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Dazed has a pretty deep resume; try PBEM 34v, 29g, 48 for his more recent work.
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The cliffhanger is resolved, and the wolf didn't stand a chance, coming in at 0.0% combat odds against our woody I 0.8 health scout in a forest. Stupid wolves.
Yep. Plako. Fuckfuckfuckfuckfuck. Narrow channel means he may as well be a neighbour, and that with scooter, TBS and dazed nearby. Why couldn't I get someone nice and fluffy? Damn you Commodore and your RNG!
Capital is growing on that second workboat, we'll switch over to the fish tile next turn to get the 5f tile into play. It's sorely needed and I'm really thinking I shouldn't have avoided fishing as I did. Stupid mysticism based Inca.
And here we have our second city, named for the 2nd greatest tactical genius in the universe, Tzeentch. Any suggestions for the next city? I was thinking Leman Russ.
Here, we have dazedroyalty's warrior, commanded by twinkletoes, sitting next to our quechua. He can't effectively attack us because of aggressive/hill/forest. It'd be suicide. I have half a mind to promote the other quechua to shock and wait for his warrior, then kill it. Might be fun. It'd be pretty aggressive though. Not sure yet how I want to play out this early game, he's got a lot more high food yield tiles in his BFC (given his demos) that aren't fish, so hopefully our fishing boats will rectify this gap. Hopefully.
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I've been reading those PBEMs, and the other games dazed was in, and he's definitely going to be on the un-fluffy end of the fluffiness spectrum. I fear my neighbours might see me as a human goody hut, especially with this slow start. The plan is thus going to have be high priority on settling (-25% maintenance costs are going to be great) with the backing of units built and whipped out of Tzeentch, which will be a very nice city for those purposes.
I'm also going to be prioritizing MC for the greatest benefit IND will offer in a 33 player game, I think after math but I'm not sure about currency or the religious line. Happy cap will be an issue if I continue to avoid those tantalizing IND-bait techs in the middle. Ugh.
Stalin would've been great, but he's really anti-Syn with the Terrace (not really, but it nullifies the RBmod changes to the barracks for me). Ind in RBmod is a great trait, especially with MC, but damn, this game is NOT suited to building wonders unless you're willing to sacrifice a lot of expansion to nab them. And that means you're just marinating your civ in juicy goodness, neighbours salivate at the thought of a Colossus, or a Mids, that are there for the taking.
Especially since they'll have spent all those hammers on like 20 axes.
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I guess now that I'm reporting, I may as well do some writing on my neighbours. We'll go in order of contact, with plako coming last as he's not been contacted, and he doesn't know of us (unless he's had a map pop, which is quite possible).
dazedroyalty: Elizabeth of Khmer
UU: Ballistaphant
UB: Baray
Fin/Phi
On his pairing, that's a strong leader, buffed and nerfed by rbmod. However, the strengths have been amplified and the weaknesses have remained much the same, slow start but now with even fast GPs, plus very nice non-river cottage support. Encourages farming grass rivers and flood plains and cottaging the rest. The baray works nice here, but it's still nigh useless at 100h for 1f, would be much better with Peter.
On the royalty himself, he's no slouch, with strong showings in his games and never being a push-over. He's not prone to idleness, though he is somewhat lax in his reporting. Not that that is a detriment to is playing, just means I'll win the crucial lurker support (which is akin to this : -2^1/2). Yay, math jokes. The fac that he has a slow starter is a relief, since we do as well, but our slow starter will get faster earlier, with flatly reduced expansion costs and cheap forges available so soon. However, when Elizabeth gets going, no one can stop the bulb train and I'm afraid of being left in the dust to a renaissance chain-GA with shitloads of fin tiles, on a water-y map.
Definitely a threat.
Race most likely to represent this neighbour's threat to the Imperium of Man: Necrons
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Well it seems like Scooter's out, that's too bad. Seems like he's been having a rough go of it lately. I hope he's able to improve whatever's been irking him.
It does mean I have one less super un-fluffy neighbour though
I'm not entirely sure who's replacing the venerable Scooter, he's just updated his thread for the first time since this started.
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Neighbour Profile: The Black Sword, Gandhi of the Ubiqitous and definitely one single civilization, Native Americans
Well, TBS is probably the more dangerous of my neighbours, even if he is the known quantity among the two. What dazed has in mysterious and devil you don't know abilities, TBS more than makes up for in high civ skill and a strong understanding of the meta. TBS is the counterpoint to dtay of the PB11 (or was it 12?) batch of good newcomer civ players, and even if he was eliminated in PB13 by dtay, he's a force to be reckoned with.
With Dog Soldiers + Spiritual, there's 0 chance I'll be able to dislodge him from a smart plant before construction, so best to settle towards him with a few archers. I've revised my dotmad to be conicilliatory towards him, but hopefully he sees this concession as mutually beneficial play, not the weakness which it could easily be interpreted as. I made the mistake of not tilting my neighbour in PB16 as soon as Duel League: 12 Player Pitboss Edition was revealed. This is different, but I'll still need to defeat one of my neighbours to have a fighting chance in this game.
As for Gandhi, this is a strong GP generator, better than Elizabeth thanks to civic flexibility. Fortunately, he's even more worse off than I am in the early game, and his traits offer no tangible benefit before the discovery of a few key techs (writing for Libs and the very earliest, CoL for caste more likely). I'm hoping he has a neighbour to his east, because I do NOT want to be the sole focus of his attentions.
Danger to the Imperium level: Eldar
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Always appreciate the opposition analysis!
May 6th, 2014, 14:03
(This post was last modified: May 6th, 2014, 14:05 by Hashoosh.)
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Been really busy lately, hopefully it hasn't been affecting my play too badly. I mistimed a chop by 1t, came in before cap grew to size 3, which is when I wanted to start the settler. Oh well, delayed growth by a turn and fed the chop into the settler, switched to terrace for growth, will switch back to settler and add another chop.
I'm going to settle into that awesome river valley to the east, with grass cow in the first ring.
Official Thread Song of the Day (OTSD)
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As we wait for Caledorn to finish his living room shuffle, the next OTSD will be...
White Stripes doing Jolene live. Great version
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OK, I was kind of banking on the turn resolving, but this is fine too. Going at our current pace I'll only be missing two, maaaaybe 3 turns.
Instructions for anyone who ends up playing this. I'm going to send a pm to people just in case no one's read this.
1 settle city where settler stands
2 quechua outside of borders can keep patrolling. Don't attack dazed unless there's an unguarded worker or settler. He's got a few warriors of his own and probably an axe by now.
3 keep building terrace in cap and 2nd city
4 start terrace in cow city
5 improve cows
6 finish chops
After that, its situational. Whips at discretion, preferably after terraces.
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