So an elf, a dwarf, and a human walk into a bar...
EitB 25 - Perpentach
Occasional mapmaker
Occasional mapmaker
As a French person I feel like it's my duty to explain strikes to you. - AdrienIer |
[SPOILERS] PB1- Mardoc buys a can of paint for Thoth and Ellimist
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First things first: if either of you has a better idea for a thread title, we can change those now! I just figured we could use a place to discuss.
I said most of what I want to in the e-mail, but I'll copy it over here so that lurkers can see it: In other news, while chatting with Thoth, he pointed out something very cool - apparently Elven PoL can Bloom their allies' lands on top of improvements. Which is a much better way to share the elven econ than trying to export lazy workers! So I think we want an elf in the group, probably as our first pick. I like Ljo better, but either elf is powerful and likely to fall early. Aside from that - there are 18 available civs, 19 if we unban the Illians. That doesn't give us a lot of room for getting our ideal civs, not with 12 players. I figure we'll just have to react as the snake pick goes.
EitB 25 - Perpentach
Occasional mapmaker
Drunken spambot checking in. :hat:
Thread title change was suggested in chat....but overall I think it's full of win. :hat: As far as leaders/civs/palace mana combos/starting techs/civ traits go....a lot will depend on snake pick order and what map settings we wind up using. We'll want an Exp Leader to fuel our early expansion, a Philo leader for GPP and Cheap Tech buildings, a Fin leader for extra gold to fuel the Philo leader's tech, Spiritual is always nice to have, Agg/Chrm/Raiders...nice. Civs with abusable stuff: Elfs (Ljos for traits or Svarts for Hero/uber Assassins): We want one or the other of these civs if we can grab them. (Palace mana: nature, Air, Water) Lanun: The team starts with Seafaring and all members get the benefit of +1 water moves and Pearl visibility. (Palace mana: Air, Water, Chaos) (more to come later once I firm up some more coherent thoughts on other subjects.....I'm getting a bit incoherent atm)
fnord
So, chatting with Ellimist, he points out that in PBEM18, the Ljo weren't able to Bloom inside Mercurian borders. Kinda/mostly negates that bit of awesomeness. I haven't tested to confirm, but I'm not really sure I need to.
What are some civs that are really good in a teamer? Expansive category: Quote:Clan - Warrens! Exp/Spi goes well with warrens, too, for settler and temple spam. Can get around Barb/banned libraries by gifting gold to a tech teammate - get around maintenance by gifting cities. Awesome support civ for any plan - build the cities someone else uses. Assumes limited city gifting is allowed. War category: Quote:Calabim - Governor's Manors are nice. Vamps are normally a bit nerfed by slow tech pace...well, that's what a good ally is for! Imagine a new Calabim city, founded by a Clan settler, immediately getting a Temple, some soldiers of Kilmorph into its Governor's Manor - it can grow very quickly into a Vamp producing powerhouse. Main downside: quirky tech path. Don't pick them with anyone who also cares about tech path.Tech civs: Quote:Amelanchier: Philo, Elf econ, what's not to like? Ok, Raiders is a bit 'meh', but you can't have everything. Millions of cottages, with super high city sizes and libraries and specialists out the wazoo. Now, granted, these are first thoughts, and likely others will agree with me and take some from us. But, assuming the elven econ doesn't share, [SIZE="4"]I'm now convinced we'd much rather grab our Expansive civ in the first round[/SIZE]. Which would be, well, probably [SIZE="4"]Jonas as #1, with Cardith as a close #2[/SIZE]. Jonas is just the consummate sprawler, Cardith is better at support. Both civs have extremely good points, balanced out in normal play by pieces that just don't matter in a teamer. We'll find our 3rd choice tech civ a lot closer to our 1st choice, than our 3rd choice Expansive buddy is to Jonas. And, well, war civ - I'm not convinced any is superior - what really matters is the production base and tech base we can put behind it. Which means we pick it last. Sure, we base our tech path around the war civ more than the others, but we can make all sorts of crazy things work out. Err...assuming we can have one of Jonas or Cardith. I rate the rest of the Expansive leaders about par with each other.
