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(May 16th, 2012, 09:55)Selrahc Wrote: Quote:Further down the religious path, I note that Fanaticism has an attraction: both Corlindale and Losha Vales are here. Uh...what else is at Fanaticism?
Eidolons+Paladins have been moved there from Righteousness/Malevolent Designs.
I've been indulging in some nostalgia and rereading our thread.....
If we do Av/Empy/Phood before IW we'll have an Evil Orc leader, a Good Empy leader and a Good Calabim leader.
And that sets us up for Fanat and 8 Paladins and 4 Eidolons.
Plus Losha.
Corlindale might or might not be worth building pre-node techs. We've got 5/6 nodes so we can get some decent l3 spells out of the gate for Corlindale if we have the nodes improved.
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(January 1st, 2013, 10:38)Thoth Wrote: I've been indulging in some nostalgia and rereading our thread.....
If we do Av/Empy/Phood before IW we'll have an Evil Orc leader, a Good Empy leader and a Good Calabim leader.
And that sets us up for Fanat and 8 Paladins and 4 Eidolons.
Plus Losha.
Corlindale might or might not be worth building pre-node techs. We've got 5/6 nodes so we can get some decent l3 spells out of the gate for Corlindale if we have the nodes improved.
Not much point in Fanaticism before IW, though, since Eidolons and Paladins both require iron to train.
EitB 25 - Perpentach
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Agreed.
IW first.
fnord
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Does Empy turn Neutral Civs Good?
If so, Vamp Empy means OC only so the swap to Empy would have to wait until after Secret Codes (which is fine).
If not, we'll want the Vamps in AV so they can get Eidolons. So OC won't be an option.
I'm also liking the Hawk tech after Mil Strat (and before Vamps). It'll cost us 1t or so of teching but it means Hawks available at end of techers turns.
I think we can arrange for an Orc Hunting lodge to complete somewhere by end of Orc turn 12. That means we can build an Orc hawk (are they doubled by Warrens? Two would be right handy turn 114. One to fly from Napa.....and one to fly from Saltus. )
If we manage to take Saltus on turn 114 and we have enough raider chariots (we can do 5 in time) to hit two different backline cities. If one or the other happens to be lightly guarded......
But let's not count our chickens on that score just yet.
Deep scouting Saltus via Hawk from Napa t114 lets us plan our attack (or lack thereof) with precision.
fnord
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Also: 5 moves from city to city opens up some highly entertaining possiblilities for some massed Hasted, Commando, Burning Blood Moroi as cheap softeners.
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Enpyrean will turn evil civs neutral, but other than that it won't affect alignment.
Hawks are doubled by warrens, unless that was changed by EitB. Workboats are as well, so we should test it for other naval and siege units.
I know I've said it a lot in chat, but skipping warrens is a bad idea in any city that will produce units.
So far, the only units I've seen that aren't doubled are national or world units. And, FYI, there's a neat trick we can do with national units to get a lot of failgold.
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(January 3rd, 2013, 00:17)Ellimist Wrote: Enpyrean will turn evil civs neutral, but other than that it won't affect alignment.
Cool. So empy Elohim for drafted RGs and Empy priests, and AV Orcs and Calabim.
Quote:Hawks are doubled by warrens, unless that was changed by EitB.
Cool. So SSD can do two Hawks t113. Nice.
Quote:Workboats are as well, so we should test it for other naval and siege units.
WBs we're about done with, and naval units are cheap enough for our current needs that warrens are a negative investment.
I thought someone had tested warrens and siege? and the answer was no? If that's wrong, then we will want Warrens in Steeler soonish.
Quote:I know I've said it a lot in chat, but skipping warrens is a bad idea in any city that will produce units.
I've said it in chat, and I'll say it again: Warrens are a shitty investment in low hammer cities.
We're about to play t110. If we play our cards right the game will be over by t140.
Building a 120h Warrens in a 10h city will not pay off in that time frame.
Quote:So far, the only units I've seen that aren't doubled are national or world units. And, FYI, there's a neat trick we can do with national units to get a lot of failgold.
Fuck failgold.
Gimmie the thumpies.
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Third from the top???
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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AV - that's a reason I hadn't considered for why the Calabim should stay in UC . We definitely want them into Sacrifice the Weak once we find the beakers for Infernal Pact, so they definitely should be Ashen Veil, so Overcouncil isn't exactly an option anyway long term.
(January 4th, 2013, 19:25)Qgqqqqq Wrote: Third from the top???
That's because the turn is actually moving again!
Most of what happened this turn is the inexorable turning of the gears of the Thothian plan of doom. We've Knowledge of the Ether now, which almost guarantees that MilStrat will fall T111 and Ellimist will say 'I Told You So', thanks to Murphy . It hasn't fallen yet, so we're officially into 'coulda had it if we pushed' territory. Hopefully the shamans pay off and we can give the clowns a very bad day shortly, to make up for that.
Ok, hopefully the other teams are still neglecting it and we get the GComm T112 despite the lowish priority - and then the clown bad day still happens. Yeah, that would be better still.
Unexpected news of the turn:
Our unpromoted spider suffered a training accident - the barb warrior on flatland won his battle. He'll die next turn, of course, but I guess we only get one Mob II spider to play with.
But...the Calabim popped gems at EOT! Seems logical to give them to the orcs, they've a million Kilmorph temples built and a lot more cities at the happiness cap.
EitB 25 - Perpentach
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January 5th, 2013, 13:47
(This post was last modified: January 5th, 2013, 13:48 by Thoth.)
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eot 111 8 shamans ,2 chariots and 2 more Wolfriders hit the board.
eot 111 2 more moroi hit the board.
t112: 4 moroi upgrade to chariots. (Orcs are currently 201 gpt (with Blue in WLTK day), Calabim are +0 gpt at max sci and Elohim are +16 gpt at max sci..... )
t113: 5 Calabim, 1 highly promoted Elohim Chariot, 4 Orc chariots and 4 Orc WRs appear in Napa. Backed up by 6 mob 1 cats, 4 combat workers, 2 Adepts, 2 Soks, 3/4 Bloodpets and around 10 Moroi.
I'm not too worried about the GC: Team Wizzard still lacks BW and Warfare and team Clown don't benefit as much from the tech as they would by teching Alteration or Priesthood or Math/Eng.
If we get the GC, great. If we don't....meh. We don't need it.
Remind me to swap either NBA or SSD to a Hunting Lodge t111 so we can build a pair of Hawks t113.
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