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[SPOILERS] A threesome becomes a twosome

Jkaen Wrote:And Amurites gone, so Lanun or Illian I guess.

Hope if we do end up choosing Illian there isnt an argument with the first post of the signup not showing they are viable

There won't be. We voted to allow them.

I'm trying to avoid a strong opinion on this just yet until we see what's picked next. In my head, I still haven't decided between the two just yet. Aye, i'm awkward.

Lanun- awesome tech'ers if there is enough water. Expansive. Waste of a pick otherwise. Weak military late game comparatively.

Illians- Good for the sorcery bulb. Puppet Ice elemental and slow spam= godly. Arcane Lacuna fucks us up.
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Concerning Lanun. There is a fair chance we won't be rushing for Fishing because there are so many other things to tech early, even if we would get coastal start for them. However Expansive is ok also from landlocked start and there should be water to make Lanun viable otherwise. I don't think Ilians are worth it, even if Philosophy is pretty high priority tech target.
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plako Wrote:Concerning Lanun. There is a fair chance we won't be rushing for Fishing because there are so many other things to tech early, even if we would get coastal start for them. However Expansive is ok also from landlocked start and there should be water to make Lanun viable otherwise. I don't think Ilians are worth it, even if Philosophy is pretty high priority tech target.

Picking Lanun for EXP isn't a good enough reason in my opinion. We'd have to start fishing (don't forget we start with 3 worker techs) to get the tech snowball rolling. There's no point starting it much later on as they'd just be a mediocre civ up to that point.

Illians are good for ice mana mostly- but that really is a big plus. Spectres are significantly nerfed so replacement, strong summons without needing to take one of the magic branches is important for our Balseraph summon army. The Illians also have the advantage of being able to take advantage of any terrain which could prove decisive. Plus, by carpeting their border cities in snow, it makes us an ugly proposition to invade as they wouldn't want to keep their winnings.
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Good points. Ice Elementals would be ok. They're also Arcane now that is also a good bonus when getting to Archmages will be very easy, if we just have enough experience on them. I think we can all build Tower of Divination that gives options for some very expensive and deep beelines. hmmm. That could work. We'll be just very slow starters, if we don't have any Expansive leaders and we also build White hand Ritual although we could really slow someone down with those Priests.
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plako Wrote:Good points. Ice Elementals would be ok. They're also Arcane now that is also a good bonus when getting to Archmages will be very easy, if we just have enough experience on them. I think we can all build Tower of Divination that gives options for some very expensive and deep beelines. hmmm. That could work. We'll be just very slow starters, if we don't have any Expansive leaders and we also build White hand Ritual although we could really slow someone down with those Priests.

Aye we could, but the threat of them may be sufficient to deter someone. We won't be that slow starters- thanks to mud golems. We have cheaper and better workers than anyone else. We might build the settlers slower, but we'll get our cities working improved tiles faster meaning we can pull in more resources anyway.

If we had Illians, we would have the following:

Luchuirp- 0% tech most of the game (not at start). They will be focused on worker micro to leverage the mud golem as much as possible. They can also provide golem support which will be useful when dealing with Amurites especially.

Illians- I vote we set these guys up as our teching civ. They would need to get the economy up and running as well as possible.

Balseraphs- the military obscenity. Puppets for lolspam.

I have a few ideas, but we should come to a conclusion as a team. Which civ do you think your skillset would be most suited to and which would you get more enjoyment from playing?
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You guys are playing, but for me Illian is the more interesting choice.

Plus if you go Lanun I would be more worried about being too fragile early game (although I have just realised the goblin archer clan choke may be nerfed, which makes a big difference)

Lanun seem to get chosen all the time, and are very terrain dependant, if you get no coast you are in trouble. Seems if you go this way you have 2 civs just focussed on micro then 1 running round with all the toys
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Quick summary of the teams (note some of this i got fromt he FFH manual, and so may be incorrect now):

Marthomist
Clan (SPI, EXP, BAR), Calabim (ORG, RAI), Elohim (PHI, CHA).
Tech: Exploration, Ancient Chants
Mana: Body (x2), Fire, Nature (x2), Law, Shadow, Water, Spirit

Nabeilaknight
Kurio (Phi, EXP-ADAPT), Malakim (SPE, CRE-ADAPT), Amurite (ORG, ARC, ING)
Tech: Agriculture, Ancient Chants
Mana: Spirit, Sun (x2), Water, Life, Mind, Body, Fire, Meta

Fantastic Hart The Bold
Khazad (AGG, FIN, ING), Hippus (AGG, RAI), Sidar (IND, PHI)
Tech: Crafting, Agriculture, Ancient Chants
Mana: Earth, Law, (Gold), Air, Nature, (Horse), Enchantment, Shadow, Spirit

Dakyanko
Luchuirp (IND, FIN), Balseraphs (CRE, SUM), Illian? (CHA, ARC)
Tech: Exploration, Agriculture, Crafting
Mana: Earth, Enchantment (x2), Life, Air, Chaos, Mind, Ice, Law
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Jkaen, Thank you for the summary. I'm ok with both Ilians and Lanun. In case we pick Ilians, Amurites world spell will totally ruin our day so we need to prepare some strong Golems too. Wood Golems early and maybe Gargoyles a bit later. They are 2 move in EitB.
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Well given its my understanding that the lanun sit there and tech and other than a bit of garrison dont really make units. If thats true then even with that option the amurite world spell is a problem
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Looking back over the thread, I don't see any real consensus about allowing the Illians - I could only see posts from Mardoc and me. Should we post in the main thread asking about them to see whether everyone is on board? It's not like anyone is going to steal our pick at this point.

As for the civ, both Lanun and Illians have their points. Cold damage is pretty good: only Illians, Doviello, Frostlings, and units with lucky mutations have resistance. Slow isn't going to be a big deal against 4- or 5-move raider horsemen, but every little bit helps. Picking the Lanun is rolling the dice on how the map is set up: if the map has lots of small lakes with no seafood, they don't really give anything extra.

With respect to Arcane Lacuna: I think we should build some catapults. Now that they can take Mobility I, they can be decently useful (especially with a few dwarven adepts to Repair them). And they are the one source of collateral that isn't shut down by Arcane Lacuna. Construction is already an important tech for Wood Golems.

Kyan Wrote:Which civ do you think your skillset would be most suited to and which would you get more enjoyment from playing?

I like the Balseraphs, and like playing a Creative civ, so Keelyn would be my first choice (and I've already run one puppet spam invasion). I think I'm the weakest player on the team, though, so I'll gladly take the leftover civ after you two guys take your preferred picks.
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