building before spending turns building). There is a population bar on the world ui that tells how much longer until the next upgrade. You can hover over this to get more information. Overall food production works like this. You have grain and food per grain. If you multiply the two you get your total food output or max population. 
  2. Strategy - I played on Normal to get the hand of it and had a pack of 2 heroes and 1 unit exploring the map.  My main town was left with a militia defending, and when I built a new town I put 2 spearmen in there.  I noticed a few threads about snaking and need to read up on that, but is there any way to build roads to make travel to/from close towns faster? There is a new road building trait the govener heroes recieve to build roads, also once you unlock  trade all your cities are connected. Snaking feels like an exploit but all it is placing your building in a way that there is little if any distance between them so youc an enter on one side and exit on the far opposite side. 
  3. Tech - is there a FAQ that breaks down each tech and/or suggested research order for the beginning?  Same thing for buildings (i.e. first tower of domination, then monument, etc.  In MoM I always had the basic building structure down for all new towns and then expanded based on my needs.  Same thing with FFH2 - certain techs were a basic necessity when starting and you branch out from there based on playstyle... I'm still having trouble grasping all the concepts so a breakdown by a user (not whats found in the ingame help area) would be helpful, if it exists. For building I recommend you specialize. Plan a role of the city (which will coincide with the city spec you choose on the levelup screen). Try to keep your production building up to date to not spend too long upgrading later. Also if you are growing a city make sure you don't food cap. 
  4. Exploring - is it better to have one army with heroes exploring or to build a few scouts to go scout.  In MoM I would always use a magic spirit for scouting; I didn't find a big need for it yet although I was playing on Normal just to learn the ropes so I'm sure that was important. Build a few scouts they pregenerated ones are cheap or you can design new ones. Your heroes should focus on the local area and clearing mobs/escorting pioneers to level them up. 
  5. Smoothness - are there any settings I can use to reduce slowdown?  When ending turns there can be a noticeable slowdown. If you rapidly go through turns your waiting on the AI. During your turns the AI will still be calculating its next turn so sometimes its much faster. Just be aware that this is a 4X game which are on the slower side in general because they tend to be processor heavy where most other games are graphics card heavy. Processors did not age well in relation to graphic cards 
  6. Hotkeys; is there a list of these somewhere I can use for reference?  Cycling through units or towns would be much easier than using the mouse for everything
  7. Hover over the UI options to get the hotkey. Otherwise check out Page 70 in the manual for the hotkeys. The manual is located in the game directory. 


That;s all for now I think - sorry for the length!  I think for a 1.0 release this game is extremely polished and I can't wait to see what improvements lie in store, not to mention mods!

Reply #2 Top

Concerning technology, I would recomend getting some leather armor (you can upgrade your starting troops with it) early on. The first 3 techs in the civilisaton tree are also all usefull. Trading gives you roads between cities, and some economic advantadges, so consider getting that.

 

Reply #3 Top

 

If I may, I have 1-2 thoughts and tips as well.

However, these are from playing the scenario / normal, so may differ from people playing sandbox on insane.

 

1. You want buildings that give you either more "food base" (I believe only farms do that), which is the core unit, or buildings that massively increase the "food per unit" multiplier, such as the great mill(I think it was called, either a 1 per faction or world wonder that gives +100 food per unit).

The way population increase works is weird, but cheeseable: You can get growth by either

a) Food surplus. The amount of food is base units times food per unit, which is why having a good base and a high multiplier will leverage this a lot.

b) Consulates, which are upgrades to outposts connected to the city. This is a massive +1 growth per outpost with consulate, and as far as I can tell, there is ZERO upkeep and cost to build outposts with that upgrade, it just takes either a pioneer or arcane outpost spell and the time to build it.

c) city spells like sovereign's call, which gives +2 growth(which is a lot as well)

Keep in mind that only with high "food per unit" multipliers you will be able to reach city level 5(> 500 citizens), because with only 4 yield on the city tile itself, you will need at least 125 food per unit to get to 500 to +-0 feed the people then.

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Snaking didn't do much for me, but I guess some people do it.

