Black and White 2 -- Why is the hand of God so hard to control? Plus-- tips?

I play the game and I think I have to clean my tracking ball or maybe buy a whole new mouse. But then I turn off the game and my mouse works just fine. Is this a common problem or am I special? I’m playing the third land of the tutorial and I’m filled with questions. Like:

What triggers breeders to breed and how do fertility statues influence that? Is there a list of which actions are good and which are evil? What the hell do you do with ranged units? I’ve tried putting them on my walls but they never seem to get up there. How can you build a wall that’s out of your range of influence? My conscience tells me I can so long as one turret is under my influence, but that doesn’t seem to be true. And finally, what the hell is an “Impressive Area”?

Ah well, I guess I’ll just go back to slapping the bejebus out of my creature.

You need to have plenty of available houses. Hover over houses for a moment and see how full they are. Build a shit-load of them, and they’ll start filling them up. Fertility statues help, but I think the main thing is to have plenty of houses and food.

I don’t know of any such list, but it seems there are a hell of a lot of things that give you evil points. Plucking a tree, for example, gives you evil points, but putting it in the storehouse gives you good points. Building whatever your villagers want at the time gives you good points. Conversely, if you build a house in a place that the villagers don’t like, or a house-type they don’t want, you’ll get evil points.

What I do is to do a lot of healing and water miracles to get my good points up. Gathering grain and putting it in the storehouse gives you easy good points.

I don’t like the army units. You get evil points just for creating them, and they eat up all your food. I prefer just to send fireballs when enemies approach my walls. I’ve played the game without armies at all, and done just fine.

It’s difficult, I know. You start a lot of regions with a partially complete wall. Grab the turret, or start one from your menu, and drag it out as wide as you can. Mountains and the like often block you wall and make it turn red, so try to keep it on flat ground. It takes some practice, but it can be done. Make sure you make it wide enough so you can put in a gate house.

When you select a building to place, watch for the smiley faces when you hover it over certain locations. If it’s a big green grin, you’ve got a good spot. Temples do well on hills, I’ve found (though building roads to them can be a bitch.)

I prefer to conquer by influence. Build lots of temples, taverns, universities and market places, and make sure they’re all connected by roads. Layout does matter-- try to keep your farms to one side of the village, your houses to another. Villagers don’t like their houses too close together-- watch those smiley faces when placing them.

Man, ain’t that fun?

Get him heal and water miracles as soon as you can. They really help.

The hand is difficult to control because your graphics are too highly detailed. Try reducing the detail level, or reducing the actual display (from 1200x600 to 600x800 or something). You’ll notice a slight difference, but since you can zoom anyway it won’t be that big a deal. At least, this helped me a lot.

Breeder disciples like to hang out and wait for members of the opposite sex to come by. They’re most active in the early evening during ‘Free Time’. You can change the time of day by clicking on the sky, but ya don’t have to. Just make sure there’s lots of houses. Placing a fertility statue or nursery improves the birth-rate in homes nearby… makes 'em wanna breed more or something.

Ranged units are good on the walls, especially when you cover 'em with a shield, and double-especially good when they’ve got flaming arrows. Make sure the wall is facing outward (towards the enemy) and select your army, then click on the wall. They should move towards nearby towers, then appear on the wall itself. If they get stuck, try clicking the ground nearby, let 'em regroup, then click the wall again.

Catapults are good at taking down enemy walls. Your creature, and your miracles, are good at taking down enemy catapults. It takes a long time, and you will lose a lot of men, fighting an enemy catapult with only archers.

To build a wall outside of your influence, you need to click on an END tower of an existing wall, or just start the new wall inside your influence. You can’t make a three-way wall like a Y shape or anything, but you can get rather creative with curves and end placement and come up with some… interesting… layouts.

One of my favorites is to build a wall with a door, a wall with two gaps, and another wall with a door. It should look something like this:

//////========* gate *=========///////\

Mountain===* ========= *=====///////\

//////=======* gate *==========///////\

Leave both gates open, and line the INNER wall with archers. You can put some on the other two walls as well, but you need 'em on the inside.

The enemy platoons will walk up to your city, make a beeline through the first gate, then turn to go through one of the gaps and enter firing range for your archers. Close the outer gate behind them so they can’t escape. Then close the inner gate so they can’t reach your town.

Laugh as your archers slaughter the helpless enemy.

Open the gates again to let more troops advance on your city.

Lather, rinse, repeat. The computer will never learn. Ever.

But they will, once in a while, send a catapult at your gates. This is a Very Bad Thing. Just send your critter after it, or toss a miracle, and rebuild the walls.

And ‘impressive area’ doesn’t really mean much here. Just build ten impressive buildings (wells, fountains, etc) and ya get the reward.

Some general tips:

Build several fields in fertile land. Build TWO granaries next to each other, and between the field and your storehouses. Build a university near the granaries and the field (You can tell when it’s close enough to improve the bonus by the little dark-green gear icon). The university improves the yeild of the fields, the granaries improve the amount of grain harvested, and the granaries improve each other, and the university improves both the granaries. Don’t bother making refiners, but make about 10-20 Disciple Farmers and you can feed a pretty big city.
Repeat the trick with the refinery near the ore mine. Granted, on this map the mine is bottomless, but in the future you’re gonna run into some serious ore shortage issues. It’s good to practice.

