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Dreylin stops for a bite with Decius

(May 13th, 2015, 11:42)Kragroth Wrote: These were the final picks.
1. jalapeno : Dain of the Amurites
2. Dreylin : Decius of the Calabim
3. Ventessel : Cardith Lorda of the Kuriorates
4. DaveV : Volanna of the Svartalfar
5. Aurorarcher : Kandros Fir of the Khazad

Posting as a record; will write thoughts when I have them... yikes
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From my '39 spoiler thread (where Auror is deding me):

(May 13th, 2015, 13:30)Dreylin Wrote: BTW, gotta love your pick for '43! lol

(May 13th, 2015, 13:43)Aurorarcher Wrote: Hahah, yea.

Btw, just to let you know I had Decius of Calabim as my #1 pick. Damn you! lol
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Heh.

Threats, in order of player skill:
Auroracher - perhaps too high, but I've been very impressed with Aurorachers performance. 1st or second
DaveV - DaveV is well...DaveV. Very good, competent player, but prone to being over-cautious and Gasparesque despair.
Jalapeno - only one game played, but I was very impressed with his performance. Might be higher than DaveV, but he needs to prove himself
Ventessel - could be awesome, but newbs are ranked lowly for a reason.

In order of picks:
DaveV - no question. Very scary choice. Not overpowered, but still packing a delicious punch. It's got long run eco, fitting with Dave's style, it's got AGG Sinister fawns. Maybe he'll be rushed before it matters, like Tholal, but I think he'll do good things. Also good in that it's a very directed pick which, tbh, I think Dave benefits from . See his dominant Decius game, for example.
Ventessel - Cardith is awesome in EitB. Blahblahblah we know this. Still, not sure it sends good messages forVentessels skill...Cardith is a civ that fits well with SP mindsets/gamestyles. We shall see.
Auroracher - well...sure they're probably okay now. I accept that. But I still don't think they're one of the better civs. Too high a price early on, two low in terms of actual tricks. They're trying to be awesome-economy, but they're neither Elves nor Lanun, and it requires a lot of setup.
Jalapeno - Amurites are terrifying late game, but this is thaw. Sure, he can do great things with it, but I don't see it working out too well.


Jalapenos game is actually a good example of how to play Decius, now that I think about it.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Well that saves me from doing the analysis! lol

(May 13th, 2015, 15:01)Qgqqqqq Wrote: Jalapenos game is actually a good example of how to play Decius, now that I think about it.

I'll make sure to check that out.
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So here were my thoughts:

DaveV / Volanna - yikes <not neighbour, not neighbour, not neighbour...>

Aurorarcher / Kandros - shhh <should know what to look for, and maybe between our two games we can find a way to tweak them to awesomeness>

Jalapeno / Amurites - noidea <eliminate before Mages become too scary, cultivate alternative to spells>

Ventessel / Cardith - dito <watch out for Centaurs and border issues pre-Legends>

Will try to add a few more thoughts this evening when I have the traits in front of me.
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Idiot-proof (?) pre-game plan:

1) Try to identify optimal place to settle
2) Fail miserably and SIP because the map has been conditioned
3) Build = Worker *
4) Research = Agriculture
5) Scout scouts deep (ETA on death t7 when meeting first Bear)
6) Warrior does circuit around capital and then returns for MP *

* Subject to Volanna

Additional:

a) Try to think of original naming scheme
b) Fail
c) Go with the default names & promise to update soon with new and innovative scheme
d) Fail
e) Try to find something other than Food to use (ahem, PBEM63 & EitB39)
f) Fail
g) Decide to use something foody anyway (e.g. Cadbury's chocolate bars)
h) Be informed that has been used already
i) Weep quietly to self and resign to using default names
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Thing I forgot to check last night wile I was checking the Calabim starting tech (Exploration): which of the second-row civics do they start in? Because a t1 revolt & extra Settler scouting could be an option if I don't like it.
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Some more coherent thoughts about Worldspell (NB: I have never played Calabim, nor have I yet read a Calabim game thread):

River of Blood has 2 effects:
1) All Calabim cities gain 2pop
2) All non-Calabim cities lose 2pop (to minimum of 1)

So the earlier it's used, the more effect it has on accelerating the Calabim Civ, but the less effect it has on opponents. I suppose that the exception to this would be a late-game where the added Calabim pop goes immediately down a Vampire's throat. Anyway, my thoughts:

Pop immediately:
3Pop from t1 is a strong boost even if the tiles won't be improved. It will, of course, accelerate the initial Worker, but unless it can also speed up the research rate then that Worker will be left building "Roads to Nowhere"™. Could also push a Warrior out ahead of the Worker for added defense. Much better option if there are multiple 4-yield tiles that can be worked immediately - e.g. Flood Plains. Of course this doesn't directly hit the other players, so really only uses half the spell.

Pop "soon":
This would be the window between having the first couple of tiles improved and Settling the second city. So we've grown a little and improved a few tiles and so have everyone else*. Potential maximum negative impact on opponents, but may also push us over happy cap so maybe not max positive for us. To maximise advantage we could stay small by building an early second Worker or even Settler to give max growth. (*of course the pop loss can be played around to some degree by opponents also keeping themselves small with similar builds, however that in itself can be a constrictor.

Pop at second city:
Again likely to start working unimproved tiles and go over happy threshold, but faster to overcome the first, and hopefully will be about to pick some happiness up to quickly mitigate the second. Strong impact on opponents, who are also probably putting down their second cities.

Pop "late":
Maybe corresponding to acquisition of new Happy resources, or Slavery/Vamps that would allow immediate use. Low impact on opponents as they can likely regrow quickly.


"Conclusion": if multiple 4-yield tiles at the Capital location then a t1 pop will be a strong contender. Opponents won't have to play around it, but an extra Warrior for Volanna defense and/or an accelerated Worker is nice start to the snowball. If not then I'll play it by ear a bit as we get a better feel for the map and how things develop.

Now off to jalapeno's thread to see what he did!
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I think they start in Nationalism. They definitely don't start in pacifism, which is the only really bad one.

Have you thought about when to use your worldspell?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Heh, that was a cross post.

Personally, I think popping soon is going to be the better play. But there's two schools of thought - pop at size 3(/4 with happy) so enemies that have grown lose pop) or fire on t0.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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