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Roads are also built by building outposts. Cities MUST be connected via outposts or they suffer immense unrest penalties for not being connected to the capital. Outposts are your friend and if you have it(it is there in the scenario)via spell with 50 mana dirt cheap and not costing you growth.

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You may already know this, but for people coming from Civ, this is insanely important and not explained really anywhere: ONLY THE VALUES OF THE TILE YOU SETTLE ON ARE YOUR CITY'S RESOURCES. If you don't have essence on that tile, you now have a city without essence. Given that 3 essence can mean an extra 3 Gildar or Mana with the right city spells(Meditation and Propaganda I think), this can matter a lot.

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Strategy for hero leveling: Warrior and Assasin are "just this unit" upgrade paths and therefore 100% useless. They buff ONLY your hero, but don't have useful mass damage or buffing spells. Any properly made 3 part army unit has more HP, deals more damage and tanks more than a leveled hero in those classes.

The Commander and Defender classes have buffs for the whole army, such as dodge increases or accuracy. Commander also gives income and research, making him the prime choice for any situation for me.

Mages take a LOT of handholding, a LOT of leveling, a LOT of mana, but then can be insanely powerful. Your call.

 

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Tech: Magic is almost useless past the shrines, Civs is where it is at. Rush through stack size increases as fast as possible, as even the worst shield+hammer unit with 3-4 people is better than an almost top tier upgraded 1 people unit. Same story with army size slots. These two are the absolute top priority, the rest just pick by preference and leveraging research/production and unique buildings(that +100 food unique for example is something worth looking at).

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That should cover the must-know basics in my opinion..I haven't seen half of these mentioned in most other beginner threads, but the other half is fairly basic.

Reply #4 Top

Regarding build order, I tend to prioritise Production increasing and Unrest reducing buildings, as they make building other stuff faster. I don't bother with food increasing buildings unless I'm actually approaching a population cap. Even if you are approaching a population cap, building a pioneer will use population and also mean the growth isn't wasted, which may be worth considering if you need pioneers anyway.

Zone increasing buildings (monument, town hall) are useful if either a) there's some resources just out of reach or b) your cities are not connected to your capital (which increases unrest). Assuming you build your cities reasonably close together you may be able to join them all up without building extra outposts. I'd consider building an outpost just to connect your cities up a waste of a pioneer in most circumstances, especially early on. Similarly you can often get resources by extending zone without having to burn a pioneer.

Regarding research, I agree Economics is probably the one to concentrate on, you can get +1 army size, roads and increased unit size, all of which are really important. On the warfare side, you get +1 army size from Drill; basic weapons and leather armour are good for building up your troops and heroes; don't worry about the later weapons and armour at the start, they take too long to research. Definitely get the horses and wargs tech if you have access to those resources. You need Magic for getting more mana, getting mages, getting items to build up your heroes, and winning the game (if you're going for the Towers victory). It's definitely worth getting the spell which gives you +1 move (Endless March, I think). Bear in mind for your troops that any magic items require crystal, and any metal armour requires metal, so don't waste time researching a tech you won't be able to use properly. Mounted troops with monk's cloaks, leather armour and spears are good early troops, as they get ok defence, ok initiative, a handy ability (impale) which attacks two units at once without being counterattacked, and armour piercing. Give them extra hitpoints and defence and they may last long enough to go up levels and be upgraded to boar spears. Or give them underdog and use them as cheap cannon fodder.

As in most games of this type, if you can move faster than the opposition and claim resources first then you're probably winning, so try to keep your main stack at 3 or 4 movement, get roads, and get movement spells if you can. Cloudwalk (I think) for the air mage lets you move that stack anywhere within your territory, which means you can send your main stack off to do a quest or kill an AI and not worry about not being able to defend yourself if you're attacked.

 

 

Reply #5 Top

Quoting merlinme, reply 4

You need Magic for getting more mana, getting mages, getting items to build up your heroes, and winning the game (if you're going for the Towers victory). It's definitely worth getting the spell which gives you +1 move (Endless March, I think).

