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Abusing Spectres to the Maximum - Sheaim Succession Game

   

Ljos almost got the city spot.

Did lots of roads, we have 4 Death mana now. (got Necromancy)

I'd probably advise Ashen Veil -> HorsebackRiding (the Witches with free Death 2 should get Mobility1 imho)


Lastly, here is the save.


Attached Files
.zip   Averax The Cambion AD-0210.zip (Size: 449.05 KB / Downloads: 1)
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Tasunke, we didn't agree to add you - and here you are playing the saves? Like what? nonoshakehead
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(July 23rd, 2015, 10:43)Tasunke Wrote: who has the save? i opt to enter rotation

(July 23rd, 2015, 12:37)Tasunke Wrote: I got teh save (if no one minds) --- > How many turns do I play?

(July 23rd, 2015, 13:55)Aurorarcher Wrote: Tasunke, we didn't agree to add you - and here you are playing the saves? Like what? nonoshakehead

So yea ... no one responded so I just played 10 turns. You can ignore those turns if that is your preference.
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Ummh, yeah... from the first post you waited 2 hours? You expect us to respond that quickly? Then once you had the save (and asked if anyone minds) you waited 10 minutes before playing...
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Tasunke, you weren't polite enough to ask before joining. You posted a report that doesn't tell me what you did, and isn't entertaining enough to make up for the lack of information. But the killer is, when I downloaded your save to look, you broke our variant.

Since you obviously didn't read it - our rule was 'We may never have more than two warriors per city. No other military units may be built'. You left both a Succubus and Mobius Witch in build queues.

I'd be willing to forgive any of those missteps, but not all of them combined. I don't want you on the team when you're not willing to be a team player or play by the rules. I checked with the others, and we're in agreement. We'll be playing from DaveV's save, without you.
EitB 25 - Perpentach
Occasional mapmaker

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eh? You mean you can't build gate units?

--> by that detail alone, it would be illegal to use my saves anyways (except cancelling the builds and taking the hammer loss, but that isn't really necessary).

--> It didn't take me very long to play those 10 turns b/c they were mostly filler turns, and by the same token there didn't seem a lot to report, other than the ljos encroachment. Therefore undoing those 10 turns isn't a big deal to me, in general.

--> Looking back it looks as though Auroarcher downloaded DaveV's save while I was playing my turn-set. So of course his turns get priority

--> And again, not a lot happened during said 10 turns ...so not a lot of information to give (did some whips, built some roads, founded a city, the latter and most interesting of those things I did in fact post about ...)

In summary, clearly the turns I made earlier today should not be used, but I *am* willing to pick up a turn set here or there. Unfortunately, y'all don't seem very interested in that prospect.



***I guess my workers had to dance around a barbarian Elephant, for awhile, that was mildly entertaining.

Edit: I had originally assumed that building gate-units was the plan all along, and that the primary variant theme was to avoid building Adepts or PyreZombies. I assumed this b/c v11.1 allows for gate-units to be built, while base FFH2 does not, (and the variant was in EitB 11.1). However, I agree that relying solely on *gate spawns* as opposed to building said units, is much more fun (and random).
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Damn you guys move fast!

(July 22nd, 2015, 08:45)Mardoc Wrote: I can't find the post, but SevenSpirits found a bug related to the trade route algorithm. It's supposed to maximize trade route income, but it doesn't always actually work as it's supposed to.

I'm pretty sure this is fixed in one of Sareln's versions of EitB. (Either that or it was planned by him for v10, so I can probably incorporate it easily. Pretty sure the former, though.)
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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That sucks, Brick. I hope things work out well.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(July 23rd, 2015, 12:04)DaveV Wrote: I used the whip with utter ruthlessness, to keep our score down and because we need more buildings (especially courthouses).
Yeah, I'll say! I found a couple cities with four whip unhappy! whip

Looks like it was a good choice: the econ is in much better shape than the end of my turnset, you doubled our Gate count, and you guaranteed Catacomb Libralus jive. Without making us fight the barbs with five real units.

Quote:I popped four Chaos Marauders early in the set, then the RNG stopped cooperating.
Sad to say, but I checked out the math. With five working Gates at the start of your set and twelve at the end, average of eight, for ten turns: eighty chances at 5% has an expected value of four units. That's an estimate, of course; if Gate construction was biased toward the start of the set, we should maybe have gotten five units. It means you weren't particularly unlucky either way, though. Until we can pump up the AC, we can expect our military build pace to continue to be a trickle. An inexorable trickle, true, but a trickle.

Quote:Mardoc: Elegy of the Sheaim is 300 hammers. Prophecy of Ragnarok is 500; I started that in one of the southeast cities since it seemed like a slower but better way to raise the AC.

Fair enough. We could consider doing both, I suppose. But, well, with the way you fixed up the economy I expect AV to be ours in maybe 15 turns, before an Elegy can be sung. Once we have AV to spread and an AC high enough to war, we shouldn't really need any other AC-raising methods. We should plan to mostly raze-and-replace, of course.

------

General thoughts: our trickle of units will give us more options as time goes by, but for the next turnset or two I'm inclined to suggest following DaveV's lead. Don't worry about expansion - we can't afford the land points - and use the whip to keep our population points suppressed as well. Once our army accumulates - and especially once AV pops to speed that rate - we can afford to go back to a more conventional growth strategy.

If you follow that plan, I suggest Granaries and Smokehouses as early whips. We'll be doing a lot of growth and regrowth, they're likely to pay for themselves even before Blight.
EitB 25 - Perpentach
Occasional mapmaker

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The reason I put beakers into Mathematics: gambling houses are a decent economic building, and would give us another unit type. Arguments against: Mathematics is a pretty expensive tech, and gambling houses cost a bunch of hammers. Revelers are a good unit, but not much better than succubi. I wouldn't be at all opposed to going for AV next.
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