As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

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Emulating Sir Robin: How to run away on Horseback

And countless other horse references.


...



If you're one of the other players of the game then well...








What are you still doing here?




[Image: mister_ed.jpg]


get out
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[Image: Rhoanna.jpg]
Rhoanna (Expansive/Financial)

"You are right. We do not have the numbers of others. But our courage, our prowess, and our honor are legendary. The Amurites, the Kuriotates, the Elohim, huddled in their cities, what do you think they would give for these virtues? Whatever we ask."

"You wish us to become merchants?"

"Just think of it as another kind of raiding."


The hippus are one of the premier rush civs right? Warcry warriors or horses are awfully hard to beat. Well, that's what I'm hoping some of the other players will think, in spite of my leader choice shhh. I've noticed in other PBEMs (that will not be specifically named because SPOILERS) that rushing a neighbor (at least with the intent of taking them out) seems to work less and less well the more players you have. And with the ever-powerful financial trait and doubled hammers for settlers, what excuse do I have to not grow like a weed?

As such, my modest strategy shall be running away with the game on horseback as fast as I damn can. My actual strategy, and who I pick as my allies and enemies will vary immensely based on their locations, my location, and even the kind of capital/starting area I receive.

I noted an interesting way to carry out this strategy with the civ/leader layout presented. Specifically as the only financial leader around, no permanently industrious leaders, and the only spiritual leader being the elves who will likely focus on the leaves religion.

Well, what can I do to make the absolute best use of my rapid teching and expansive settlers?


[Image: Basium.jpg]
What, indeed?

I believe we decided to have human players play the potential summons, and as such the advantages of being able to split the empire (and maintenance) in two are fairly powerful, not to mention the host of angels Basium arrives on scene with for a sudden attack. With expansive settlers I can city gift a nice empire to Basium the turn he appears, pending availability of land.

The civs with an incentive to beeline fanaticism are the Elohim (for their archmage civ hero) and any civ that decides to worship the veil to be able to nab malevolent designs with the infernal grimoire (*cough*Sheaim*cough*). Any veil-worshiping civs are forbidden from building the grimoire so unless Nicolae really wants to be contrary with his "world peace" theme and greatly reduce his civ's inherent power by NOT pumping up the AC with the veil, that seems unlikely. The one spiritual leader with an incentive to get fanaticism early is an elf. Leaves-worshipping units do not become angels upon death, so while Gaspar COULD easily run multiple religions as spiritual, I don't particularly see him racing to build the gate.

Plus, I'm the only financial leader, neener neener :P

Will I actually build the gate? Depends on the game again. If there's a nice good religion-worshipping civ to declare war on to generate angels nearby and I think I take out the dogpile that will likely start when I build the gate, then absolutely.
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Reserved for an overview of the competitors!
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Reserved, misc. Probably for linking to other parts of the thread.
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YAY! The spoiler thread is up! jive jive
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Hello Brave Sir Rawkking!

Here is your thread present:

[Image: civ4screenshot0206.jpg]
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Hmm, it seems like a perfectly serviceable capital. I spy a river to the north as well! I'd have exceptionally high hopes except for the tundra up north as well.

I know I absolutely want that plains river incense in my BFC as commerce is vital for a strong capital. The unirrigated wheat is nice but optional, the grasslands cows are perfect for agrarian farming until I get animal husbandry.

Possible settling locations seem to be either 1NW on the plains hill for three total base production (the hippus get an additional early hammer from their palace horses), losing the fresh water health bonus, or settling in place for a good long-term capital. I could settle 1W to trade the plains wheat for +1 happy from the standing stones, but I don't think that's worth it.

Aside from that, probably should move the scout E->NE to the graveyard for vision. I might hold off on robbing it until I get a second warrior since I already have agriculture and it won't take long to research the obvious second tech I need to research, IE calendar to improve the incense. Worker first wherever I settle.

As for the warrior? I could send it NW then north next turn before doubling back to the capital to protect it. Thoth, Square Leg, what do you think?
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The file is already here!

Gonna wait for Thoth/SL's feedback, probably just going to settle in place with the way things look. No reason people should realistically complain for the game being held up a day for the most vital decision you can make at the game start, things will go much more smoothly when capitals are placed.

A really noob question to any lurkers, is BUG mod the mod that the realms beyond community uses to place dotmaps in PBEM games? Being able to put notes on the map is a great help, I'm not sure if installing BUG will make my game incompatible or if it will even work with FFH2 though.
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I agree on moving the scout before making a settling descision. In place looks like good spot. Moving to the PH could also be decent, but you'll loose 3 commerce by having the cow in the outer ring and you won't be able to build the Brewing House in your capital. You would also be giving up 3 riverside grass tiles. Do you have a regular settler or does it have the FFH "starting settler" bonus (+2 move, +2 visibility)? If it's a regular settler then moving to the plains hill will cost a turn of commerce and production and not get the first worker out any faster (10 turns if you settle in place, 9 turns + 1 turn to move if you settle the PH + 4 h overflow).

Unless scouting shows a resource hidden in the fog, I would be inclined to settle in place.

Teching Calender out of the gate sounds like a good plan, both for the Incence commerce and for early access to Agrarianism. 4f/1c riverside grass tiles are very nice.

BUG doesn't work with FFH, and I'm not sure if it's allowed in regular PBEM games. It is banned for the "Epics" and "Adventures".

You can mark up dot maps by taking screenshots and editing them with Paint or another image program. smile

(The Hippus don't get a bonus hammer from the Horses, all Palaces in FFH give a bonus hammer wink )
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The plains hill is tempting but again - unless there is anything in the fog, I would settle in place too.

With regard to BUG - nono It was vetoed a while back for RB events, if it doesn't work with ffh then there isn't a problem! Paint adapted screenshots are the bomb so i expect loads! lol

Certainly calender first sounds strong especially since we start with the best starting tech in agriculture.

Lets kick ass!!!!
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