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Square Leg is Garrim Gyrrrrrrr - An Angry Dwarf

I am going for a Time Victory wink heh

[Image: Photo%20Feb%2015%2C%208%2036%2026.jpg]

[Image: Photo%20Feb%2015%2C%208%2037%2001.jpg]

Thanks xkcd!
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[Image: Garrim.jpg]

Note: I look nothing like this in real life!

Play order for reference:

Tredje: Sheelba / Clan
Serdoa: Os-Gabella / Sheaim
Square Leg: Garrim Gyr / Luchuirp
Bob: Keelyn / Balseraphs
Sareln: Valledia the Even / Amurite
Iskender: Sandalphon / Sidar
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So my choices for this game were:

1 - Valledia the Even / Amurites

I have been playing a lot as the Amurites recently and really wanted to play them! But the die fell the wrong way and so I don't have the chance. Sareln will be using them this game so I should be able to predict a bit what he is going to be doing.

They have two main focuses in the tech tree - Bowyers for the quite awesome FIREBOW, and Sorcery, for their MAGES. Dain, the other Amurite leader is much better placed to head sown the Sorcery line first picking up Firebows later on. This is because Great Sages bulb that way. I have a game with Dain where I can get Govannon quite early by bulbing arcane lore with 2 sages. Religion wise they are fairly versatile but OO can be an interesting choice for Hemmah. I don't expect Sareln to rush to a religion in this game.

2 - Os-Gabella / Sheaim

I haven't played as the Sheaim before but I really want to! Tech to BW and spam PZ's, then head up the Sorcery line for nasty spectre summoning death II mages or even fire II mages. can anyone say SPLASH?

3 - Garrim Gyr / Luchuirp

And so I got Garrim Gyrrrrrr of the Luchuirp. Again, I hadn't played as him before choosing him so I wasn't aware of what his "game" was. Like the Amurites they are slow starters. Vulnerable early so teching Archery for Slingers might be a good deterrent. Once they get to Construction though they can start investing in Wood Golems. These are strength 6 but cannot receive promotions. They get empowered by levelling up their hero - Branaxus (whose name I will misspell on numerous occasions!) who is also available at Construction.

The next part of the equation is to head to Sorcery for Blasting Workshops giving all Golems fire II. Yay!

There are going to be some pretty big obstacles on the way though, in particular... The Sheaim. PZ's are going to hurt from day 1 all the way to Iron Golems... Urgh. Wood Golems obviously don't fare well against fire and so PZ's will chew through them pretty fast. If I start near the Sheaim I will be sorely tempted to head to Sorcery very early to get a Life II mage out (palace mana thank god!) for the destroy undead spell. It is my only hope!

I would like to start near the Amurites really. We are both slow to start and so won't be interested in warring early game. If we manage to protect one another until FIREBALLTHROEING GOLEMS and FIREBOWS are roaming around... beware! lol

Obviously I will be after RoK for Bambur and Arete. I will be running agristocracy with the extra food from the farms allowing me to work mines so uberfish - river valley's with plenty of hills please! bow

And for now - that is it - more to follow...
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Just checking in to say I'm here. I've opinions, but feel free to ignore them, since experience is definitely not talking.

Construction is top priority. Only in really pressing cases Archery should be researched before it. Before construction, you only need essential worker techs and maybe some techs to open the more powerful civics.

After that KotE is probably you next goal to build Golem repairing Adepts. Your best chance to go on offensive is with Wood golems. Later the slow speed of the golems and ridiculous means to generate collateral damage make it very hard to make gains with the more powerful ones. However they are always good at defending your land and some dogpile scenarios might make them also offensively usable.

You should also consider when to fire your world spell. It seems to me that there are many preferring to fire the spell right away. Some prefer to spam fast 3-4 cities and then fire it. If you delay you might want to transfer all the hammers to your capital using scouts.

