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[EitB 55] Miguelito's and Ginger's thread is where the magic happens

mackoti, good to have you here!

You might be able to explain to me why everybody loves Calabim. So the Moroi is an axeman that can get +1str through burning blood, use that on attack, and then there's some spell (Loyalty?) that eliminates the risk of him going barbarian? That is pretty nice, and I finally understand what is good about them. However one of Q's proposed changes is to reduce costs of axes for everybody but the Calabim (and some other UU). What else is good about Calabim? I suppose the manor. Vampires are probably too far down in the tech tree?

Good point as well that the Luchuirp are the most affected by warriors not getting bronze weapons, since the golems suck. As I said, I am wary of Luchuirp because the game plan seems to be just what you did last game, moreso with the leader. Who also calls for everybody to rush us, and with no axes, while everybody else gets them cheaper, we'd have a problem. Otoh wood golems might actually be ok for defending against an axe rush, they fall off hard when everything else becomes super fast, but by that time we should have chariots/mages for ourselves, right?

Since the beginning I'm ever more leaning towards Varn. Maybe I'm just a sucker for Spi, but it really seems like it's even more fun than in BTS/CtH. Also afaik there is no monk economy that we'd have to default to. The issue that I have is endgame. An army based on priests will eventually fall off vs. mages. But we could a) just become dominant before or b) just get the Arcane trait at t100.
What would the game plan be? I feel like going for eventual Veil, but probably at least 1 different early religion before. Runes (-> mines!) or OO? Get the religion hero, but use him on offense, because we'll want to switch eventually anyways?
Leaves would also be interesting as a starter, but if we go Veil later we lose all the ancient forests to hell terrain, right?
Veil might even be abandoned after Infernal Girmoire (that is an Oracle-like wonder, except it comes well into the midgame, and so you can get an endgame tech early. Theology for High Priests or Malevolent Designs would come to mind)? Or maybe not, considering the civic.
I'd really need some bulb orders, where do I find them? I've had them before, maybe just need to start a search.
This is a lot of pie in the sky so far. And maybe it is more appropriate to pursue a more conservative gameplan. Definitely use an early religion and get some priests, but leverage that into sorcery, and get Arcane from Adaptive. Then go deeper into the religious part of the tech tree.
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Here is your start. Only trust your BFC. Everything else is shadow and illusion.


There is no way to peace. Peace is the way.
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Dwarves start with crafting, faster gold mine, lots of hills will make dwarven logistics better too...
Peace is non-negotiable
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We are doing the semi advanced era start though and have

Agriculture
Exploration
Crafting
Ancient Chants

Calender
Animal Husbandry
Fishing
Cartography
Hunting
Mining
Masonry
Education
Mysticism

Right on from the beginning. which also is a buff to Spi. I give you that the hills favour dwarves significantly, and nauf didn't throw Malakim even a little bone in form of a floodplains or oasis frown

The 54 map had huge FP valleys though....

With all those techs cleared already, I suppose our immediate focus should be foodhammers over commerce?

Is fish or rice first canonically better? Workboats still cost 30h in Eitb, right?
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Ginger has been telling me that the start calls for Luchuirp, and he objectively has quite strong arguments with all those hills...

But I just don't feel it; Luch also feels very railroaded to me, make it to sorcery and boom. Meanwhile Varn has all the flexibility we could wish for, lots off options and cute plays for and multiple rabbits for us to chase.

In 66 Ginger convinced me of the HRE pick that I had not thought of even, and it was a great choice that turned out very fun (the pick wasn't what doomed us there).

But this time, lock in Varn
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(February 19th, 2023, 22:46)Miguelito Wrote: Ginger has been telling me that the start calls for Luchuirp,  and he objectively has quite strong arguments with all those hills...

But I just don't feel it; Luch also feels very railroaded to me, make it to sorcery and boom. Meanwhile Varn has all the flexibility we could wish for,  lots off options and cute plays for and multiple rabbits for us to chase.

In 66 Ginger convinced me of the HRE pick that I had not thought of even,  and it was a great choice that turned out very fun (the pick wasn't what doomed us there).

But this time, lock in Varn

Well mud   golems dont double move on hils , soyou hae just wariours doble oving as any golems dont...
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(February 20th, 2023, 02:35)mackoti Wrote: Well mud   golems dont double move on hils , soyou hae just wariours doble oving as any golems dont...

Ah haha see,  I'm still in Chile,  have barely been able to play the turns,  and still haven't played a game of FFH since the last PBEM...

I had forgotten about mud golems, but now the pick feels a lot more sensible lol, thanks!

We're going to do just great in this game mischief
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Not going to play anytime soon, but do you have an opinion on where to send the scout?
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we move away from gold, to a different hill [Image: woohoo.gif]


no sim behind this, just guts. Desert nomads go desert. It also gives Ginger time to respond to my rambling on discord:
Quote:So assuming we do move, how is this played correctly? Figure or whether size 2/3/4 makes the fastest settler, and build some warriors on the way?

Warriors are definitely needed, so workboat isn't very enticing (in the sense that it doesn't make me want to sip just to grow on it)

I don't really see a second worker before city 2, but right after yes

Could prepare a workboat chop in city #2

From what we see atm I'd put city 2 NE of gold, so wb can take 4 turns without loss

Starting Warrior can scout that area then turn back for protection



Both Brian and Auror did settle. 4 hammers rival max is kinda weird, but noidea
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Wait a second difficulty is set to monarch? Did we vote on this? Last time it was immortal, and I quite liked that... well just gotta adapt, maybe even pick Exp (+hammers for settlers in ffh) at the first adaptive change?

Also, what's our first tech?
I'd say reasonable options are BW or a religion. Having moved away from gold we are not especially likely to get a Holy City, but that's not strictly required either. Also not sure if Runes or Overlords. I guess the former, as there are some hills but we're not looking very coastal. Get Arete and Mines, but probably still transition to veil mid/ long term? (Mines should keep working, right?)
There's also Leaves but I don't really see it?

Also I noticed that as we're going to run God King early on, that horse is stronger for settler production than rice. Hmm.
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