I would argue that Mana doesn't "do" as much as an extra army slot though; it also doesn't do as much as 50% weapon damage increase; it doesn't do anything close to starting a unit trained +1 level higher, etc. And hero items and mages compared to size 4 armed chainmail warriors are laughable. That's why I poo-poo'd the magic tree. Just almost nothing there stands out vs the same points invested almost anywhere else.

 

Bear in mind for your troops that any magic items require crystal, and any metal armour requires metal, so don't waste time researching a tech you won't be able to use properly.

This is pretty paramount. Also don't underestimate trading money for stuff you need to scrape together resources and just building 5-6 really good units for a main "superpower" army with custom design.

spears are good early troops, as they get ok defence, ok initiative, a handy ability (impale) which attacks two units at once without being counterattacked, and armour piercing.

Hammers with bash % equal to damage means that if bash does occur, the enemy loses 1 turn which means a shot at causing twice as many damage points with 0% damage taken; swords(most versatile and quick weapon in my opinion) with 2 counter-attack means a unit that just attacked suddenly has 3 attacks total instead of 1, thus tripling damage output..and regardless of direction they are attacked from. Now compare this to a measly "they can't counter my impale, hah" for single simple damage.



Reply #6 Top

There is a lot of good advice here but do not blindly follow it.  Each person has their own style of play which is dependent upon their personality and works for them.   Try different things.  The big problem is determining the effect off different choices.

Open the Details page for a city.  You will see a number of items such as Unrest and Food.   If you hover over Unrest it will tell you what is effecting it.

Double clicking on a monster will present a page showing its attributes.

Clicking on the Equip link for an army will let you see the Equipment and Details of each unit.

Much of the fun of the game is exploring the features and finding effective strategies.

Try designing some of your own units.  See if you can design a cheaper Scout.  Try designing units utilizing horses or wargs using different weapons.  (But you cannot do this until you have developed the necessary technology.)

Reply #7 Top

Pretty much all the weapons can be made to work, which is one of the nice things about the game. Early troops often don't survive a battle, so being able to use the special ability at the start of a battle to do double damage is a good thing. Counterattack is obviously handy but the initial enemy attack may kill one or two of your unit, dramatically reducing the amount of damage you do. It's hard to overstate the importance of initiative, so my main reason for using spear troops was that they had better initiative than club troops, and impale is quite handy for taking out two low hitpoint units at once. Clubs and swords can't do that; axes can only do that if they're both in front of you. Spear armour piercing is particularly useful on higher difficulty levels where the AI tends to have crazy armour early on. Axes are slow, but cleave hits two or three units (you rarely get three to line up, in my experience), and the backswing is particularly handy for low accuracy troops; effectively you'll make 60% accuracy troops 84% accuracy troops. On the other hand spears are two handed, and giving your troops shields improves their defence and gives them shieldbash, although shieldbash is only useful in fairly specific circumstances.

It's certainly possible (and probably a good idea) to build your troops with a mixture of weapon types, as they all have their uses. For example, impale two enemies from either side and then hit them from the front with hammers (either using swarm bonuses or the special ability, depending on how many hit points the bad guys have left) will kill a lot of enemies.

Re: mana, again, it depends how you want to play the game. Personally I tend to play fairly aggressively with early mages. Haste, blindness, curse, basic summoning spells, are all early spells which can allow you to win battles with your heroes and minimally upgraded troops, but you need to have enough mana to cast them. So I like to have a large enough mana surplus that I can fight a battle like that every few turns. Meditation is a must, altars are a must, and then I will build mana increasing buildings as I have the opportunity.

One final tip: it's almost always worth building the faster buildings first. Unless there is some specific goal (like building up your fortress city to train units, or building a food building because of a food cap), I'd almost always prefer to get any old bonus in four turns than a more "advanced" bonus in eight turns.

Reply #8 Top

To clarify my last point: later versions of buildings usually give you the similar bonus to a city stat as earlier versions, but take twice as long to build. So I generally think it's worth building all the quick buildings first (giving you a bonus to research and gold and unrest and mana and food) than to spend twice as long getting one of them fully upgraded.

Reply #9 Top

Quoting Randomforumperson, reply 5
swords(most versatile and quick weapon in my opinion) with 2 counter-attack means a unit that just attacked suddenly has 3 attacks total instead of 1, thus tripling damage output..and regardless of direction they are attacked from.