EitB 25 - Perpentach
Occasional mapmaker
I favor the Clan for several reasons:
[SIZE="4"]All settlers on sale! 75% off![/SIZE] This is something that exponentially benefits the whole team. Once warrens are up, a typical Clan city will easily be able to produce a pair of settlers in less than 10 turns. Many cities can do it even faster, and the only thing that usually stops the Clan from filling up the map is maintenance costs. If we rely on the Clan to produce our settlers, the other two civs will be able to divert those hammers into other things while maintaining a strong horizontal growth rate. [SIZE="4"]Infrastructure hammer egalitarianism[/SIZE] Soldiers of Kilmorph and slaves can provide hammers to another civilization's cities. Warrens get around the 50% hammer efficiency penalty that SoK rushing has, and this is usually very helpful for the Clan to get new cities going faster by providing vital infrastructure. In a typical Clan game, this is mostly markets, warrens, and wonders. In a team game, this would be doubly useful because it would, for example, allow a food-rich/hammer-poor Calabim city to get a Governor's Manor much faster. In addition, Jonas can change religions frequently with no anarchy and produce enough priests to create temples for all three players. [SIZE="4"]All other units on sale! 50% off![/SIZE] This usually is what makes up for any technology disadvantage that the Clan has. Nobody else can build an army faster, whether we're talking about workers, ritualists, or assassins. Overwhelming numbers can often make up for a tech disadvantage, but in this game we're not likely to have such a disadvantage, because... [SIZE="4"]Invisible barbarian science penalty[/SIZE] Once we tech Currency, our Clan player will never need to produce another beaker. He can just do 100% gold, adopt civics like consumption, and give the gold to the other members of the team. They can run a higher slider and build libraries and academies to take advantage of it. It's not that difficult to get to Currency quickly because it's the #1 tech preference for a great merchant bulb. The only prerequisite we'd need would be Code of Laws, which we'd likely prioritize anyway. Basically, the Clan is the perfect civ to provide support to other civs on a team. The warrens hammer advantage is one that can be exported, and the acceleration it provides to the other teams can dramatically improve their snowballs. The science penalty in the early game is significantly reduced, because 2/3 of the team won't be affected. The things that would normally penalize the Clan will be irrelevant or negated. In a team setting, the Clan becomes a top-tier economic civ in addition to its military advantages.
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FFH-20: Jonas Endain of the Clan of Embers EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth
Now, I should play devil's advocate here I'm still pretty well sold on the Clan, but don't think they're perfect
Clan does have some disadvantages, too, even in a teamer
Basically: Clan will slow down our start. We'll be teching slower, needing to pick up Masonry and Kilmorph, and pausing for 120 hammers/city in our settler-spam civ. They compensate by speeding up the midgame, but we've got to be on a big enough map/long enough game for that to catch up to an early snowball civ like Kurios, or those benefits don't much matter. If the land grab is basically over by the time we get to Masonry + 120 hammers/city, for example, then Warrens don't help out nearly as much. If early tech speed becomes vital - say we need to fight off an axe rush or a hippus warcry, then the tech penalties still hurt. We should pay close attention to the map settings/mapmaker hints. If we end up on a map where early speed matters more than eventual power - then we want the Kurios instead. Edit: An example. Compare to another Expansive civ, and take a hypothetical. Assume we've instantly/freely got all the tech we need. Clan - first 120 hammers is a Warren. Say an Expansive settler costs in general 60-70 hammers. Code: Hammers #ClanSettler #OtherSettler Basically - Clan only start to outproduce another expansive civ after a city has made about 300 hammers! And the other civ gets the first cities down earlier, as well.
EitB 25 - Perpentach
Occasional mapmaker
Dangit, I lost a post with a lot of thoughts in it.
Well, here's a summary of my thoughts. Might be easier to read anyway . One thing we need to decide, early, is what overall tech path we want. PBEMX taught me that even having two Palaces and old-style Financial does not make up for having economy of purpose. Possibilities include:
If you guys disagree, though, I can live with something else. So long as we don't try to simulaneously chase Vampires and every religion on the tree . That doesn't work.
EitB 25 - Perpentach
Occasional mapmaker
Dang it, you guys, how dare you be busy with Real Life? I'm excited, and I'm talking to myself, and it's embarassing but I can't stop. [SIZE="1"]This must be what Regoarrarr feels like *all* *the* *time*[/SIZE]
Anyway, we need a naming scheme, or few. Maybe Shades of Paint would do? Maybe names of Elves, Men, and Dwarves, one per civ? Bonus points if we name the elves after dwarves and the men after elves :neenernee Maybe lurkers have a better idea? Preferably an idea that comes in a set of three?
EitB 25 - Perpentach
Occasional mapmaker
Tell me you don't want the Elohim on our team after you watch this video:
http://www.youtube.com/watch?v=5izF6nw-x...re=related
EitB 25 - Perpentach
Occasional mapmaker |