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Posts: 7,611
Threads: 36
Joined: Jan 2006
So why the Khazad?
A couple of reasons, but at heart it comes down to familiarity and focus. I played a few games of FFH2 before I took my time away, but have only 1 ongoing EitB game to my name ... and no Multiplayer. I always had a problem with staying focused on the the tech tree - being seduced by the different research lines, so I view it as a benefit that the Khazad can't get Mages and I can pretty-much ignore that line altogether as it takes away some temptation (and besides, I've always felt more connected to the Religious lines).
So that's one thing and the other is that I've played them before and know what they're about more or less. And what they are about, of course is treasure and keeping their Vaults stocked. EitB has helped by lowering the thresholds, but the Discovery Era start will be what really makes the difference for 2 reasons:
1) God King - coupled with FIN means I'll be making 15gpt straight off the bat
2) Worker techs in-hand, and research times are astronomical - do I want to put 9bpt into a ~400b tech, or ramp up to +40% hammers?
So that's the plan: fill vaults, turn extra production into fast expansion - into commerce, profit.
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You've seen the starting screeny in the main thread, so I won't post it here, anyway very good visibility with just a few gaps and I can see that I want to stay close to the starting location. I'd really like to not found on a forest, but that doesn't look to be an option. First turn is going to be eaten by Anarchy anyway (more on that below), so I can move the Settler around a bit. Go in a tight circle to defog the NE and a bit to the E and don't see much. End on the tile SE of the starting point.
I'm 90% sure I'm going to settle 1S of the starting location, principally so the Wheat is first-ring and will be online faster. It loses the Incense, but picks up a couple of riverside grass instead. Worker moved onto the bare hill and put a turn into a road (who needs Fast Workers when you have Hill-munching Dwarves!) and can step onto the Wheat next turn and start Farming.
Scout moved SE, and Warrior moved SW (because the terrain is hillier SW and thus the Warrior is more likely to continue moving 2tiles); nothing revealed this turn, but they will both reveal more next turn, although unlikely to change settling plans.
On Anarchy; my test game had implied that I would only be able to switch 2 of the 4 possible civics, but when I went to do so it seems I was able to switch all 4 for just a single turn of Anarchy. So I did that. I even have a screenie, but not here - I will add into the post this evening.
January 5th, 2015, 16:48
(This post was last modified: January 5th, 2015, 16:48 by Aurorarcher.)
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Your dedlurker here ready to help you! Feel free to ask any questions.
Early discovery start teching with so little beakers will be pain in the ass like you said. Your settling plans sound good to me, although losing the only clear early commerce tile in sight (incense) is gonna hurt but I'm sure you made your calculations with that already.
If you want to fill vaults you should probably get Festivals for markets (half priced for you) and RoK early. Both give you tons of gold.
I was under the same assumption that you could only switch 2 civics/turn of anarchy. But it looks like it's not the case.
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Good to have you onboard!
I thought Incense was only released at Philosophy, which we won't have, and that's why I had discounted its importance; I guess I'll take another look and re-evaluate. I can still plant in either location (or run off South if I spot something exciting down there).
Festivals for cheap Markets is a good thought; I was thinking Philosophy and then use my extra hammers on the Bone Palace, but that might be better down the road a bit.
About RoK ... I know it's the best synergistically and stylistically (and powerfully?), but there's a large part of me that just doesn't want to go that route because it's also predictable and boring. I really want to go for one of the second-tier religions (exact tbd), which was another reason for the Philo-first tech plan. I was also figuring that I'd probably lose a race to found RoK with the Vaults-filling plan, and that dilutes the benefit. OTOH, you can have multiple Temples in a single city, right? So maybe I pick up RoK later and spread it as a minor Religion.
Or maybe you slap me about a bit until I wake up and stop undermining myself!
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Incense can be improved at Calendar, but doesn't provide the actual resource until Philo - and even then, only as a booster to temples. But it's good for commerce early.
You can definitely have multiple temples in a city, as long as you don't try to mix Ashen Veil with Order. Can only build most religious units for the religion you're currently following, though.
EitB 25 - Perpentach
Occasional mapmaker
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<Sigh> Guess he really wants Infirmaries! The Medicine change is very relevant to the Khazad for Maros, but not enough IMO to warrant the change.
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OK, so here's an "appropriate" question for the lurkers: is there a consolidated changelist for EitB from "base" FFH2? All I can seem to find is the incremental changelists from version to version which is a pain to trawl back through several of to find the answer.
Looking at the v11.1 changelist again, I wonder if it isn't the Lesser Summons that have Kragroth requiring the reboot - he did pick Dain - but the entry for those appears to be in both the v11 and v11.1 changelogs, so I'm not sure what's going on there...
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I don't know if Q's been keeping it up to date, but Sareln maintained one. So at the worst you should be able to find a v9 complete changelog and only add the v10/v11 diffs.
EitB 25 - Perpentach
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So, who's running the odds book on whether the turn gets all the way around this time...?
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