I haven't noticed, have the players yet discussed the issue of multiple Towers of Divination? If each team can get three free techs, that's going to be pretty extreme.
You Really Got to Lurk it Out: [LURKER THREAD]
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I beleive Luchuirp first was a mistake by Kyan and co. First, because I think they could get it even with the second pick. Second, because I don't see the Luchuirp being that powerful, even with the mud golems. Edit: Mardoc nailed it - you don't need so much workforce in FfH.
I see Kyan's enthusiasm based on FFH XXII, but there are things he's not taking into account. The map there makes you able to improve a lot of tiles with only two techs. In a more normal map, you get limited by the slow teching of worker techs. So, with few improvable tiles, you need more cities to need more work to be done. And mud golems won't help with that. Besides, the XXII map is extremely hammer heavy, making the industrious trait very powerful. In a normal FfH map, there won't be that much hammer tiles (mining normally isn't a big priority). I don't think we will be seeing wheat and plains cow bonanza in this game. The financial trait will work with them being the gold civ, but what will be the tech civ in their picks? Besides, you'll only be able to help your teammates later in the game. Seeing how the PB6 map worked, the capitals won't be that close. For a long time you'll have to rely on each civ strenght. And when late game comes, I don't see mud golems beating Warrens or Kurios (extra happy + incredible economy). The thing is that team games completely nullify what is bad in the Kurios and Orcs design. This is a huge deal. Regarding Hart's team, they were really hindered by 4th pick. The best they can do now, in my opinion, is try to get a very sinnergetic combo (by that I mean one that goes for the same techs to unlock things). They could go something like Amurites + Ljosalfar and later Svartalfar. Go full elf economy (with a big boost due to having exploration + AC + agri start) + Archery line + Arcane line. I think it could work. It's a pity I can't suggest them that, I really liked it now. Anyway, I'm very excited by this game. I think it'll be awesome!
There will be some beastly overpowered combinations. The most obvious ones are the Clan and Kuriotates, because they are so powerful in team games if city gifting is allowed. Part of me wonders if it's okay to duplicate civs, as in every team has access to one of Clan or Kurio.
Nicolae Carpathia Wrote:There will be some beastly overpowered combinations. The most obvious ones are the Clan and Kuriotates, because they are so powerful in team games if city gifting is allowed. Part of me wonders if it's okay to duplicate civs, as in every team has access to one of Clan or Kurio. I thought the same thing. Easier solution would be to ban them. Then we'd see some pretty wacky combinations of Civs, I think.
Sheebala would be fine, I think.
Carditha/Tasunke/Hannah is a team, clearly, need to use those Raiders.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out. Quote:River of Blood.....current practice is to burn it on turn 1 for the extra pop boost. Solid play with a one civ empire, but I think we can do better with it by delaying until around t16-20 (t16 is the earliest a worker first can get to size 3). If we pull the trigger on RoB at the same time our opponents grow to size 3 we'll gain a very nice little edge. They'll each have 1 size 1 city (which will regrow quickly, but it still slows down their snowballs by 4/5 turns to regrow their pop), in the meantime we have two cities at either size 3 or 4 depending on our opening moves/the start terrain and one at size 5 or 6. That translates out to a very nice short term production and growth boost for us compared to our foes. Interesting choice on the Calabim worldspell. It might be worth considering holding throttle until after second cities are founded. Throw one city from each of the other civs onto the pile, and suddenly the Calabim are turbocharged with four size boosted cities.
Didn't someone say that RoB affected teammates as well? You could have everyone start worker first and hope that opponents didn't I guess, but otherwise I think you need a t0 pop.
Thoth/Mardoc/Elimist have kind of lumbered their way into a pretty fantastic team for a Fanatacism beeline. A good civ and two evil civs, so both Paladins and Eidolons are accesible. Two powerful heroes available at Fanatacism. A civ that works really well with Kilmorph, to gain access to the Iron needed.
And in a related note Elohim are actually a seriously incredible civ in this kind of setup. Tolerant on the other civs mean that they Elohim can double up the generic capabilities of any civ on the team, and bring a few little touches of their own. Like a heroic archmage and an uber worldspell. Oh wow... just imagine an Elohim Kuriotate team... All of those Kurio Jewellers and Tailors spread out across an entire empire, adding probably 50-60% straight commerce. |