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Man, I am so checked out of this game right now with our terrible position in-game and the 2 week pause. I hope that either plakoV come to the same conclusion shortly or Clan decide to kill us completely, because this is really nothing more to me then a time sink right now. (I could be evil and cast Arcane Lacuna to end the game sooner, but I'm not going to ruin plakoV's game just because ours is ruined) Major kudos to Hart for staying with and hosting the game this long, their position has been far worse then ours for a long time. Anyway, I don't think I'll be posting too much more in this thread, so I'll just report this turn and then we'll see after that.
This turn had a couple of highlights. Firstly:
Finally got Crown into our research city for quite a nice boost. Of course, it doesn't compare to the ridiculous 1000 Vamp GNP (in fact, it's only good enough for 4th place), but alas, small victories...
Got Necromancy, improved a death node, gave it to Amurites. Adepts now start at 15xp, which is fairly awesome (and is probably one of the only reasons we aren't dead yet). Govannon should be rushed in 2t, and Entropy should be up shortly as well, so we 'might' have a chance at taking one of the Clan cities at that point but it's pretty sodding unlikely (not to mention we'll die shortly after accomplishing that). Switched research to currency for the gold gifting, after that Priesthood.
On another note, do either of you have any ideas how we lost? I'm guessing the biggest reason (aside from the team's being completely imbalanced which is IMO the major problem of team games, certainly the biggest one here) is picking Varn instead of Decius, as we have no production booster on our team at all. While we're in the land of theory crafting, if we did the right thing and picked Decius, who would our 3rd have been?
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Amurites has saved our lifes quite a lot, so I'm pretty sure that's still a good third. But it's strange how we lost in both of the categories: GNP and Production. I thought our expansion was quite good, but I guess it's nothing compared to Clan Warren Settlers.
The fact is that in a team game, Clan is basically #1. Their major penalties: Research deficit, lack of good late-game units, is pretty much non-existent in a team game where your other two teammates can contribute for you. On the other hand, you have warrened Settlers/Workers/Wolf Riders, which means that your expansion is really fast, you have tons of workers to improve the land ASAP, get up lots of farms while your teammates rush to CoL for that +2 commerce from farms, and you have wolf riders running around defending/harassing everything.
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(March 25th, 2013, 04:34)Amelia Wrote: Amurites has saved our lifes quite a lot, so I'm pretty sure that's still a good third. But it's strange how we lost in both of the categories: GNP and Production. I thought our expansion was quite good, but I guess it's nothing compared to Clan Warren Settlers.
I agree Amurites have been extremely useful, but we did have to spend ages researching sorcery and they were much more useless before then. Plus sorcery is more-or-less useless to the others since we can't get a instant mage factory going for Malakim. I really don't think Malakim have done much that Decius couldn't done better, especially since their WS makes you size 3 on turn 0. Considering I was the one that suggested Malakim, that makes me feel kinda silly (although we were thinking of Flauros rather than Decius thanks to EitB noobiness). If we did pick Decius, maybe Bannor would've been alright? Rush to Fanaticism and have fun with Crusade + Vampiric Moroi.
Our expansion was terrible IMO. I think Amurites only produced 1 settler the whole game? Granted that wasn't so bad since they contributed more to research early on then anyone else thanks to Aristo. Kurio's meanwhile, how many times were cities delayed thanks to barbs? (Should've gone BW sooner to compensate) I really think we would've been better off if Malakim used Aristo too, leaving cottages to Kurio's.
(March 25th, 2013, 04:34)Amelia Wrote: The fact is that in a team game, Clan is basically #1. Their major penalties: Research deficit, lack of good late-game units, is pretty much non-existent in a team game where your other two teammates can contribute for you. On the other hand, you have warrened Settlers/Workers/Wolf Riders, which means that your expansion is really fast, you have tons of workers to improve the land ASAP, get up lots of farms while your teammates rush to CoL for that +2 commerce from farms, and you have wolf riders running around defending/harassing everything.
Agree with everything here, Clan are too good and should be banned in future team games IMO (v8 Luchuirp too arguably, but that's been dealt with already I think). But yeah, compare our less than ideal expansion vs EXP Warrened setters, and well, yeah... no contest.
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(March 27th, 2013, 00:13)plako Wrote: I've noticed that in sequential pitboss (maybe in PBEM format too) fireballs and floating eyes disappear when the turn rolls i.e. not in the beginning of your own turn that is the case with most of the summons. This is quite unfair to players late in turn order. They should either work as other summons or alternatively disappear in the end of your own turn, if defensive and visibility features would be better of denied from these units. There might be some other summons behaving like this so better fix them all.
Looks like plako found the same bug we did.
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That settler I have in Amurite territory. Do I get an escort for it or do I send down units?
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I've covered it with an escort, just move your settler to the site and I'll cover you when I play. Do you have any workers nearby to improve it?
Clan have iron and ogres but I should finish Govannon next turn. Hopefully that will force them to invade us, but if not then I'll make Amurites broke by summoning skeletons everywhere.
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Iron ogres are what, strength 10? That's just horrible =(
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Clan got AV, with collateral soon to be in hand the only thing stopping them from owning us is the existence of Team 3. Nonetheless, we finally managed to get:
Let's see, we want Mob, Death, Body and Entropy at least, which after 1t the starting xp should cover. Earth and Air are both useful to get for mages if we're left alone that long. I don't think using him as a archmage is a great idea considering that any offensive effort is extremely likely to be destroyed after 1t, and the game may very well be over before I can get the promo's for anything else, so full time teacher it is.
Now that Clan are leaving us alone and we're getting our toys online, I'm actually starting to have some fun again. I wonder if we can get SoW before the game is over? Currency and Priesthood are higher priorities though. I wish I could use my WS without screwing our pseudo-ally over, free xp for my wizards would be nice just before striking.
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