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[SPOILERS] BRick goes for a diplo win with Genghis's Vikings

Leader Analysis Time

Commoth - Gilgamesh of the Khmer
Creative: +2 culture per city. Double production speed of Theater and Colosseum.
Protective: Free City Garrison I promotions for archery and gunpowder units. Double production speed of Walls and Granary.
Ballista Elephant (War Elephant): 8 Str, +50% vs. Mounted units, +25% vs. Knights, Doesn't receive defensive bonuses, Targets Mounted units first in combat outside cities
Baray (Aqueduct): +1 food, +2 health

Quote:C: Forsooth, the day might be dark, and we may soon die, but it is not this day! Our traits are as suboptimal as to bring despair, but retain your hope! Peace shall usually see the day, but we are for some reason a warlike people, so we shall stride up our elephants, settle across the lands and protect with arrows of steel, and our might of the night shall be right! Forsooth, my companion?

T: aw yeah man we got this VIDEO TIME!
http://www.youtube.com/watch?v=DgMWyQtuc...ture=share
http://www.youtube.com/watch?v=-8hDw6mS2...e=youtu.be
http://www.youtube.com/watch?v=MXCvyrtVH...re=related

C: Forsooth, Were Jabberwocky.

Azza - Napoleon of Rome
Organized: Civic upkeep reduced 50 percent. Double production speed of Lighthouse, Factory, Library, and Courthouse.
Charismatic: +2 happiness per city. -25% XP needed for unit promotions. +1 happiness from Broadcast Tower.
Praetorian (Swordsman): 7 Str
Forum (Market): +25% gold, Can turn 2 citizens into merchant, +1 from fur, ivory, silk, whale, +35% Great Person birth rate

Quote:I have Napoleon of Rome. Here's my starting position. Game seems okay. I'll update again in 50 turns or so.

Pooter - Huayna Capac of Zulu
Financial: +1 commerce on all non-river tiles that have 2+ commerce. +100% production of banks.
Industrious: Wonder production increased 50 percent. Double production speed of Forge.
Impi (Spearman): 4 Str, 2 Mov, +100% vs. Mounted Units, Starts with Mobility
Ikhanda (Barracks): -20% maintenance, +2 with Nationhood, +3 EXP for new land units, +1 culture

Quote:S: Hello everyone, time for another wonderful Australian adventure mate!

S: Aw, HC of Zulu? Well I guess that's okay, so we probably won't win. Damned Nakor and such and stuff.

P: Starting shot? Whoo! Time to plan micro for the next 70 turns.

S: Also, make sure to include all of the wonder and plans for size 20 cities everywhere in the micro plan. And blackmail Sunrise to mess with the server again so I can get an even BETTER screenshot of looking like I killed everyone?

P: *Mutter mutter micro mutter mutter*

S: But yeah, don't worry, I'm really good but I totally won't win.

Merohoc - Augustus of Arabia
Industrious: Wonder production increased 50 percent. Double production speed of Forge.
Imperialistic: Great General emergence increased 100 percent. 60% faster production of Settlers. Double production speed of Custom Houses.
Camel Archer (Knight): 10 Str, Immune to first strikes, Doesn't receive defensive bonuses, Can withdraw from combat (15% chance), Flank attack versus Catapults and Trebuchets (50%)
Madrassa (Library): +25% science, Can turn 2 citizens into priests, Can turn 2 citizens into scientists, Required to build University, National Epic, Great Library

Yeah, a low turn reporter and someone without one of his own threads to reference, I got nothing. Pretty decent combo, nothing special, but workable.

Plako - Louis XIV of the Aztec
Creative: +2 culture per city. Double production speed of Theater and Colosseum.
Industrious: Wonder production increased 50 percent. Double production speed of Forge.
Jaguar (Swordsman): 5 Str, +10% city attack, Starts with Woodsman I, Resourceless
Sacrificial Alter (Courthouse): +2 Espionage, -50% maintenance, -50% anger duration from sacrificing population, Can turn 1 citizen into Spy

Quote:P: I swear, if I get rushed again like in PB5, I will kill everyone. Of course, if I don't, I'll methodically and succinctly murder everyone else and win.