By default, units only deal half their normal damage on a counterattack. The majority of the swords in the game also only grant a single counterattack, counterattacks only trigger for the unit which gets attacked, and the default number of counterattacks made by a unit is zero. Thus, at best, counterattacks represent a 50% increase in damage output, assuming that each counterattack-capable unit makes every counterattack it can. Since you're probably going to swarm enemy units, and the AI will do the same to you if it can, most units will not make any counterattacks even if they have the ability to do so. Counterattacks also only trigger if the unit survives the initial hit, and since damage is computed per surviving figure and counterattack only triggers after you get hit, you've probably lost a fair amount of damage potential by the time the counterattack can come into play.

Warrior champions have access to some traits that improve counterattack damage, and one trait that grants an extra counterattack, but aside from that and one or two champion weapons which improve counterattack damage, and a handful of troop-useable weapons which have two or three counterattacks, the counterattack bonus is more or less ignorable. It still lets you keep some of your units in defensive stance for most of the fight while still contributing to the army's damage, but it isn't as great as you make it sound. The real bonus from swords is more the higher initiative than the counterattacks, although whether or not that's worthwhile for the lower damage as compared to axes and hammers can be questionable.

Also, spear counterattack immunity completely negates the benefit of having counterattacks, while the 33% armor penetration helps keep spears relevant. I would agree that they are currently one of the less powerful weapons, but I wouldn't say that they are useless weapons. Impale can also allow you to attack a target one tile further away than a non-spear unit could reach, which can be useful at times when opening a battle or trying to reach enemy archers. Also, the lack of an initiative penalty helps level the playing field for spears as compared to axes and hammers.

If you want to make use of a melee-heavy army, I'd suggest two units of spears to act as flankers and a few units of axes and hammers for damage or swords for staying power as your main line.

Reply #10 Top

Quoting Randomforumperson, reply 3

 

Strategy for hero leveling: Warrior and Assasin are "just this unit" upgrade paths and therefore 100% useless. They buff ONLY your hero, but don't have useful mass damage or buffing spells. Any properly made 3 part army unit has more HP, deals more damage and tanks more than a leveled hero in those classes.

The Commander and Defender classes have buffs for the whole army, such as dodge increases or accuracy. Commander also gives income and research, making him the prime choice for any situation for me.

Mages take a LOT of handholding, a LOT of leveling, a LOT of mana, but then can be insanely powerful. Your call.

 

I thought I'd address this comment.  Assassins and warriors can be very viable additions to your army for their power alone.  Late-game a fully equipped and leveled assassin with a decent to good weapon can be critting 35% of the time for 300 damage, easily.  They can auto-crit once every 5 actions as well.  This means that your assassin can run up and one shot a dragon once every 5 turns.  A wraith assassin with a shield and the evade spell (and the lucky trait for his race) can get a dodge in the 60's-80's easily.  This coupled with the blind (-25%) accuracy can make your assassin unhittable (except for the minimum 3% chance) by almost any monster.

 

Any assassin built like this could easily solo Delin or Vetrar without difficulty.  You could accomplish this by level 15-20, we're talking only 4-5 hours into the game here.

 

Warriors sacrifice some of this late game power for early game strength.  A warrior geared and levelled properly will be able to take out most medium-weak camps with just his basic abilities by level 5.  Make sure to get him a shield and leather armor and a high attack blunt weapon as soon as possible.  Give him a few decent units to back him up and he'll run most of the monsters off the map.

Mages eventually become the most powerful units in the game, hands down.  The above poster is right in that they do require some handholding early but they will quickly get out of that stage.  If you want to use them to annihilate everything though you had better back them up with a huge mana supply fast.  This means the magic research tree and many conclaves/apothecaries for high mana generation.

For the most powerful mage possible take death/fire, the death mastery racial perk, brilliant, and warlock.  Equip her with the staff of souls.  Make a point of building on every node you possibly can and turn them all (except possibly the fire ones) into death nodes.  When you can use Dirge of Ceresa to do 50 poison damage/turn to every enemy unit or Touch of Entropy to do 500 damage to one, or Wither to reduce the attack of an entire enemy army by 20/unit, you will know true power, for as long as you have mana.

