March 23rd, 2012, 21:31
(This post was last modified: March 23rd, 2012, 22:13 by Ellimist.)
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Okay, I popped the worldspell this turn. Turn 5 is about the earliest I could hope for it to be viable.
The results were... quite decent: Kindof expensive, however. See demos: Also, the map is some sort of mirror.
Yes, there were 6 huts adjacent to goblin fort units. F*king sweet.
So. How did I do? Pretty darn good!
I think monarch difficulty must affect hut odds. And I guess I can't get hostile barbarians because I have the barbarian trait?
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Still mad you lost the toss for the Kurios? :neenernee
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Mardoc Wrote:Still mad you lost the toss for the Kurios? :neenernee I was never mad about that!
Seriously, the Clan was the first civ I thought of for a game like this, and later on I realized that the Kurios would probably be better able to summon the Angels a bit faster.
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March 23rd, 2012, 22:20
(This post was last modified: March 23rd, 2012, 23:54 by Ellimist.)
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So, I got a total of 5 goblins and 14 archers out of 12 goblin forts. Almost all of the forts had 3 barb units before I cast the WS, so (as expected) I ended up with about half.
If I want to rush somebody with them, my best target is probably my eastern/western neighbor(same guy.)
Also, I know where 6 more huts are that I can get by turn 8 at the latest. One solitary goblin has wandered out of his fort and found one for me. Oddly enough, this was the only unit I received from the WS without any movement available to him.
I'm pretty certain at this point that the map is a mirror all around. The players are arranged 3 high and 2 wide on a toroidal map with identical terrain. Each "copy" of the map has 2 goblin forts, positioned around the players like so:
Unfortunately, the finance advisor wants us to disband some units, but maybe not right away?
To save on maintenance, I deleted the two goblins closest to home because they were 2 strength instead of 3 strength(poison) like the worldspell goblins. That still puts us losing 18 gpt, but we can make it to calendar even if we don't get any more gold from huts.
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Ellimist Wrote:So, I got a total of 5 goblins and 14 archers out of 12 goblin forts. Almost all of the forts had 3 barb units before I cast the WS, so (as expected) I ended up with about half.
If I want to rush somebody with them, my best target is probably my eastern/western neighbor(same guy.)
Also, I know where 6 more huts are that I can get by turn 8 at the latest.One solitary goblin has wandered out of his fort and found one for me. Oddly enough, this was the only unit I received from the WS without any movement available to him.
I'm pretty certain at this point that the map is a mirror all around. The players are arranged 3 high and 2 wide on a toroidal map with identical terrain. Each "copy" of the map has 2 goblin forts, positioned around the players like so:
Unfortunately, the finance advisor wants us to disband some units, but maybe not right away?
To save on maintenance, I deleted the two goblins closest to home because they were 2 strength instead of 3 strength(poison) like the worldspell goblins. That still puts us losing 18 gpt, but we can make it to calendar even if we don't get any more gold from huts.
Thats... well that's just sick. I assume some forts were doubled up on archers then?
Just try and hold out with the horde and delete goblins if need be at this point against warriors 6 defence archers are unbeatable. The question is whether you try and choke multiple people (easily doable with archers) or whether you gather them together to try and bump off someone.
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Talk about getting more than your fair share of huts. I say grab all the huts you can through T8. Every unit close to the person we are going to rush moves towards the target.
The ones too far away from that target are the question. Do we suicide them at other players or disband them for money? I think we should attempt to make contact with everyone at the very least.
Just... lol.
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Unbelievable hut results so far I love the Clan so much.
I wouldn't delete anything other than those 2str gobs yet. Once you've popped all the huts you can find, then reassess. It's not like you're going to run out of cash imminently.
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Quote:I think monarch difficulty must affect hut odds. And I guess I can't get hostile barbarians because I have the barbarian trait?
You can still spawn barbs as a barbarian leader. However, Goblins get improved hut results like scouts which means no barbarians.
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So couple things, you're going to/already have switched the cap to a worker right? Instead of finishing that goblin. Also with roads that worker from the second city will be able to road the FP for TRs right away. Have you turned off tech and hope to pop calendar from a hut or are you going to keep teching?
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Ravus Sol Wrote:Thats... well that's just sick. I assume some forts were doubled up on archers then? As far as I can tell, every fort had three units before I cast For the Horde, two archers and one goblin. A few forts were missing the goblin, but it probably wandered off after spawning.
So, overall, I got 19 units out of (probably) 36 available. Roughly half. Ravus Sol Wrote:Just try and hold out with the horde and delete goblins if need be at this point against warriors 6 defence archers are unbeatable. The question is whether you try and choke multiple people (easily doable with archers) or whether you gather them together to try and bump off someone. I'll see if our horizontal neighbor is close enough to the forts to go for. Also, there are probably more huts!
Should I keep teching toward Calendar, or put it on hold for a bit? With 6 more huts due within 3 turns, I could receive the tech from one of them. roippi Wrote:Unbelievable hut results so far I love the Clan so much.
I wouldn't delete anything other than those 2str gobs yet. Once you've popped all the huts you can find, then reassess. It's not like you're going to run out of cash imminently. That's what I was thinking. Right now, the gold situation is manageable.
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