March 8th, 2023, 22:28
(This post was last modified: March 8th, 2023, 22:56 by Qgqqqqq.)
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Simming it some more, we could also go straight for a settler after the warrior. That gives us a settler t 21, a city t22, and the worldspell t23 (pop after one turn as FotL founded there - unless we're beaten ofc) or t24 (spread). It also lets us found FotL in the second city, assuming we're not beaten to it.
On the other hand we're founding the city with one warrior + two scouts as our only military. To remind everyone, Mig has already built two warriors. I think if I hadn't wasted time with the hunting lodge, this would be clearly the right path. We're also delaying growth for minimal gain.
Alternatives: - Grow to size four, building +2 warriors, then settler. Outcome: FOTL t22, settler t23, worldspell (with four warriors, 1 at capital) launched t26 (spread) or t24 (pop).
- Grow to size four, building +1 warriors, then settler. Outcome: Settler t22, FOTL t23. As the priest isn't in time, worldspell is launched t25 (spread) or t24 (pop).
- Grow to size five, building +5 warriors, then settler. Outcome: FOTL t22, Settler t25, WS launched t28 (spread) or t26 (pop).
I think the best is alternative number one. Getting the city a turn earlier isn't worth the 1t chance at losing FOTL, given the earliest we can launch is the same turn either way. The max-speed plan also feels too fragile and prone to disruption. And five pop just isn't feeling like it's adding enough given delay is a real risk.
I just hope we're fast enough to get the city spot, as we're behind in most stats to the other leaders (their food was first ring).
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What does it take/cost to cast your world spell? Compelte FFH noob here.
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(March 8th, 2023, 22:28)Qgqqqqq Wrote: Simming it some more, we could also go straight for a settler after the warrior. That gives us a settler t 21, a city t22, and the worldspell t23 (pop after one turn as FotL founded there - unless we're beaten ofc) or t24 (spread). It also lets us found FotL in the second city, assuming we're not beaten to it.
On the other hand we're founding the city with one warrior + two scouts as our only military. To remind everyone, Mig has already built two warriors. I think if I hadn't wasted time with the hunting lodge, this would be clearly the right path. We're also delaying growth for minimal gain.
Alternatives:- Grow to size four, building +2 warriors, then settler. Outcome: FOTL t22, settler t23, worldspell (with four warriors, 1 at capital) launched t26 (spread) or t24 (pop).
- Grow to size four, building +1 warriors, then settler. Outcome: Settler t22, FOTL t23. As the priest isn't in time, worldspell is launched t25 (spread) or t24 (pop).
- Grow to size five, building +5 warriors, then settler. Outcome: FOTL t22, Settler t25, WS launched t28 (spread) or t26 (pop).
I think the best is alternative number one. Getting the city a turn earlier isn't worth the 1t chance at losing FOTL, given the earliest we can launch is the same turn either way. The max-speed plan also feels too fragile and prone to disruption. And five pop just isn't feeling like it's adding enough given delay is a real risk.
I just hope we're fast enough to get the city spot, as we're behind in most stats to the other leaders (their food was first ring).
Man this will be brutal.
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(March 9th, 2023, 02:25)Tarkeel Wrote: What does it take/cost to cast your world spell? Compelte FFH noob here.
I just need the tech that provides Forest of the Leaves religion, which my mind is blanking on right now. But it's the tech I'm currently researching. Testing shows that I don't even need to adopt it, just research it.
In terms of cost, we can only cast it once per game, and it means all of my forests turn into 'new forests'. Which are functionally identical, except that they will take longer to upgrade Ancient Forests (which have +1f), and they don't provide the attack/move advantages elves normally get. So effectively it's a big economic hit if you cast it later in the game, but a relatively small one at this point.
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(March 9th, 2023, 02:41)mackoti Wrote: Man this will be brutal.
Yeah, it's brutal enough I feel bad. I've a good chance to eliminate him before the game gets going, in a way he's (almost) powerless to stop. I'm just hoping it leads to a quickish game and then we can try something else with a bit more space.
Mind you, POW will be scary when Bing gets to them. And 5/4 Hunters could choke someone almost to death...still, it's pretty crazy.
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Bing's lost a warrior, not sure how - barbs or an enemy. More likely an enemy, not sure there are any barbs yet.
GNP continues to lead. CRE is a factor, but I'm reasonably confident in landing FOTL. Mainly worried about being beaten to the spot.
Mig offered OB and World Map for both. I countered with just OB - I'm not keen on giving him information about me, in case he hasn't seen me, but I want to remain friendly and would love to demilitarise our border. I've also probably got more information from having two scouts - though possibly not. Finished my first warrior, though.
Oh btw, I worked out the early mystery of how Mig met me before I could see him - Sentry on his lightbringer.
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Met Auro in the NE. Started on the last warrior ahead of the settler. I think Mig just grew so hopefully he's not working on a settler.
Mig gave OB last turn. I'm sending my warrior E for a quick loop before bringing it around to defend the plant.
Man, Bings south is lush. Too bad it's so far from me and likely to be covered in snow shortly.
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I'm pretty sure Miguelito is building a settler now...he's been size 3 for a few turns and is working a plains hill. I'm quite worried he's going for the spot between us. I'm going to re-route my warriors to watch that area.
Also, his capital is amazing. I'm fairly sure he moved away from the Gold and the Fish to get the Horse and the second rice.
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Ended turn next to two bears (with my third warrior being chased by another bear). Thankfully, I'm last in turn order so I don't have to wait with bated breath:
Had to give them G1, unfortunately. Still, worth it.
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The bears might give Mig a window where, even with my three warriors, he can settle up on me. I'm bringing everything (besides my scout) into the NW as a result.
Had the Evil Great Prophet even. There's no way it would ever have been correct to save 50g at this point - still, I'm glad it was the evil one. Makes me think about Event fund before Archery, though - a free Great Prophet would make a massive difference.
Auro grew to size five, everyone else has remained stagnant.
Also, I'm the only one with OB with anyone (Mig eventually accepted, and poked around near the capital). Mig and Auro haven't even met. Still haven't met Brian (despite him being my favourite-to-neighbour ).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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