 

All of the statements I have made are valid for ridiculous/ridiculous and below.  No comment on insane.

Reply #11 Top

Is there a more intuitive way for me to know what all the food buildings do for my population? I see Food per grain, food %, etc - all I want to know is how many turns until my town increases in population, and how to better understand my max population at a given time (so I can see the effect of a building before spending turns building).

Max Population = Total Food Supplied. Total Food Supplied = City Grain * (City Food per Grain + Faction Food per Grain) * City Food Bonus.

City Food per Grain comes from Gardens and their upgrades, and also I believe a base value from the city hub. Faction Food per Grain comes from Grocers and their upgrades, which can be built in settlements starting at level 2 if you choose the Town specialization. The City Food Bonus multiplier comes from wells (a Town-only structure), the Great Mill (which is a Wonder of the World), and Gentle Rain (a city enchantment from the ?Hydromancy mage trait), and there could be one or two other sources. Gentle Rain can be by far the largest contributor, as it provides +25% food for every essence your city has, whereas the Great Mill and the Well each provide a flat +25%. Upgrades to the Well might increase the food bonus, but I don't remember right now if they do or not. There are also a couple of buildings which decrease population growth, such as the Sacrificial Altar (which I believe is an Empire-only structure which grants units trained in that city a bonus). All these bonuses are additive, so if you have +15 food per grain from a garden and +20 food per grain from a spell, you get +35 food per grain, and if you have a Well, a Great Mill, and Gentle Rain on three essence, you get +(25 + 25 + 75)% = +125% food production in the city. If your city produces 100 food from food per grain bonuses and you have a 125% bonus to city food production, total food production is 225 food. Each unit of food can support one resident in your city.

Population growth from food surplus appears to be (Food Surplus %)/100, with a max of 3 and a min of 1 (I'm not positive about the maximum and minimum values, and population growth becomes zero when you run out of surplus food). Population growth can be boosted by spells (Sovereign's Call, from Life I, provides +2 growth per season, and there are a few spells which boost either the grain yield or the food production multiplier of the city, which can indirectly boost growth), by nearby Outposts with the Consulate upgrade (+1 growth per turn in the connected city), and by certain structures you can build in your city (such as the Palace and the Tower of Dominion - although both of these are one per faction, so choose where you want them carefully).

There is little real benefit to having a large population in this game - tax income, research, and production are completely independent of population - but it does allow your cities to grow to the higher levels (and having a higher maximum population will allow this to happen more quickly), which unlocks useful (and free) buildings, and can be used for certain spells (there are a couple of sacrifice spells that give you mana or health in proportion to city population, but it kills off some part of the city's people).

There is also currently an exploit involving the training of Pioneers which allows you to 'bank up' population and have a higher population growth in the city.

Strategy - I played on Normal to get the hand of it and had a pack of 2 heroes and 1 unit exploring the map. My main town was left with a militia defending, and when I built a new town I put 2 spearmen in there. I noticed a few threads about snaking and need to read up on that, but is there any way to build roads to make travel to/from close towns faster?

As for road building: the Trading technology in the Civilization tree automatically creates roads between cities once researched. Commander-class champions can take the Road Building trait at level 3 or higher, allowing the player to build their own roads wherever they want to. Mancer-race factions (standard faction Capitar) have Road Building as a trait on their Pioneers, and can add that trait to custom unit designs.

As for town defenses: I would not usually maintain a town garrison, at least not until late game. Instead, maintain a couple of decent field armies and use them to clean out wandering monsters which visit your lands, and monster lairs inside your territory or in an area that you want to take over. Clearing lairs outside of your territory can also be done, but isn't really necessary, and if done can make leveling champions much more difficult in the later portions of the game. In the early portion of the game, you just don't really have the income to support both a decent field army or two and a couple of town defenders. Now, if there are lots of dangerous wandering monsters, it might be beneficial to maintain a garrison in the settlement closest to those, but it's better to use a field army to remove the threat before it becomes a problem, as if a field army cannot face the monster the town defenses probably can't either (unless you really stack up troops in the garrison - but hoping a monster will attack a garrisoned settlement is a bit like betting your career on winning the lottery; if it does attack and you beat the monster, great, but if you lose, you lost a big army and a settlement, and if it just keeps wandering in the area, your big and expensive garrison is stuck doing nothing but trashing your economy, and not clearing other areas to expand into).

