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[EitB PBEM LVII spoilers] coldrain rekindles the flame

(June 3rd, 2024, 14:25)shallow_thought Wrote: Just glad to hear that things are actually moving! Remind me, are copper warriors still off for this version? It's nice to be creative in any case to grab that copper - another good tile to work and there's more argument for building "axemen" for the Calabim than most others, which might make it useful even before vampires ...

Yes, this version still has wooden club warriors only (no bronze weapons). I definetely want copper and Morois at some point, but 1N of "C" city location is purely to steal the wet wheat and also reach the dry wheat + share capital riverside grassland. Copper is a nice bonus tile to work after border pop too. And yeah, CRE gives a lot more flexibility with city placement. One more reason to found first city near "C" or "D": Second worker is in position to build road connection and farm the dry wheat while settler is on it's way.
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Turn 27

Not much scouting ongoing, I’m expecting barbarian warriors or skeletons to appear at any moment, so all bloodpets are hanging around the capital and the first city site:
[Image: 7gEhrSL.jpeg]

Mysticism completed T26, first settler completed and moved this turn. Research set to fishing and I revolted to god-king + religion this turn. Two bloodpets are covering the settler. Another one is sitting on the watch tower, providing some useful vision to the east. Worker will finish PH mine and chop next turn and new city will take the improved wheat tile to start growing quick. Second worker is farming the dry wheat. Forgot to take screenshot of demos, but after switching to god-king, I’m #1 in hammers. Based on score and population demos, many others are at two cities already. I’m a few turns behind the pack as presumably not everyone built second worker or grew to size 6 to build the first settler. Ginger/Miguelito is still the only team I’ve met, and according to KTB, they have animal husbandry and fishing. No calendar (agrarianism9 or mysticism (god-king) for them yet. I’d assume they should have mining by now too.
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Turn 32

Still no sign of actually threatening barbarians, only animals skulking around. Strange. I for sure expected some barbarian warriors by now. Fishing was completed, next up is calendar and then most likely AH. First expand, Heide’s Tower, is already size 2 and growing fast:
[Image: CI0zl0S.jpeg]

Next settler completes soon, it will go for the ”C” spot. Until it pops borders and I get AH it will lack a bit food, but loaning the wheat and working (soon to be agrarianism boosted) grassland farms should be fine. I wanted to found first expands quite close, as I’m still expecting barbarian activity to increase significantly soon, especially since Ginger/Miguelito is the only neighbour I know of: they have BAR trait, which means I’m likely to attract the attention of barbarians from that direction too. Demos from T31:
[Image: Ph8niKx.jpeg]
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Turn 35

Founded third city, (Forest of) Fallen Giants and the very first non-animal barbarian is approaching from the south in a form of lizardman.
[Image: aZOdGq7.jpeg]
 
One of my bloodpets has been fortifying on forested hill in that direction, hopefully the lizardman doesn’t get a lucky win. Heide’s tower is working the murex tile for a nice commerce boost, and will grow to the PH mine to build workboat faster. I’m going a bit greedy with capital build order: I’m trying to squeeze another settler before building hunting lodge + hunters for added security and exploration. Soon I need more workers too, but the close dot map has allowed very efficient use of worker turns and tile swapping has been very useful to boost the growth of the newer cities. Demos:
[Image: WIlXWz2.jpeg]
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Turn 38

Lizardman didn’t actually attack, but stayed in place for a turn. A barbarian griffon appeared in range to attack the bloodpet, so I retreated to avoid two battles in a row. Lizardman ended up attacking the city and provided enough xp for promotion on one of the defending bloodpets.

Calendar was completed T37 with 50% research slider, earning some gold to keep in case of events. Started animal husbandry. Didn’t revolt to agrarianism immediately, I’m waiting for the next settler to finish at capital before doing so. Workboat for the fish at Heide’s tower is almost complete. Two bloodpets are heading back to escort the settler towards the rice + sugar spot in the north:
[Image: hTAVnI6.jpeg]

I’m debating the tech path after AH, as there are many competing priorities. I’m contemplating the following options:
  • Festivals, for half price markets and carnivals (possible great artist generation for bulbing or GA).
  • Education -> Code of laws, for cottages and Governor’s manors.
  • Bronzeworking, for Morois. It looks like I’m doing well in economy, but I don’t want a repeat of last game where I delayed important military techs for too long.
  • Sailing, for exploration and possibly to settle what looks like an island to the north of Heide’s tower (low priority as of now).
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I've seen that behavior weirdly often from FfH barbs - holding in place for a turn before actually making an attack. I don't know what causes it, and sort of imagine them with orcish firebrew drinking themselves up to the task. In the larger picture ... well, it's neat to see how you've been developing! I'm curious to see how things evolve from here!
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(June 21st, 2024, 02:05)RefSteel Wrote: I've seen that behavior weirdly often from FfH barbs - holding in place for a turn before actually making an attack.  I don't know what causes it, and sort of imagine them with orcish firebrew drinking themselves up to the task.  In the larger picture ... well, it's neat to see how you've been developing!  I'm curious to see how things evolve from here!

I have a very vague memory of reading about this barbarian behaviour, maybe at Civfanatics forum? Now I don't remember the explanation anymore, if there is any. Also, I'm still very surprised about the low barbarian activity I've seen so far. I wonder if all players have the same situation, or have I just been lucky? Well, a lack of barbarians can be unlucky too, if you are trying to accumulate experience on units... But I'm not complaining, fewer early military units in queue and easier worker management never hurts.
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Barbarians always wait a turn before attacking a city.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(June 21st, 2024, 16:06)Qgqqqqq Wrote: Barbarians always wait a turn before attacking a city.

This time my bloodpet was fortified on a hill, outside a city.
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Turn 41

Settler completed and switched to agrarianism on T39. Workboat done at Heide’s tower and netted the fish. Capital is producing a worker (I know, it was supposed to be hunting lodge next. Couldn't resist the urge to accelerate economic developenent). Settling party on its way to rice/sugar/reagent location. Overview of the core + demos:
[Image: J0I8utC.jpeg]

[Image: uWxXKus.jpeg]
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