Based on the discussions another usual decision that you don’t need to make now is whether to go towards Gargoyles or Iron Golems. Assuming that the settled hammers still provide engineering points you might find interesting bulb options on the way towards Gargoyles.
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plako Wrote:Just checking in to say I'm here. I've opinions, but feel free to ignore them, since experience is definitely not talking.

Construction is top priority. Only in really pressing cases Archery should be researched before it. Before construction, you only need essential worker techs and maybe some techs to open the more powerful civics.

After that KotE is probably you next goal to build Golem repairing Adepts. Your best chance to go on offensive is with Wood golems. Later the slow speed of the golems and ridiculous means to generate collateral damage make it very hard to make gains with the more powerful ones. However they are always good at defending your land and some dogpile scenarios might make them also offensively usable.

You should also consider when to fire your world spell. It seems to me that there are many preferring to fire the spell right away. Some prefer to spam fast 3-4 cities and then fire it. If you delay you might want to transfer all the hammers to your capital using scouts.

Based on the discussions another usual decision that you don’t need to make now is whether to go towards Gargoyles or Iron Golems. Assuming that the settled hammers still provide engineering points you might find interesting bulb options on the way towards Gargoyles.

Hey plako,

Please feel free to post as much or as little as you want. I'm no expert by a long way so I will undoubtedly miss things and need pointing in the right direction at times!

Unfortunately they nerfed firing the worldspell on turn 1 by making Masonry a pre-req for it. It means that I will most likely wait until I have 3 or 4 cities before firing it. The settled GE's do provide gpp and so yeah - bulbing is a good idea.

Actually - if playing as the Amurites and you get a free engineer form a lair you can bulb Bowyers real early...

Bulbing List for Great Engineer:

Great Engineer

1. Engineering
2. Mithril Working
3. Machinery
4. Smelting
5. Blasting Powder
6. Bowyers
7. Iron Working
8. Bronze Working
9. Crafting
10. Feudalism
11. Masonry
12. Archery
13. Military Strategy
14. Mithril Weapons
15. Rage
16. Construction
17. Mining
18. Cartography
19. Guilds
20. Precision
21. Animal Handling
22. Feral Bond
23. Optics
24. Poisons
25. Animal Husbandry
26. Divine Essence
27. Agriculture
28. Code of Laws
29. Medicine
30. Animal Mastery
31. Calendar
32. Fishing
33. Hunting
34. Stirrups
35. Arete
36. Exploration
37. Mind Stapling
38. Sanitation
39. Fanaticism
40. Astronomy
41. Horseback Riding
42. Warfare
43. Sailing
44. Warhorses
45. Mercantilism
46. Orders from Heaven
47. Theology
48. Way of the Earthmother
49. Way of the Wicked
50. Currency
51. Education
52. Mathematics
53. Righteousness
54. Strength of Will
55. Taxation
56. Trade
57. Writing
58. Alteration
59. Elementalism
60. Knowledge of the Ether
61. Necromancy
62. Pass Through the Ether
63. Way of the Forests
64. Ancient Chants
65. Commune with Nature
66. Drama
67. Festivals
68. Hidden Paths
69. Message from the Deep
70. Mysticism
71. Omniscience
72. Philosophy
73. Sorcery
74. Way of the Wise
75. Future Tech

Where would you slot in RoK in the tech path? Although I won't cry if I don't get the holy city, I really want to run the religion for the Arete civic (assuming we have hills) and also for Bambur.

Mines of Gal D'ur aren't as important for us as the Luchuirp compared to the Khazad though.
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lol forgetting something essential.

There doesn't seem to be obvious competitor for RoK holy city, but some of the non-obvious ones can make a shot at it. If you don't mind the chance of losing it you could make your shot right after Construction.
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Decided to ded. lurk this game so I can ask stupid questions without the risk of revealing spoilers. And since the golems seem to have got hit by an early war in FFH2PBEM2, I thought it would be interesting to see how you do.