As for armies: I would build two or three basic units (militia and spearmen work) for early-game field armies, and I would assign one champion to each such army. I would also only maintain two or three such armies until I have several settlements with Merchants, or a few Towns, to boost my income up. If you keep champions together, the experience earned by each unit in the army is divided by the number of champions present. I consider this to generally be a bad thing until my champions are of a high enough level that I don't expect them to continue leveling up much further anyways, especially since it also affects the troops that serve as your replaceable meatshields; your opinion may vary. You'll cover more ground with two separate field armies than with only one anyways, so unless you really need to bring the armies together to deal with a nasty monster, keep the champions separate. As your economy grows stronger, build a few more troops for each of these armies, consider adding additional armies for your extra champions, and start upgrading the troops or replacing the old troops with newer, better ones as technology and Fortress bonuses become available.

As for champion development, see this thread for some ideas:  forums.elementalgame.com/444783

(Edit: copy and paste the URL, don't use the link; for some reason it's not going to the right place).

Tech - is there a FAQ that breaks down each tech and/or suggested research order for the beginning? Same thing for buildings (i.e. first tower of domination, then monument, etc. In MoM I always had the basic building structure down for all new towns and then expanded based on my needs. Same thing with FFH2 - certain techs were a basic necessity when starting and you branch out from there based on playstyle... I'm still having trouble grasping all the concepts so a breakdown by a user (not whats found in the ingame help area) would be helpful, if it exists.

My preference is to focus research on Civilization, prioritizing getting Knowledge and Trading, then up to Construction and Economics. The three initial techs in the Civilization tree are probably the first techs you should go for in any game, though. I will also get at least Leatherworking from the Warfare tree, and if there are a few Wild Horses or Warg Dens in the area I may research the Mounted Warfare (if either horses or wargs are in the area) and Warg Riding (only if there are wargs in the area) relatively quickly.

Whether or not I focus on Magic or Warfare for my early game military technology is going to depend on whether Iron or Crystal is my most abundant resource in the area - if Iron, I'll ignore most of the Magic tree except for Shard Harvesting, unless I have a few crystal crags, in which case I'll also take  Charms; if Crystal, I'll ignore Warfare beyond Leatherworking and perhaps Drills, and if I have horses or wargs I'll also grab Mounted Warfare or Warg Riding (these are useful even if you don't have either resource, since they make horse and warg mounts available to champions in the shop, but that isn't enough of a bonus to me to be a priority if I can't also get the troops mounted); if I don't have either Crystal or Iron nearby, then I'll focus military tech in the Warfare tree, since some of the weapons (hammers and maces) don't require metal, whereas every troop item in the Magic tree requires crystal. Also note that if you have Iron nearby, you can pick up upgrades for both your Iron Mines and your city production from the same line of technologies, and that one Iron Mine produces twice as much metal as a similarly developed Crystal Mine would produce in crystal, and that there is a Wonder of the World which can be built on an Iron Mine which can on its own provide enough metal for early game and even some mid game armies. Thus, if you have a choice between Iron and Crystal in the early game, I'd choose Iron. Later on, you can switch to crystal, but the research for metal production provides better infrastructure improvements and you get more metal faster than you get more crystal.

The higher the difficulty you play on, though, the higher the priority some form of military tech should become, because at high difficulties monsters can be a significant threat in the early game, and an early encounter with an unfriendly AI faction can spell doom if you don't have the ability to field some kind of decent military unit (you do not usually want to be fighting battle-axe units or Juggernauts with default militia units at any difficulty). When playing around at Normal difficulty and below, I don't think that it's unreasonable to delay all military technology until I've finished both Economics and Construction, though this is going to depend on whether your economy is strong enough to replace losses and build a large army of militia and basic spearmen in case of a war. If you're close to aggressive AI neighbors (Yithril and Magnar, most commonly, though any opposite-alignment faction is likely to become an aggressive neighbor, particularly if their power rating gets above your own), that's also something that should encourage a higher priority on getting early military techs. Even just leather armor on early club or spear units can make a huge difference in combat power and army durability, if you get involved in an early war or have tough nearby monsters.

