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Whosit Clowns Around in EitB PBEM XXVI [SPOILERS!]

Hang on, so they only cause WW if killed on defence?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Four possible outcomes:

Defending, survive
Defending, die
Attacking, survive
Attacking, die

The last one is the only one that *doesn't* cause war weariness for temporary summons. Defending on territory that's 100% culturally yours also won't cause any WW, of course.
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Well, I'm learning quite a bit about summons, it seems.

In other news, gtAngel has lost a city, so there's only the capital left. I imagine once the Sandalphon are gone, I'm next. My Settler just finished, so I'll have my third city. I wonder if I should just skip both Fishing and Animal Husbandry until I have Bronze Working and Construction. I'm certain I'm going to need a better army in a hurry. Not much else to report, really. GtAngel hasn't responded to any diplo, I have no reason to talk to Serdoa, and I haven't met the Hippus yet (and probably never will at this rate). Things aren't looking so good.
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Let me tell you a story:

1 turn before founding a religion, Perpentach goes insane, and no longer has the spiritual trait.

The end.

rant

I'm now Aggressive (nice, but not that useful at this point in time), Creative (not bad), Financial (still good).

I got City 3:

[Image: EitB%20PBEM%20XXVI%20T55a.JPG]

And Kilmorph was founded:

[Image: EitB%20PBEM%20XXVI%20T55b.JPG]

My GNP is now #1, but that's probably in part due to the culture shot in the arm. I'm letting Coombe View finish that Monument just because it was mostly done, anyway, but Hexam is going to start on a Granary. Then... maybe some Aggressive Warriors? No, no, by that point, it can probably build Markets and Carnivals and whatnot.

I suppose the good thing about being Creative again is cheap Carnivals (assuming traits remain stable for a bit). In fact, Creative/Financial means both buildings from Festivals will be cheap. I may run a turn of pure gold, though, rather than stick to 90%. Probably best with Financial. I just didn't want to lose a turn on the Religion.

Coombe View's city screen says that the religion is providing culture, but I didn't think Kilmorph did that. Maybe because it's the holy city? I'm not sure. At any rate, gonna spread the good word to Jubilee, and crank out another Missionary when I get the chance. Meantime, that gold boost should help.
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The holy city will still provide culture (as long as you don't adopt a different religion, IIRC). But Kilmorph spreads will not provide culture elsewhere.
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Re building AGG warriors you can always designate a military pump, and use that.

It might be a good idea with Serdoa going librarian poo on gtAngel.
Travelling on a mote of dust, suspended in a sunbeam.
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Hm... maybe I will pick out a new city for that, or just try to hurry and get City 4 earlier, as I was planning to use it to pick up Copper and just make units. Though I'll have trouble feeding it without Construction (need to spread irrigation).

Coombe View's borders did expand, so I can hook up the Wines and second Gold mine.
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Kilmorph spreads give gold, not culture.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Man, what is Molach doing to get so many thread views? Besides apparently posting more than me. :P Don't worry, I brought pictures this time.




Totally unimportant, but I think it's neat. Worth noting the sizes of the enemy capitals, though. They clearly have at least as many happy resources as I do....




I'm catching up in food. Sort of. My GNP is somewhat inflated. About... +12 from culture overall? Does the Kilmorph gold get added into this, as well? Power gap with the Clan is worrisome, but I don't think it's insurmountable. He probably won't declare on me so long as he's still at war with the Sidar, and I should have time to pop out a few more Warriors and tech up.




Borders popped, so I can see more stuff. Is there any reason to go after Muirin? He/she looks pretty nasty.







Just some screenshots. Next city will grab Copper. Capital is set to go: Elder Council > Worker > Warrior > Settler. 5th City... may be to the southwest, or the far west spot if things look safe. Techwise, I think I'll go Bronze Working > Masonry > Construction > Animal Husbandry > Fishing. Tempted to slot BW 3rd, though, since City 4 will need more farms to get up and running. That Treant is gonna be a pain, but at least it can't move.

Lesse. I'm actually feeling a bit optimistic at the moment. I'm hoping to get a 4th city before anyone else (not sure if I will, though) and I might even squeeze out a 5th shortly after that, using Kilmorph priests to help fund it. I'll need the Kilmorph temple in the capital since I don't know if any other city can produce them fast enough. I'll need several more Workers, too. I kind of need a lot of everything.

Some questions:

The Clan has Warrens, which lets them produce 2 units for one, yes? Combat units only, or Workers/Settlers, too? Are Clan units on par with other civs, or are theirs weaker to account for faster production?

Also, Bronze Warriors vs Bronze Swordsmen? Swordsmen offer +25% strength, but are nearly twice the cost. Looks like 180% the cost. Freaks cost even more, but of course offer other benefits. Anyway, it seems like that with only Bronze (as compared to Iron), it may be better to just mass the Warriors, with maybe the odd Swordsman to fill out the stack. Combined with Catapults, of course. Because I get the feeling I'll get more bang out of faster built units than a few slower ones, at least for the time being.

Additionally, do cities have realistic options for construction besides providing their own hammers? I've heard Slavery is no good, and the only other rush option is gold, but is that even viable in the early game? It seems like the sort of city specialization in base BtS doesn't work as well here.
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(May 25th, 2013, 00:18)Whosit Wrote: The Clan has Warrens, which lets them produce 2 units for one, yes? Combat units only, or Workers/Settlers, too? Are Clan units on par with other civs, or are theirs weaker to account for faster production?

Most Clan units will be doubled by warrens. Settlers, workers, work boats, priests, warriors, etc. The only exceptions are units that are limited in number such as Heroes or National units(limited to 4 per civ), as well as siege and naval.

Clan units in general are similar to those of other civs. In some cases they are slightly better, for example they get Lizardmen(which can attack amphibiously without a penalty) instead of Hunters and Shamans(which don't require a mage guild) instead of Adepts.

(May 25th, 2013, 00:18)Whosit Wrote: Also, Bronze Warriors vs Bronze Swordsmen? Swordsmen offer +25% strength, but are nearly twice the cost. Looks like 180% the cost. Freaks cost even more, but of course offer other benefits. Anyway, it seems like that with only Bronze (as compared to Iron), it may be better to just mass the Warriors, with maybe the odd Swordsman to fill out the stack. Combined with Catapults, of course. Because I get the feeling I'll get more bang out of faster built units than a few slower ones, at least for the time being.

Swordsmen can eventually use iron weapons, while warriors cannot. Warriors are solid but Balseraph freaks are pretty good too.

(May 25th, 2013, 00:18)Whosit Wrote: Additionally, do cities have realistic options for construction besides providing their own hammers? I've heard Slavery is no good, and the only other rush option is gold, but is that even viable in the early game? It seems like the sort of city specialization in base BtS doesn't work as well here.

Slavery isn't as good as in BtS, and it's hardly every used in these pbems, but it's not useless either. You probably won't do much gold-rushing.
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