Xenu - Churchill of Portugal
Protective: Free City Garrison I promotions for archery and gunpowder units. Double production speed of Walls and Granary.
Charismatic: +2 happiness per city. -25% XP needed for unit promotions. +1 happiness from Broadcast Tower.
Carrack (Caravel): Cargo Space: 2 (of anything), Can explore rival territory w/o triggering war
Fetoria (Custom House): +100% commerce from intercontinental foreign trade routes, +1 commerce on water tiles, 120 instead of 180 hammers

Quote:X: GRAAAAAAAAAH RAGE MODE MY CIV/LEADER SUCK!!!!!!!! At least I'm not next to Seven. It's going to be good wait I HAVE PROTEXTIVE GAAAAAAAAAAAAAAAAAAAHHHHHH HULK SMASH!!!!!!!!!!!

Catcheetah - Suryavarman of France
Creative: +2 culture per city. Double production speed of Theater and Colosseum.
Expansive: +2 health per city. Double production speed of Grocer and Harbor. 35% faster production of Workers & Work Boats.
Musketeer (Musketman): 9 Str, 2 Mov.
Salon (Observatory): +25% science, +1 free spec, Can turn 1 citizen into scientist

Quote:C: Well, this is a pretty good roll. Let's come up with 3 different esoteric gameplans to consider, to make sure we win in a completely original way. What do you think slow?

S: Well, I dunno, we could just play normal and have a good chance to win. I'll provide my normally skewed screenshots?

C: No, not quite enough. Oracleing Liberalism it is. They'll never expect it!

BigWyn - Qin Shi Huang of the Dutch
Industrious: Wonder production increased 50 percent. Double production speed of Forge.
Protective: Free City Garrison I promotions for archery and gunpowder units. Double production speed of Walls and Granary.
East Indiaman (Galleon) 6 Str, Cargo Space 4, Can explore rival territory w/o declaring war
Dike (Levee): +1 hammer on the city's river and water tiles

Quote:L: RAAAAAAGEEEE- oh no wait, this isn't Werewolf, I'm good. Everyone expects me to just kill everyone, but Commodore took that off me so I'll just persuade everyone else to KILL KILL KILL and build up and win.

B: Oh, not too bad. Glad to be on for my frst game played with RBMod! And IND/PRO isn't so bad here, right?

L: .............. rant

Nakor and Friends - Mansa Musa of India
Financial: +1 commerce on all non-river tiles that have 2+ commerce. +100% production of banks.
Spiritual: No anarchy. Double production speed of Temples and the Cristo Redentor wonder.
Fast Worker (Worker): 2 Mov, +Mobility
Mausoleum (Jail): +4 Espionage, +50% Espionage, +2 Happy, -50% War, Can turn 2 citizens into spy
Starts with Mysticism/Wheel, instead of Mysticism/Mining (slower start).


**To be continued***

Serdoa - De Gaulle of Maya
Industrious: Wonder production increased 50 percent. Double production speed of Forge.
Charismatic: +2 happiness per city. -25% XP needed for unit promotions. +1 happiness from Broadcast Tower.
Holkan (Spearman): Immune to first strikes, +100% vs. Mounted Units, Bronze Working instead of resource
Ball Court (Colosseum): +3 Happiness, +1 per 20% culture rate

**To be continued***

Brickabod - Genghis Khan of the Vikings
Aggressive: Free Combat I promotion for melee and gunpowder units. Double production speed of Barracks and Drydock.
Imperialistic: Great General emergence increased 100 percent. 60% faster production of Settlers. Double production speed of Custom Houses.
Berserker (Maceman): +10% city attack, Starts with Amphibious, +50% vs. Melee Units
Trading Post (Lighthouse): Free Navigation I promotion for naval units built in this city, +1 food on water tiles

We'll get to our plan later.