Hence you now have a lurker, unlikely to offer any useful suggestions but pester you with annoyances all game alright
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Hello fellow luchuirp man
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Jkaen Wrote:Decided to ded. lurk this game so I can ask stupid questions without the risk of revealing spoilers. And since the golems seem to have got hit by an early war in FFH2PBEM2, I thought it would be interesting to see how you do.

Hence you now have a lurker, unlikely to offer any useful suggestions but pester you with annoyances all game alright

Welcome and ask away. hopefully someone knowledgable will drop by every now and then to answer you! lol

Sciz Wrote:Hello fellow luchuirp man

Hey Sciz - I hope I can do the Luchuirp proud! You are more than welcome here to seek refuge from Mist! wink
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Well - bottom of the pile of threads... Can't have that can we? lol

Some Analysis of the opponents coming up:

[SIZE="4"]Sareln - Valledia the Even / Amurites ORG/ARC[/SIZE]

[Image: VallediaTheEven.jpg]

Organized

Able to build Command Posts
-50% Civic Upkeep
Double Production Speed of Courthouse and Lighthouse

Arcane

Increase the rate Arcane Units gain experience points.
Double Production Speed of Mage Guild

I have commented on the Amurites previously so I'm not going to add anything further at this stage. Something else to note is that they are the only civ in the game to start with Metamagic as a palace mana...


[SIZE="4"]Seroda - Os-Gabella / Sheaim IND/SUM[/SIZE]

[Image: Os-Gabella.jpg]

Industrious

+50% Wonder Production
Double Production speed of Forge

Summoner

Summoned Creatures last 3 turns instead of 1

Pyre Zombies are nasty and probably one of the first things that Seroda will head for. They never expire and so he will churn out a lot of them! cry They explode on death causing splash fire damage.. yay. My Wood Golems do not match up too well against them... Even when they can hurl fireballs as they are fire redardant. My main refuge will be in the form of Life II mages to cast "Destroy undead"

•Damages all Undead units within 1 Tile
of Caster ~30% Holy Damage with the
capacity to kill them.

Need some of that!

Obviously anything that has Holy damage will be advantagous also. We are talking Empyrean Vicar's or Order... I'd take Empyrean any day of the week.

I guess the best thing to do is see who our neighbours are and go from there!

I Imagine that I will see a few Death II mages summoning 3t spectres in the mid game so those Life II mages are going to be quite important.

Planar Gate:

•Under 50 AC: limit of 1 of each unit
per Planar gate, 6% Chance of spawn
per turn
•50 - 74 AC: 2 of each unit per gate,
9% Chance of spawn
•75-99 AC: 3 of each unit per gate,
12% Chance of spawn
•100 AC: 4 of each unit per gate, 15%
Chance of spawn
Gambling House: Revelers
Mage Guild: Mobius Witch
Carnival: Chaos Marauder
Grove: Manticore
Public Baths: Succubus
Obsidian Gate: Minotaur
Temple of the Veil: Tar Demon

All of those units are nasty in different ways... A lot deal unholy damage - worth remembering.

umm... yeah - they are going to raise the AC and adopt AV. lol

[SIZE="4"]Bob - Keelyn / Balseraphs CRE/SUM[/SIZE]

Keelyn turns out ot be a pretty popular name in Australia... I discovered this when searching for a picture on google... Anyway here she is:

[Image: Keelyn.jpg]

Loki summoning 3t lasting puppets is going to be a headache... Loki in general is a headache. The best defence is to declare war and slap him about a bit. He won't die but will get bored of stunties chucking rocks at him after a while.

Bob will be creating freaks and throwing them in the arena to see what happens. He will likely get some good results and so will have some unique units. I wonder if he will go down the chaos line of spells?

In honesty I don't know too much about the Balseraphs so I will likely have to read up on them as the game progresses. Plako (or anyone else) if you know anything else I should really be aware of. Speak now or forever hold your peace.

More to come later...
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