Mid game, my technology focus tends more towards picking up any wonders that haven't been built yet (mostly techs from the Civilization tree, but also one over in the Magic tree), improving my research and production ability (Civilization mostly, though Warfare and Magic both have a few techs which benefit production), and improving my military equipment down whichever path I chose in the early game, because if I went for Iron early, the Iron Mines are probably well developed by now but the Crystal Mines probably are not, and if I went for Crystal early then the reverse is probably true unless I conquered some AI faction's mines. If I want to go for a spellcaster-heavy champion strategy, now is the time to start ramping up magic research, since that's the only tree which can improve mana production and also grants access to a few useful spells. If I still don't have Wild Horses or Warg Dens, I'll research at least Mounted Warfare to get mounts for my main champions since it will help them in battle, but it still isn't a high priority. If I do have access to horses or wargs and have not yet researched Mounted Warfare or Warg Riding, then picking up enough of that line to train mounted troops and build on horse and warg resources becomes a high priority.

Note that my research strategy tends towards making my faction strong on production, research, and income, but militarily vulnerable. I'm comfortable playing that way, but newer players should probably pick up at least the Weapons technology before they really start looking into researching third- or especially fourth-tier Civilization technologies.

As far as settlements go: I like to turn my first city into a Conclave (although if it has three or more essence, or if there are dangerous monsters in the local area, or if there are lots of AI factions in the game, I'll consider making it a fortress). I prefer my second and third settlements to be either Towns or Conclaves (if they have two essence, they become Conclaves; if they have no essence, they become Towns; I could go either way for one-essence spots, although if I don't yet have a town I will probably choose Town over Conclave since most of the money comes from Towns, and the Merchantcross Bazaar and Treasury Vault Wonders can only be built in towns, and the Treasury Vault also has some prerequisite structures that can only be built in a Town), although if there is a spot with three or more essence I will strongly consider making that into my first Fortress, especially if it has a high materials yield. I like to get my first fortress location at no later than the fifth or sixth settlement I found, and preferably on the highest-essence location I have found so far, to make it more likely to be ready to churn out decent troops by the time I run into most of my AI neighbors, and also to provide stronger replacement troops for my early field armies. At least into the mid-game, though, you don't really need more than one or two high-essence fortresses to provide the bulk of your army, so others can go into locations that have strategic value but which lack production or essence. Also after the first couple settlements, I prefer to put Towns on zero-essence locations and Conclaves on 1+ essence locations. If I am fortunate enough to find a four-essence location, that will eventually become a primary Fortress for troop production, because it can hold all the main troop-benefiting city enchantments (Heart of Fire and the Auras of Grace and Might for all factions, and Aura of Vitality for factions with access to Life Magic). Five essence would be even better for the primary Fortress, but I've never seen that much on any tile (though I have seen four essence, and if you are playing New Pariden or have the Enchanters trait, you can turn four essence into five). I prefer to have high grain and high essence yields on Conclaves, since enchantments and the Alchemist improvement can better make up for a lack of materials than a lack of grain. The early Towns should go on high grain tiles, especially those by rivers, but after you have a few Towns with upgraded grocers even a single grain yield is sufficient to get any city type up to at least the second level, and possibly higher. Also, once you have a couple of Conclaves, you probably don't need to build any more of them unless you're playing with slow research, so at that point if you aren't focusing on a magic strategy I'd start favoring additional Towns over additional Conclaves. Make sure to sprinkle in a few Fortresses as you go to take advantage of the global unrest reducing structures from level four and five Fortresses (the other bonuses can sometimes be more useful, so read the description of the benefits before making your choice - some of the benefits are better for large empires, and some are better for small ones, and some benefit troops while others benefit your infrastructure).

