January 5th, 2015, 17:21
(This post was last modified: April 2nd, 2017, 18:35 by Qgqqqqq.)
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Filler.
Edit: For those viewing this later, the lack of images is because dropbox changed their functionality. This is a common problem across the fora.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Posts: 10,098
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God, I have hated organizing these past two games. Way too much drama for me - I don't think I'll start another one.
Plan is bog-standard Jonas - spam the map with cities, build cottages everywhere, build warrens everywhere, burn the world. Why do it? Because Clan are always massively, massively boosted by a later era start - their big disadvantage, as Ellimist pointed out to me eons ago, (and as Bob is ramming into my head right now in a duel) isn't actually that BAR slows down future research, so to speak, but that the early turns (starting without a tech, BAR) place them at a tech disadvantage. Clan are one of the latest game civs of all - though they do a rush decently - it's just that they normally struggle to reach those heights without a massive deficit. But we ever end up with a Mastery game, they'll certainly be in there, and ready to give even the Amurites a run for their money.
Moreover, SPI is a trait that gets exponentially boosted in later eras. We'll see nary more than a crumb of it this game, but in even later eras certain religions are founded off the bat. Here, we have civics we want to switch into t1 (GK/NH/Apprenticeship/Agrarianism, for those counting at home), religions ripe for the bulbing (pagan temple->bulb RoK), and future civics fast to come.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Posts: 10,098
Threads: 82
Joined: May 2012
Other picks were Varn Gosam and Arendal Phaedra. If they'd allowed Tsunami, than I would have moved Varn up to no.1 after seeing that we were playing an Inland Oceans map. 44% water is a pretty big deal - enough that I was very glad that no one went Lanun.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Posts: 10,098
Threads: 82
Joined: May 2012
Since I won't want to post these publically for a while:
Discovery:
- Everyone starts with +1 worker, +1 warrior(?)
- Game begins at T25 (gives time for Orthus, but not 50t) (Could see this being even later)
- Something something bulbs altered (so player has oppurtunity to bulb Leaves/Overlords over Runes)(??)
Expansion->Mastery
- Something something Religious techs/Infernal Pact start with 95% researched rather than completely (?)
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Posts: 10,098
Threads: 82
Joined: May 2012
Okay, I'm not responding to that.
God, Kragroth. I've played several duels with him, and he's good fun in them, a lovely guy to chat - but I find him endlessly insufferable on the forum/emails.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Bobchillingworth
Unregistered
Jesus Christ, I am so glad I'm only a lurker here... I'd have exploded at Dumb & Dumber ages ago otherwise.
Permission to post tastefully edited chat snippets here?
January 5th, 2015, 19:49
(This post was last modified: March 26th, 2015, 17:28 by Qgqqqqq.)
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Sure. If you can mix up the bashing with some of the strategy, that'd be a plus
Turn 1:
I'll get a resource-button shot for you soon, but you've all seen the main one. Most important thing to note is that there isn't any copper in site, despite popular speculation as to the tile S of the warrior.
Things to note: Cow first, not wheat. Should be able to grow just as fast and get the wheat the turn after the worker finishes, and takes advantage of the border not popping for a few turns (our opponents, with their damnable anarchy, will have an even worse time).
Other then that, this is an incredible site for Clan. High hammers from the outset, not tons of river grass (we'll be going cottages, not aristofarms), and some nice sites in all directions. High commerce - not a given in these setups, where commerce isn't needed for worker techs - is also nice to even the playing field a tad, and the lack of a good site to move to in a turn or two is good for our SPI fast-starters.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Posts: 10,098
Threads: 82
Joined: May 2012
Can't we just play? I'd be prepared to simply never adopt Under/Overcouncil, if that's what it takes to get this to actually start.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Bobchillingworth
Unregistered
Argue for anything other than a restart, and Norgroth are going to accuse you of using an inferior version of the mod for personal gain ("The terrifying Clan have an unstoppable synergy with v11 Under/Over council!").
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Norgroth sounds very Tolkienesque - like Morgoth or something. Kragstar also works pretty well, too.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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