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Whosit Clowns Around in EitB PBEM XXVI [SPOILERS!]



I give up..


What's with all the super powerful bad guys hanging around? Is there even any point in engaging them?



Borders expanded, and I can see out east is 2xGold and gems. Seems worth Settling, yes? Not much food available, though.

Serdoa says his guys are heading west, then north, to kill one of the unique barbs. I wonder, because I have no idea what the point of doing that is.
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Raiders is the most powerful attack civic, hope you get a long run of it when you can build HAs, even now if you have to store up warriors they'll come handy after upgrading. Because it allows you to treat enemy roads as your own you can fork anything.

Arcane would also be great for you, after getting KotE (adept spamming is essential early if we're going on a magical mystery tour of everybody else's land).

And I quite like new financial. It's not as strong as old financial, and needs work to use now, but is quite handy.

Regarding city drops, on the lion den for the 2 gold, gems site in the East looks good to me. You're losing what looks like clams in that position, but I hate to waste a FP and you get both gems and gold in the first ring +2 happy quick.

In the North West, 1NW of the Rice first, then on the Plains hill 2 W of the corn and 1SW of the reagents. The first site is obvious, everything is first ring, and will grow like a weed onto a lot of good tiles, and the second is a good site, which is very defensible (they both are really). This should keep your south as a complete back line.

There is also a good cow/corn spot 1 SW of where your scout is on turn 12 which'll make a nice site, though if there are other resources I can't see that can easily be split. In the east plant 3E of Jubilee, it'll get both seafood resources in the lake and the ivory, though misses out on the incense, which'll probably stay outside any BFC anyways. It should be strong enough not to need Jubilee's tiles too much.

Other than that the rest seems to be filler in close, but that is a sum total of 4 good cities and one good one after a border pop, giving you a nice core of 6 cities to play with (including the capital).
Travelling on a mote of dust, suspended in a sunbeam.
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Thanks for the city advice, though I no longer have Raiders or Arcane. I've had 3 trait changes in 13 turns. If it keeps up like this, I'll effectively have no traits.

I'm hoping I can spare a unit to scout the east a little more in the hope that there's some more food out there, but I think that's worth settling anyway for the happiness and commerce.
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From Serdoa:

Quote:I'm so sorry, but somehow my units didn't follow my orders and declared war, killing your peaceful scout. Be assured that the I, Jonas Edain, am awfully sorry for their disbehaviour, but... oh well, you know how Orcs are. Never listening, never following. Barbarians. *sigh* I will of course reign them in but it might take some ... years ... before I can actually take care of that matter.

Though I think if one of your crazy clown-workers would give his life, that might still their bloodlust. Consider it, dear friend.

ooc: Hope you are not to upset, but attacking here is the only right move for me. With your border pop + your scout next to me and your warrior far from home there was no point not to. I'm willing to move away and agree to a NAP till a turn of your choosing, but not shorter than T60 and not longer than T120 (keeping options open) in exchange of 1 worker now (just move him next to my troops) and 1 settler by T50.

Kind regards,
Serdoa

I'd moved my scout adjacent to some of his forces just to see what he'd do (and to keep an eye on them in case they didn't attack). Well. As I thought, he's going to try to wipe me out. I'm not in the mood to respond to this right now, nor am I of a mind to agree to these demands. Good lord, a Settler?? I know they take tons longer to build in EitB, and providing what would probably be my first (possibly second) settler to Serdoa would just be awful, on top of giving up my first and only Worker.

Gonna play the turn now. Frustrating. I suppose I'll either die soon or die later. 2 Goblins + 2 Archers--if they can't capture my capital, they can camp in my territory for ages. Bad news for me.
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3 turns for another Warrior. There's little I can do but hide in my city. He can easily pillage any improvements I make or have made. I'm just wondering if there was something I could have done, or if this was a lot of unavoidable bad luck. If he didn't have a couple of 4/6 archers it wouldn't be as big a deal, but he's got those.

My only plan now is to run my surviving scouting Warrior to the Guardian of the Pass and hope those Gargoyles go slaughter some of my enemies. Maybe they'll kill me, too, but I'm ok with that. How close do I have to get to activate that? It's about 6-7 turns to get there, so not fast enough, unfortunately, but I can surely survive that long.
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This may be too much of a spoiler, but only the tile directly in front of the Guardians will activate them.
They also (apparently) cant appear in the first 20-30 turns.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Well, damn.

I might just hang around to activate them just because.
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The tile directly in front. (have a look at it...)
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(March 30th, 2013, 22:18)Qgqqqqq Wrote: The tile directly in front. (have a look at it...)

Really? ...huh
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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I think so - I tested it.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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