Since I mentioned some stuff about Fortress development:

Conclaves - I like to have one Scroll Scribe somewhere in my empire, preferably somewhere close to a border with an unfriendly nation so that my champions can buy a few scrolls as they head off to war. Other than that, at level 3 I prefer Oracles. I don't really have a preference at levels 4 and 5, though I will admit to liking the Hedigah Bathhouse and Pyre of Annelium if I have good water or fire mages (especially if I have lots of good fire or water mages), and to not particularly caring about the Amethyst Vault unless I don't have a good source of crystal.

Towns - At level 3, I prefer the Guild Grocer unless I get a town to level 3 early enough that a bonus to money income while producing wealth is noticeable compared to the rest of my empire's gold production (or unless there are multiple gold mines attached to that particular city, since that usually has the same result), in which case I might take the Guild Warehouse that increases income. Slums I will not use unless I'm planning on casting one of the spells which sacrifice population for some form of power. Almshouses are useful, but not great. Embassies are nice if you need research or production from that town, but otherwise local unrest reduction isn't particularly valuable. Governor's Offices and Guild Tribunals each provide a decent empire-wide bonus to production, which is always useful. The Mint of Ruvena is another good one since it boosts money production in the town, although it's better if you have a high local material yield than if you have a low material yield. The Guild Lending House is only useful if you need a couple thousand gold immediately; otherwise, it's better to take something with a longer-term benefit.

Exploring - is it better to have one army with heroes exploring or to build a few scouts to go scout. In MoM I would always use a magic spirit for scouting; I didn't find a big need for it yet although I was playing on Normal just to learn the ropes so I'm sure that was important

I would always try to have at least one champion-lead armies exploring my immediate surroundings, and at least one more champion-lead army scouting a bit further afield, and either use scouts or champion-lead armies to explore distant areas. Scouts are supposedly less likely to be attacked by wandering monsters and lair guardians, though I'm not sure that that works too well. Champion-lead armies can be used to deny AI factions access to loot and experience from monster hunting, and if you are feeling aggressive can be used to make opportunistic assaults on weak factions or new settlements. Champion-lead armies can also pick up quests and clear random treasure sites, preventing the AI factions from doing so, even if you yourself aren't going to complete the quest or make use of the treasures (note that not completing an active quest can occasionally prevent you from receiving quests at other locations, if duplicate quests have spawned on the map, and it is common for duplicate quests to spawn if you play on large maps or with high quest density). Using lone scouts (or lone champions serving as scouts) can allow you to pick and choose your expansion direction better, which allows your primary armies to come along easier or more rewarding paths while you try to expand. My preference is to use heros as scouts initially, and when I can afford to supplement them with better armies I'll also toss in a few scouts to the production order, but using main armies for scouting works well enough as long as you remember not to be too far away if you have an aggressive and strong neighbor. Making use of the champion-lead armies for scouting also allows you to clear good settlement locations as you come to them, or keep an army in the area for when you're ready to grab the area - but don't wait too long if you want to settle there, because eventually the AI will probably send a Pioneer along to grab the area, and unless you're at war or have control over the area or over access to the area (by Arcane Monoliths, Outposts, long-distance city influence, or by blocking paths to the area with cities or units), you can't keep the AI away, and the AI is willing to repeatedly violate your borders with pioneers until any settleable land it knows of in that direction is claimed, no matter how often you kick them out. Also, kicking out units tends to make the other faction upset, so keeping a settleable location unclaimed but in the middle of your territory (but not under your influence) is one way to try to provoke a war.

The other important aspect about scouting is that it lets you find out where the big and dangerous monsters are; one time recently I settled a city without realizing there was an Escaped Juggernaut nearby; when the city influence expanded, it was released from its lair and proceeded to wipe out the city before I could get an army over there. Needless to say, I was somewhat annoyed because of this, but it's the kind of thing that I should have located while scouting the area and cleared out before settling or increasing the city's zone of control, or at least provided the city with enough of a garrison to deal with or deter the attack.

Smoothness - are there any settings I can use to reduce slowdown? When ending turns there can be a noticeable slowdown

Smaller maps and fewer opponents are the main things I can think of to help with this, although you could also try reducing graphics settings or playing only on the cloth map.

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Great info in this thread...thank you...and subscribed so I can find it again! :)