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Lewwyn Wrote: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? Yeah, that decision with the capital was one of the reasons I went ahead and cast the WS. The goblin is on hold now, the worker is started.
I put another turn of research into calendar last turn. I wasn't sure whether I should trust to luck or keep researching. What do you think?
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FFH-20: Jonas Endain of the Clan of Embers
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With roads and farms available at least new workers will have things to do.
Plus hey, you are the orcs, You need to get used to having a near crashed economy! :P
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Ravus Sol Wrote:With roads and farms available at least new workers will have things to do. Yep. Fortunately, Agriculture came in soon enough that there was never a delay on farming the corn.
In fact, having three technologies by turn 5 is better than anything I might have hoped for... Ravus Sol Wrote:Plus hey, you are the orcs, You need to get used to having a near crashed economy! :P "Near crashed"?
How far negative does my GNP have to go to qualify as "crashed"?
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Lewwyn Wrote: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. I may sit a unit next to some of the huts and wait to pop them. If I let my score rise higher than 1.5x the next highest score, I permanently lose my barbarian peace(but keep the research penalty.) If getting a tech from a hut would risk sending my score too high, it would probably be best to wait a bit for my opponents' scores to rise.
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I played an SP game of clan last night and I was basically disbanding units left and right.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Lewwyn Wrote:I played an SP game of clan last night and I was basically disbanding units left and right.
Yep that sounds right. Too many units to know what to do with.
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Turn 6 is in. Only one hut was in reach this turn. There was an added bonus of finding Tholal's borders. I did locate 6 more huts, though. Well, actually it's five, because... HidingKneel's elves stole one of our huts!
I sent him greetings and an invitation to back off: At this point, I'm already starting to fill in that world map I started with last turn. So far everything is still completely mirrored: Overview of what I know about each particular slice of the map terrain: This mirrored map is great. Every tile I uncover, every hut I discover, I can multiply it by six.
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From the tech thread: Mardoc Wrote:I may be opening up a can of worms here, but after thinking for a couple days, I feel I need to bring it up.
As you know, the Clan recently popped their worldspell.
I believe I accidentally allowed one more archer/fort than should have been available for them to claim, due to misunderstanding as to when exactly the game adds archers to forts (I left 1/fort in the worldbuilder, and then the game added 1/fort when I started the PBEM).
As a result, Ellimist received more archers than should have been available to claim. I'm not certain that the amount is unreasonable, but it is more than I intended.
The way I see it, you have five choices, in increasing level of pain and correctness:
- Continue playing, as normal. Ellimist has more archers than he should - but not Sons of the Inferno, like happened in PBEM5. This isn't *brokenly* powerful, just more than intended. Remember, units come with disadvantages too. This approach treats his bonus archers as just one of those FFH things, like getting a free Golden Age from an event.
- Ellimist deletes about half the archers. This could be done randomly, to simulate what would have been. Ellimist does end up with more huts and map information than he would have otherwise had, but probably not many more.
- I recreate the T0 save, deleting the excess archers to get what I intended. You lose a week of progress.
- I start over, on a new map. You lose a week of progress, plus probably a week of mapmaking. I might make a different mistake next time .
- You recruit a new mapmaker, who starts over on a new map
I apologize for putting you guys into this situation; I see no answer that won't be some level of unfairness and pain. How is this not a spoiler? It's based 100% on information I posted in this thread!
Seriously, wtf? Should I have just kept quiet and not posted anything?
I understand I have an advantage here, but isn't that the entire point of a worldspell? I didn't expect to get quite so many huts this quickly, but I took a risk and cast it on T5 and it paid off. (If I'd known what I know now, I'd have cast it T0.)
It's not like I can eliminate somebody on turn 11, as I did in FFH-9.
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Quote:How is this not a spoiler? It's based 100% on information I posted in this thread!
It is a spoiler. Mardoc reckons you've broken the map design based on a mistake he made.
The last time a similar thing happened was FFH V, and I think the game would probably have been healthier if there had been a quick intervention.
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Ellimist Wrote:From the tech thread:How is this not a spoiler? It's based 100% on information I posted in this thread!
Seriously, wtf? Should I have just kept quiet and not posted anything?
I understand I have an advantage here, but isn't that the entire point of a worldspell? I didn't expect to get quite so many huts this quickly, but I took a risk and cast it on T5 and it paid off. (If I'd known what I know now, I'd have cast it T0.)
It's not like I can eliminate somebody on turn 11, as I did in FFH-9.
Ellimist, I wouldn't have posted anything at all if I hadn't messed up in making those extra archers available for you - if you'd simply been lucky with your spell rather than taking advantage of my error. And...if I hadn't started to see rants in other players' threads, I'd still be debating it with the lurkers. The only thing that's possibly a spoiler is the info on counts, which has been deduced from demos anyway - everything else is public knowledge.
I have no objection to you having an advantage due to your own choices, and it's very likely that your gamble of T5 will pay off anyway. I just feel, on balance, that the extra ~6 archers due to my mistake might be enough unfair to warrant a change.
Unless you want to claim that mapmakers shouldn't fix their mistakes? I apologize for not bringing this up to you right away, but it's been in the back of my mind ever since you sent me that first IM.
What do I personally think is reasonable? That you would delete ~6 archers, chosen randomly, and continue onward, still with your hut bonus and significant unit advantage and map knowledge. I don't want to take away your world spell, just the portion that was *my* fault. That would still leave you in darn good shape.
Ellimist Wrote:Seriously, wtf? Should I have just kept quiet and not posted anything? If you want to declare war on the mapmaker - don't expect me to be fair to you in future.
EitB 25 - Perpentach
Occasional mapmaker
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