You can also use the lumber mill to improve wood production, but I find it’s more enjoyable to just take care of a nice thick forest. Trees will grow if watered, and if in a fertile area, will spawn more trees, which will grow if watered and spawn more trees… etc etc. The multi-grab upgrade comes in handy here, although it slows down a lot once ya get 5000 units or so (About four trees) in yer hand.

Housing can be tricky. Unless you wanna be evil, never build houses or hovels. They’re unpleasant to live in and reduce happiness all around them. Villas are my personal preference… not bad, good density, and they don’t need ore like mansions do. Ore is another good reason to avoid skyscrapers, although if you’re running out of land you might have to build a few. Nice an’ tall, just be careful they don’t fall down (hint hint).

Again assuming you’re playing a good god, you can increase the happiness of the villagers with the various buildings. Taverns, baths, temples, especially the stadium make your town more pleasant. Meadows can make it look nicer, and fountains, lamps, and the like can make it even nicer.

Hmm… can’t think of much more else to say that wouldn’t spoil the game for ya. Lemme know after ya finish the game once thru, or get stuck, an’ I’ll try to help ya out again.

And don’t hold your breath looking for multiplayer. They ain’t gonna make it. It just wouldn’t work with this game like it woulda with B&W I.

Looks like a got a white answer and a black answer.

Will the granaries/lumber mills/smelters run themselves? The reason I ask is because I was just playing and it seemed like the refineries sat idle unless I put refiners in them.

I nevr understood the hovel thing. You actually would have to buy the plans with tribute points. The only reason why I can think anyone would want to do that–especially since it tells you right in the description that people don’t like them-- is if they’re an evil god, but it’s not like you really have to work at it to be evil.

It always makes me giggle when I build a tavern and see big green grins pop up over the neighbors’ houses.

I like the wells, lamps and statues but I always seem to end up short on room, so I tend to avoid the meadows.


This thread made me want to play the game again. Tonight, I got up to the third Japanese town. Man, them earthquakes are a *bitch!
*

The Siren Wonder is a great thing to have if you’re a good god. It stops an enemy army in its tracks, and converts them. I couldn’t tell if they joined the town afterwards because my population was so huge.

One thing I really dislike about this game is that if you want to start over, you have to go through the tutorials. Even if you can do the tasks quickly, it’s still a lengthy process.

Hovels are used primarily for maximum housing in a minimum space using bare minimum resources. They’re not very big, so ya can cram a whole bunch in or stick 'em in the little spots between other buildings.

As I remember, housing goes (in increasing order of happiness) hovel, skyscraper, house, villa, manor, mansion.

In fact, contrary to my previous advice, hovels CAN be a good thing in a properly designed city. The trick is to build multiple housing types together, so their areas of influence overlap… your villagers like variety, see, and having lots of the same house is Boring. A big well-designed neighborhood can have many types of housing, and if the general happiness is high enough the reduction from building hovels can be mostly negated. Mostly.
Yes, Lissa, the refineries will run themselves, just like everything else will. Disciples aren’t really required for any part of the game except tutorials and those tribute-gathering tasks. The reason I suggest NOT making refiners is that they tend to not work too well. There seems to be some kinda bug where refiners tend to sit around all day rather than actually going to work, regardless of the city’s needs. But if you just sit back and watch, you’ll see regular villagers at work from time to time. Just let 'em go.

Taverns are fun, yes. You can make your creature get drunk at 'em, too. :smiley:

Meadows are excellent filler material. Put them in the areas between buildings that you don’t wanna build roads into… corners and the like.

I tend to like long straight roads, 'cuz you can just run up and down one and pick up a full 80 villagers at once on 'em. Also making ‘choke points’ with roads can be fun for the same reason.

Here’s a quick ASCII sketch of a nice type of town:

[mansion] [villa] [house] [villa] [mansion] [villa] [house] [villa] [mansion] FIELDS
=============================================================FIELDS
[stores] || [well] [meadow] [nursery] [meadow] || [tavern] [granary] ||FIELDS
=============================================================FIELDS
[mansion] [villa] [house] [villa] [mansion] [villa] [house] [villa] [mansion] FIELDS

Variety, nursery covering the houses, li’l tavern for happiness, and plenty of food. Simple, but shows how you can fit everything in.

Another good pattern is to draw a straight road, then stick a big happiness producer (like the stadium) somewhere in the middle. Draw arcs of road around the stadium, connected to the main road, about three of 'em. You can then stick a BUNCH of housing along those arced roads, and all the housing will be in the range of the stadium. Throw a few more happiness-producers around the outer perimeter if there’s room, and boom… huge-ass happy city.

Spoiler Warning:

Yep, that one level with the earthquakes is a huge pain. Just one well-placed quake can eat your entire city. And since there’s a distinct lack of available ore on this map, and the bad guy just sends wave after wave of armies into your town, this can be a bit of a problem. Fortunately: The enemy can’t start an earthquake within your influence ring. Building high-influence buildings (wonders are best, temples and stadiums work well too) until you cover the point at which the enemy casts (actually two or more points, but you’ll see) can effectively render him harmless.

Bumping for any weekday Gods out there.

Is this game easier to play than the first one? We bought the first one - lots of promise, but sucked on the delivery.

I’m hooked. It took a few starts before I got the hang of it, but me and my cow-thing are Impressing the hell out of the Japanese now.
I sure hope I can play through this whole thing without having to wage war.