Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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A Very Perpy SG

Ellimist:

Pillaging, mostly:

[Image: perp290.jpg]
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any new turns Dave?
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Tasunke:

Yes :neenernee.
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Another couple turns played:

Here's my new chief negotiator:

[Image: John-Cleese-Monty-Python-Holy-Grail-French-taunt.jpg]

Taunt is insanely effective, especially when the AI is so stupid it just stands there saying, "Thank you, Sir, may I have another?"

I cleared out and captured one of Alexis's cities, and sent in a disciple to avoid the ten (!) turns of unrest. That was probably a mistake:

[Image: perp293war.jpg]

The power graph is going in the right direction:

[Image: perp294power.jpg]
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Dave/lurkers:

Clearly the reason why there are so many WW modifiers in FFH is that beta testers got owned by it while killing deity stacks in SP.
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The end:

[Image: Civ4ScreenShot0366.JPG]
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DaveV Wrote:The end:

Congratulations, all of you!:hat:

I look forward to your post-mortems - if you can figure out what was going on lol
EitB 25 - Perpentach
Occasional mapmaker

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Smashing success! Drinks all around! :dancing5:
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Congratulations! smile

Btw, I wonder what the power graph was like on the final turn? Would be a shame to not play another few turns to kill of the Calabim army tongue
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Post mortem:
I think the game was helped out immensely by having a runaway AI. Kept the game outcome somewhat in doubt, even in an era where the human can use incredible amounts of tricks. The map was also pretty nice, being a simple all land map arranged in a strip. I like that kind of layout, and I think the AI handles it well.

Opening the save and looking around was always fun. The turn where I demolished the angels was fantastic. That kind of military action is pretty much the climax of a normal game of FFH, and I was just handed it cold. It says a lot about the game and the power of Alexis that that wasn't even close to the biggest military turnaround that happened(although the fact that it captured the Guild of the Nine was very important, good job I didn't raze it).

I think Armageddon was probably a boon for our battles with Alexis. We were in a much better state to regenerate our armies due to mercenaries. It certainly provided some exciting fireworks for the end of the game though.

I had a few specifically derailed plans. Although Ashen Veil worked very nicely. I wanted to go for Empyrean, and pushed that way in my early technological control. But the inexorable weight of Bob made AV the choice. Once we were in AV I tried to set up a swift slingshot to Divine Essence, to "bank" our most powerful mimics as immortals. We had some really nice mimics at times, and it would have been great removing them from the vagaries of death. Unfortunately despite labelling the grimoire building capital "Book of Immortality" and setting the tech path that way, Dantski decided to make a grab for... sorcery. That was probably my biggest head desk moment when reading through the game. I note that we still haven't got Divine Essence, 100 turns later.

It was a good game. I had a lot of fun with this one.
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