IND: 5 (Holy Shit So Many Wonders Ahhhhhhhhh)
CRE: 3 (Good amount of culture...)
PRO: 3 (Oh I'm so sorry.....)
CHA: 3 (Happiness for everyone!)
IMP: 2 (Settlers Ahoy)
FIN: 2 (Well good thing good players didn't get these)
EXP: 1 (Nice and scarce!)
AGG: 1 (And guess who has it.... lol )
ORG: 1 (OP and rare)
SPI: 1 (Again, good it's on a bad player)
PHI:......... (Everyone has even odds for GPP)


More coming later. Also, this is highly stereotyped, and I mean no ill will towards anyone.
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HILARIOUS!
Ok not as good as Scooters, but nice quick quips.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Yeah, I know it's not as good, but I was inspired for Commoth, and had to try and go from there. Main thing though is highlighting traits and UB/UUs.

RE: Start: I think move the scout onto the forest SE? That seems like it'll be coastal and be able to show more terrain East and South. Leaning towards settling on the hill, so that a city up on those islands can share clams and not be so cramped.
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Although going 62 gives more info than just 3
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Or maybe 61?
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Quote:Also, unless one of us evolves/class changes to Rego, no way we'll beat Pooter or Commokor for post count.

Well in exchange for the namedrop, I'll get you some post count!! lol

Good luck - I have you guys in the upper middle of civ / leaders
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(October 27th, 2012, 12:15)regoarrarr Wrote:
Quote:Also, unless one of us evolves/class changes to Rego, no way we'll beat Pooter or Commokor for post count.

Well in exchange for the namedrop, I'll get you some post count!! lol

Good luck - I have you guys in the upper middle of civ / leaders

Question is if we can work to be in the upper middle of players.... crazyeye
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I'd go 6-1 (E, SW), since this reveals mos terrain, I think. It's hard to make my mind about where to settle yet. I don't lieke settling in the hill, since we lose our only improvable kill, lose a turn and we don't get a lot more, from what we can see (looks like south doesn't have much land). Besides, settling on the hill means our work boats will take 3 turns to improve a clam, instead of 1. That's a big deal. Since island cities doesn't suffer the 2 tile distance between cities restriction, it doesn't matter that they are close.

Anyway, i'd move the scout first, stop, think about it with the new info, and then decide. If the sugar was on the place of the corn and vice versa, we could settle the sugar (and we'd have irrigated corn rant). Not going to happen, though.

Worker first is probably best, I guess, while teching Agri (farm corn -> farm sugar). We don't have a high hammer tile for building a work boat (or do I see a plains hill forest south in the fog?). Then likely Mining, BW + chop/whip WB's. But I confess that I'm not that sure about it.

We are not getting any wonders, it seems... Apparently, we need to go writing (no place for cottages, need specialists instead), sailing (galleys and intercontinental TRs) and currency (more TRs) fast, I guess. And that should keep our expansion afloat. 3 move galleys could also help owning a poor chap farmer's gambit.

Albeit, now that I think of it, maybe no one will value the Great Lighthouse with the mod nerf. Besides, maybe there are a lot of players with landlocked capitals. Let's keep an eye opened for that. It's in our desired tech path, anyway. Colossus would also be nice... Maybe we could try getting a Great Merchant, bulb MC and build it (we aren't getting it with the Oracle, I think we can delay the religious line for a long time with the barracks culture). If the Oracle is built and another tech is picked as the free one, we might have hope.

Well, just some rambling thoughts.
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Well, it seems you can forget everything I've said above, because the map will be regenerated or something... lol
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Gah I hate this stupid fighting wordplay can we just start the damn game pease I don't care I just wanna play
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