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Ok, i'll be writing my report later today. In the meantime, i'd like to see what answer you guys come up with to the following situation:
We are clearly second in the game. We have a big lead over third place but are a long way behind first place who has a significant tech and mfg advantage.
The orcs are up to 6 cities. The map appears to be enormous. They have a lot of land to expand into and have EXP and warrens. Their military is fist by a big margin with us in second. Weezel has 4 cities (1 less than us). The Dwarves only have their original two still. Both of those two have agreed to work co-operatively with us against the orcs (but are not aware that I have the same deal with the other party).
The Orcs are well... the orcs. I assume they will be in kilmorph shortly. Ellimist is too ruthless not to pursue every single edge (evidence: refusing to delete the additional archers he got from mapmaker error).
The Khazad follow Kilmorph. The Malakim also follow Kilmorph. I assume the Elves will be founding Leaves soon.
We have a great engineer! (at the cost of 3 warriors getting a barrow clear). He is en route to the capital.
We can research at more than 90 beakers per turn.
How best do we win from here? (Note: I do already have a plan in mind but am curious what you guys come up with and if it's better than mine, even better!)
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We could go for culture victory, using the GE for the 100% culture wonder (that is movable between cities). But that wouldn't be that fun, I guess.
Seeing all the Killmorph around, going for Basium is also a good idea (GEng for the Gate). Fanaticism is kind of out of the way regarding our tech path, but it could be done. That'd turn the orcs number against them. After that, most likely a beeline for Warhorses, to enable some cool 4th tier angels, knights, Magnadine and everything.
The other idea is keep going with a normal path game. We can get a better economy than the Orcs with financial (and he'll be without Libraries and barbarian malus). We would need to make sure to get the Guild of the Nine (mounted mercenaries are really powerful). HAs would also be a priority and could harass the much less mobile Orcs. Warhorses as the final target, maybe with CoE as religion (for Shadowriders + Shrine). Could also be Empyrean for Rathas.
Can't say more without the save, though. :neenernee
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Ichabod Wrote:We could go for culture victory, using the GE for the 100% culture wonder (that is movable between cities). But that wouldn't be that fun, I guess. Ick.
Ichabod Wrote:Seeing all the Killmorph around, going for Basium is also a good idea (GEng for the Gate). Fanaticism is kind of out of the way regarding our tech path, but it could be done. That'd turn the orcs number against them. After that, most likely a beeline for Warhorses, to enable some cool 4th tier angels, knights, Magnadine and everything.
Fancy it?
At least 3 civs running Kilmorph, you should have plenty of angels to play with!
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Kyan Wrote:
Fancy it?
At least 3 civs running Kilmorph, you should have plenty of angels to play with!
Yeah, it should be fun.
To be fair, I never played with the Mercurians before. I'll run some test games, just so I don't get any awful surprises.
Btw, with the amount of mountains in this game, the angel knight replacement that flies will be tottaly overpowered.
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Fun Facts about Mercurians (that should be well known to all by now I would think)
1. Mercurian Gate gives -100% WW and -20% WW to all cities (including ally cities)
2. Angel of Death (at Guilds) does NOT require Esus, and reduces enemy population by one for each attack against a city.
3. World Spell has a "very" small chance of outright killing any undead/demon unit on the map (chances much higher if this particular unit is damaged)
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Get Trade, you need to make sure Ellimist is not going for the same target as you. If he is, he'll beat you by virtue of being able to raise the Gate in 1t ( there's nothing quite like SoK+Warrens to build a wonder )
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I assume that is why Kyan has a Great Engineer. to rush the Mercurian Gate. Or would it be too much of a loss to let the GE sit around the entire time? (It's not as if Kyan cannot produce a few Soldiers of Kilmorph of his own if he needs to.)
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Katron Wrote:I assume that is why Kyan has a Great Engineer. to rush the Mercurian Gate. Or would it be too much of a loss to let the GE sit around the entire time? (It's not as if Kyan cannot produce a few Soldiers of Kilmorph of his own if he needs to.)
I don't think it'd be wasted. But a case could be made to make a quick calculation if getting the Bone Palace for a GA, for instance, isn't a better idea. It could be, maybe even getting us faster to the Gate. But saving the GE isn't bad. It'd be like saving a GEng for the Mining Inc in BTS.
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Ichabod Wrote:I don't think it'd be wasted. But a case could be made to make a quick calculation if getting the Bone Palace for a GA, for instance, isn't a better idea. It could be, maybe even getting us faster to the Gate. But saving the GE isn't bad. It'd be like saving a GEng for the Mining Inc in BTS.
This is what I am currently testing. A G Engineer can't finish the gate in 1 turn, but he can get pretty damn close (enough that we can finish it with chops/mines). However, a golden age will help us get fanatacism faster which means we can begin building it quicker.
Oo... here's a thought. Bone Palace gives great engineer points. Our GPP pool is nice, empty and pure. Use the first engineer to rush Bone Palace which gives us another engineer just in time to rush Mercurian Palace.
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Kyan Wrote:This is what I am currently testing. A G Engineer can't finish the gate in 1 turn, but he can get pretty damn close (enough that we can finish it with chops/mines). However, a golden age will help us get fanatacism faster which means we can begin building it quicker.
Oo... here's a thought. Bone Palace gives great engineer points. Our GPP pool is nice, empty and pure. Use the first engineer to rush Bone Palace which gives us another engineer just in time to rush Mercurian Palace.
Bah, I was going to point out the same thing.
It gives us 2 eng GPP. That's 4 for the duration of the GA (unfortunately, we can't afford to revolt into pacifism during the GA, because you can't do 2 civic switches in 1 GA). So, 36 GPPs in the duration of the GA. We need 67 for the GP. So 32 GPP left or 16 turns. 25t after the Bone Palace is built, assuming no GPP polution for faster production.
Guess we need to get philosophy sooner than later, right?
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