Hello,
Well the game is over and I think that all the reports are in. We a generally good turn out for this game with a few people confessing to have played but not finished in the closing thread also.
I have stolen this pic from Dantski of the start:
There are couple of things to note about the start - It was designed to be pretty awesome! You don't get too many starts with plain river incense, Wines, plenty of food (not AH food) gems and reagents all in reach and to boot, Yggasdral was in the back lands. I placed it there as a bit of a foil really since no one is going to be destroying good civs early doors if they stretch to found an early city next to it.
The jungle belt formed a nice natural boundary to the north and limited expansion to a certain extent although there was some nice land near the Dwarves with double cotton in a nice river valley.
I tried to add a few forests in the back lands but didn't want to go silly. A few of you may have noticed this: (Thanks Reverend!)
Whoops - there were also two roads to nowhere. One down near Yggasdral and the other was near the Clan, but that one was probably absorbed by the Clan before it was noticed. These were created when I was testing various options. I had put Yggasdral a lot closer initially and considered putting a barb city there to cover it. It just meant that gangs of warriors came real early and pissed me off! So I deleted the city and moved the tree... I forgot about the road...
Lastly - there were a lot of mana nodes around to play with if the player so desired.
On the difficulty - Monarch... yeah - The game was designed to appeal to as many as possible and I had toyed with the idea of having two games at different difficulties. (Monarch and Immortal). In the end going with one was the right decision but maybe, just maybe it should have been 1 higher. Meh.
Moving onto the Civ selection's... I chose the Svarts for one reason - I had been playing them a lot recently! They also fitted nicely with the theme of Evil vs Good. You can go FoL and then later go to Council of Esus (Which no one did actually) or just run FoL. (RoK Bob! ) You can summon Hell (Reverend) or you can stomp with a warrior/axe rush (DaveV). You are fairly safe from the barbs with the sinister trait on your recon line units (Scouts are often best used aggressively were possible) and the palace give reduced WW.
As for the other civs:
Clan - I chose the clan because they are bad neighbours - I didn't realise how much they sucked in this game until the reports came! Size 1 and 2 capitals late in the game... yeah - their start was pants but that was just lame! They were placed near the player to deflect barbs and create an interesting early game.
Ljolsofar - obviously they took the piss the most in the age of ice so getting revenge against them was priority number 1! Also - I thought that they would be a good candidate to found FoL if the player dillydallied... No Alexis seemed to get there first! How the Vamps and FoL synergise is beyond me! Their world spell would have been cool to see and they build a lot of archers which can be difficult to get through - especially without siege (which as the Svarts you cannot build). It seems that although having a reasonable start - they never really got going in many peoples games.
Lurchiurp - They were prey really - powerful late game but a bit weak until they get to Wood Golems at least. Their world spell however creates a golden hammer in each city that can be settled as an Engineer or used on a unit for +1 strength... a nice prize if you can wait for them to fire their world spell before killing them!
Elohim - They were bait also although for the Calabim more than the player it would seem! In every test game I played the Calabim attacked the Lurchiurp. Every single one. In most of the other games reported they went for the Elohim... They were weak and some of the comments in your reports explained why - their start was poor. I imagine they expanded to 3 cities before they could chop the forests and then stagnated their economy on too many warriors. Oops. Their world spell was meant to be a frustrating one for the player.
Calabim - Late game threat - Once all the good civs were gone the Vamps were going to be strong. Ad hoc found this out with a fantastic screen shot:
Seriously though - 124 priest of leaves and only 19 Vampires????? Had that been the other way around that stack is a lot more scary!!!
Anyway - so that is why the game was what it was but one final note - Had this game been played on Immortal - a lot of the features and quirks (mana nodes, world spells etc) would have been in play in a lot more of the reports. (I like to think so anyway!
As for my game - I didn't finish! I played that many test games and fannied around with various settings that I got a bit fed up with it all! I had managed to eliminate the Lurchiurp with the help of the vamps and was moving on the Elohim when managing everything was taking a long time. I had created Yvain who is absolutely awesome by the way!
