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[SPOILERS] DaveV and Averax end the revels

Turns 14-24. Blitz heart.

No new terrain exposed on turn 14. Afterward, my scout moved to the west:










Shucks. Now I'll have to depend on border pops to do my exploration, but I've found a bunch of good city sites.

After turn 24, the demos look a lot better than I would have expected.

[Image: 33-24_demos.jpg]

I've been keeping a careful eye on TBS's power. Apparently he lost a warrior.

[Image: 33-24_power.jpg]

Top five cities list shows Tholal stagnating at size 3. Maybe he's building a second worker to make up for their laziness? TBS is also lagging in growth.

[Image: 33-24_top5.jpg]
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Turn 25. Post blitz cleanup turn. Here are overview shots with dotmaps.




The note to self is because I'm sacrificing a foodhammer for an extra commerce, giving me enough to finish calendar exactly.




Current settling order plan (all on the southern map): SW of wine, NW of reagents, S of sheep, S of wheat. This is a little aggressive towards TBS, but I'd like to claim those luxuries.
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Quote: Along the way, he encounters some more mapmaker creativity.

Is this a complaint? Just trying to read the tone right is all. If you look at its strength/promotion you'll notice that it is significantly weaker then most barbarians or animals (including griffons wink)
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(January 25th, 2014, 22:09)Qgqqqqq Wrote:
Quote: Along the way, he encounters some more mapmaker creativity.

Is this a complaint? Just trying to read the tone right is all. If you look at its strength/promotion you'll notice that it is significantly weaker then most barbarians or animals (including griffons wink)

It was, but I reread the setup thread, and you did exactly what you said you were going to do with the barbs. No one objected, so I can't fault you. Here's what I wish I'd said, however:

Pre-placed barbs tend to unbalance the map in unexpected ways. They may prevent the spawning of animals and orcs, and will thereby change the relative strength of the traits. The map should be fair and interesting, but mapmaker additions should be kept to a minimum.
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Turn 26. I revolt to Religion (to avoid -1 hammer on all my overflow) and Agrarianism (for mega food).

[Image: 33-26_civics.jpg]

After ending turn, the results are visible: settler time reduced to six turns.


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Turn 27. Gotta love the turn pace in this game.

TBS is kicking my butt on the graphs. I wonder if he built a second worker. If so, they're just about out of stuff to do already.














He revolted a turn earlier than I did, to the same civics (religion and agrarianism). Maybe he's met some other players and is getting discounts on tech?
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Turn 28. Another visitor.




The scout must have met and defeated (easily) another diseased disciple. I'm scrambling some warriors to deal with the scout if he decides to get aggressive.

[Image: 33-28_top5.jpg]

Top five cities show TBS and Bob with size 6 cities. TBS because Charismatic; Bob must have improved and roaded one of the happy resources already. superjm is ahead of me in score, but is the same size. Has he picked up his third tech already? He hasn't revolted to Agrarianism yet, so maybe he's researched three first-row techs.

[Image: 33-28_civics.jpg]

[Image: 33-28_demos.jpg]

Nobody is below 50% approval, which is why I think Bob must have a happy resource connected.

Relations screen shows that TBS and superjm haven't met yet.

[Image: 33-28_relations.jpg]

Because I have data on another player, I'll post the graphs again. Spoilered to avoid annoying the lurkers.

[Image: 33-28_score.jpg]
[Image: 33-28_gnp.jpg]
[Image: 33-28_mfg.jpg]
[Image: 33-28_crop.jpg]
[Image: 33-28_power.jpg]
[Image: 33-28_culture.jpg]
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Turn 29. superjm moved closer, but hasn't declared war. I covered my worker, who finished the dyes plantation, giving me a nice boost in GNP. Unfortunately, I'll be one hammer short on my settler if I work it again next turn.




I have extremely good odds against the scout if I have to attack it. I assume he has complementary odds on my warrior, so I feel pretty safe.
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Turn 30. superjm is dancing along my border.




This is before I switched my citizen from the dyes (cry) to one of the forested hills. Losing five commerce is painful, but it's worth it to get the settler one turn earlier. Next turn I can work the dyes and the farmed riverside grassland, for the same amount of foodhammers and +6 commerce.
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Quote:It was, but I reread the setup thread, and you did exactly what you said you were going to do with the barbs. No one objected, so I can't fault you. Here's what I wish I'd said, however:

Pre-placed barbs tend to unbalance the map in unexpected ways. They may prevent the spawning of animals and orcs, and will thereby change the relative strength of the traits. The map should be fair and interesting, but mapmaker additions should be kept to a minimum.

While I understand your reasoning, I will note that I was extremely cautious with the barbs so I think the point you note about spawning is pretty well the only problem with my approach, and I believe it is very minor given animals start with HK anyway.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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