Unfortunately I can't really think of a defensive plan, short of ensuring that we never are on the defensive. To do that though, we need to create some space between our borders, as we're too close to their borders to avoid being on the defensive right now. There's only 2 ways to accomplish that, either raze their border cities or abandon Glorairaine. Obviously the former is preferable but we may need to consider the latter. Fortunately AV is expensive, it should take them roughly 10t or so to get which gives us some time to take a shot at their border cities, and by then we should have Maelstrom, Hemah and be close to archmages.
The rate that Thoth increases his garrisons is scary. By the time I get Maelstrom, we'll be lucky to kill everything in one city even if I use my spellstaffs. Sadly it'll also open us up to attacks from the other city too, if we don't have centaurs guarding then I'm pretty sure that as soon as Thoth gets a haste adept near the front he can attack Glorairaine. Perhaps I should spam warriors in Glorairaine instead so we don't have to force Centaurs to sit in Glorairaine for defence?
Also I checked, and fireballs indeed disappear as soon as our team ends turn. This sucks because we can't use summons for defense, which would be a very useful thing for Djinn's to do against the horde of units the Clan has, while I'm pretty sure everyone else can against us since we're last in the turn order (mainly applies to puppets).
Speaking of Djinn's, I've been considering using Air Elementals instead of Djinn's for archmages. As far as base strength goes they are far inferior, but after Maelstrom/Fireballs str shouldn't matter as much. The big reason is Lightning Elementals, which spawn if the Air Elem wins. Lightning Elementals are str 3, 2 move units with blitz, which suck but after collateral they might be able to win. The main reason is thanks to Lightning Elem the archmages might be able to get more than 1 kill a turn, which may be more important than one high str unit against the Clan if they keep spamming units with Warrens/high MFG, especially if we can't defend with it.
(February 14th, 2013, 04:11)Amelia Wrote: Wouldn't your archmages be able to get both spells though? Especially after Govannon teaching. Is there any other 3rd tier spell you need?
Yes we can eventually get both spells. Doubt we'll have the time to reach both of them though, it might just be better to take combat promo's for empower.
I don't think any other archmage spells are that great. Spellstaff could be useful but I doubt we'll ever get enchantment. Most of the other summons are fairly outclassed. Pretty much the only thing to consider is Wonder, but the randomness could be problematic.
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
(February 14th, 2013, 11:36)Amelia Wrote: I'll pass on Wonder, but Spellstaff could be useful indeed.
Maybe, but we need to tech Alteration for it, and I doubt we'll ever get it because far too many other things are more important.
(February 14th, 2013, 14:58)Merovech Wrote: Wait, your summons disappear when you end turn?
Woo, lurker post.
More accurately, they disappear at the beginning of a new turn, and since we're last in the turn order then yes they do disappear when we end turn.
Also, I may turn tech off once we get OO, because I'm going to need the gold to upgrade units and rush things in an attempt to keep up with Clan MFG. With the Crown, it shouldn't make too much difference to our tech rate.
That is an unfortunate, well, not exactly a bug, but an unintended consequence of sequential mp games. I actually forgot this game was sequential, so I was really confused. Still, I would have thought the summons would survive until the beginning of your next turn.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
(February 15th, 2013, 02:48)Merovech Wrote: That is an unfortunate, well, not exactly a bug, but an unintended consequence of sequential mp games. I actually forgot this game was sequential, so I was really confused. Still, I would have thought the summons would survive until the beginning of your next turn.
Agree. The fix is quite simple, as you suggested, but for this game we'll just have to live with it.
OO should come in end of next turn, you guys remember to let me be the one to finish it so I get the disciple.
Now that we have Elementalism I should be able to have Maelstrom on t120, so we should plan for an attack on that date (assuming, of course, Clan don't do anything unpredictable until then, which is unlikely considering they have hawks, but whatever).