Well the game is over and I think that all the reports are in. We a generally good turn out for this game with a few people confessing to have played but not finished in the closing thread also.
I have stolen this pic from Dantski of the start:
There are couple of things to note about the start - It was designed to be pretty awesome! You don't get too many starts with plain river incense, Wines, plenty of food (not AH food) gems and reagents all in reach and to boot, Yggasdral was in the back lands. I placed it there as a bit of a foil really since no one is going to be destroying good civs early doors if they stretch to found an early city next to it.
The jungle belt formed a nice natural boundary to the north and limited expansion to a certain extent although there was some nice land near the Dwarves with double cotton in a nice river valley.
I tried to add a few forests in the back lands but didn't want to go silly. A few of you may have noticed this: (Thanks Reverend!)
Whoops - there were also two roads to nowhere. One down near Yggasdral and the other was near the Clan, but that one was probably absorbed by the Clan before it was noticed. These were created when I was testing various options. I had put Yggasdral a lot closer initially and considered putting a barb city there to cover it. It just meant that gangs of warriors came real early and pissed me off! So I deleted the city and moved the tree... I forgot about the road...
Lastly - there were a lot of mana nodes around to play with if the player so desired.
On the difficulty - Monarch... yeah - The game was designed to appeal to as many as possible and I had toyed with the idea of having two games at different difficulties. (Monarch and Immortal). In the end going with one was the right decision but maybe, just maybe it should have been 1 higher. Meh.
Moving onto the Civ selection's... I chose the Svarts for one reason - I had been playing them a lot recently! They also fitted nicely with the theme of Evil vs Good. You can go FoL and then later go to Council of Esus (Which no one did actually) or just run FoL. (RoK Bob! ) You can summon Hell (Reverend) or you can stomp with a warrior/axe rush (DaveV). You are fairly safe from the barbs with the sinister trait on your recon line units (Scouts are often best used aggressively were possible) and the palace give reduced WW.
As for the other civs:
Clan - I chose the clan because they are bad neighbours - I didn't realise how much they sucked in this game until the reports came! Size 1 and 2 capitals late in the game... yeah - their start was pants but that was just lame! They were placed near the player to deflect barbs and create an interesting early game.
Ljolsofar - obviously they took the piss the most in the age of ice so getting revenge against them was priority number 1! Also - I thought that they would be a good candidate to found FoL if the player dillydallied... No Alexis seemed to get there first! How the Vamps and FoL synergise is beyond me! Their world spell would have been cool to see and they build a lot of archers which can be difficult to get through - especially without siege (which as the Svarts you cannot build). It seems that although having a reasonable start - they never really got going in many peoples games.
Lurchiurp - They were prey really - powerful late game but a bit weak until they get to Wood Golems at least. Their world spell however creates a golden hammer in each city that can be settled as an Engineer or used on a unit for +1 strength... a nice prize if you can wait for them to fire their world spell before killing them!
Elohim - They were bait also although for the Calabim more than the player it would seem! In every test game I played the Calabim attacked the Lurchiurp. Every single one. In most of the other games reported they went for the Elohim... They were weak and some of the comments in your reports explained why - their start was poor. I imagine they expanded to 3 cities before they could chop the forests and then stagnated their economy on too many warriors. Oops. Their world spell was meant to be a frustrating one for the player.
Calabim - Late game threat - Once all the good civs were gone the Vamps were going to be strong. Ad hoc found this out with a fantastic screen shot:
Seriously though - 124 priest of leaves and only 19 Vampires????? Had that been the other way around that stack is a lot more scary!!!
Anyway - so that is why the game was what it was but one final note - Had this game been played on Immortal - a lot of the features and quirks (mana nodes, world spells etc) would have been in play in a lot more of the reports. (I like to think so anyway!
As for my game - I didn't finish! I played that many test games and fannied around with various settings that I got a bit fed up with it all! I had managed to eliminate the Lurchiurp with the help of the vamps and was moving on the Elohim when managing everything was taking a long time. I had created Yvain who is absolutely awesome by the way!