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Mardoc Wrote:Did you miss the detail that we don't actually have any dwarves :neenernee
Now, onto the minor detail of planning out start...
NOTE: THIS IS NOT OUR DECISION YET
General thinking: The Clan needs the heaviest hammer site, since Expansive only boosts hammers. I think that's site 2. We probably settle in place here, moving the settler 1W and back for scouting info. Or, maybe settle on the marble instead. In either case, hammers, especially early hammers, over everything else.
Edit: What was I thinking? OF COURSE we move to the marble - that gains us the corn, without sacrificing a 2-hammer plant
The Elohim want a food site for running specialists - but that doesn't have to be the capital. The Calabim want a food site for boosting GovManor and eventual Feasting - capital definitely fits the bill there, they want every site to be food-rich. So I'd put the Calabim in the food heaviest site, which is site 3. Here - I'd probably move 1SE to the grass hill, to enable Dereptus and get the health bonus, although losing the plains hill is tough.
That leaves the Elohim in site 1, which is coincidentally the best commerce site - a detail that works well with the Philo guys anyway. Again, we definitely want Dereptus here, so we need to move - probably 1 SW.
Seem reasonable?
I like the Calabim at site 3, settled 1 SE on the riverside grass hill unless warrior/scout moves show a better site (highly unlikely....)
Site 1 has no food
I think 1 SW on the (currently) Forested riverside PH is the best spot. Keeps all the commerce resources, is riverside for a Brewery, gains another two riverside tiles. Needs some farm action to make the commerce tiles workable.
Good thing we have Water Mana from the Elohim Palace.
Site 2....I'm liking 1 E of the Mushroom/Grass tile. It's flatland, so it's a bit risky but it's a solid city site with a 4f tile in it's inner ring plus two floodplains, wines, sheep (probably mined in the short term...AH isn't looking like a priority right now ), Reagents (meh as a tile, but handy to have). Works ok with either Orcs or Holy Joes.
I think Orcs in site 2 and Elohim at site 1 is probably best....
Ellimist? Any thoughts?
fnord
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Sounds like we're pretty much on the same page. And yeah, I can see the value of 4-food NOW to get a faster start. Hope Ellimist is doing ok; haven't heard from him in a while now.
EitB 25 - Perpentach
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I haven't seen Ellimist on chat at all this week. I hope everything is ok.
Here's a whacky idea or two to mull over:
Assuming the Orcs take start 2.....settle on the Sheep. That gets both Floodplains, the Shrooms, both Wines plus 4 visible Grass Hills (+1 in the Fog I think), a Plains Hill, is riverside (we'll want that health I think. 4 Healthies visible for 3 civs doesn't go very far....), is on a hill for defense (Team Redit has some very nasty rush opportunities starting with Zerg rushing with Agg War Cried Warriors.....plus some heavy advantages if they want to wait and get some Agg Siege Workshops up. And they have an Ing leader who benefits from stockpiling gold....)
I'm also playing about with the idea of Myst first + slightly delayed RoB.
And we really want early contact with as many people as possible. We'll be behind in early tech and EitB bumped the "known civs" bonus back up to 30% IIRC. So each team we meet will add +10% to our research of any techs they know that we don't....like say Ag/Crafting (and soon enough Calendar).
fnord
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Sorry for not responding earlier.
I agree with 1-Elohim, 2-Clan, 3-Calabim. Giving the best hammer area to the Clan and best food to the Calabim makes sense.
The only reason I'd (sorta) consider doing differently is that the rivers seem to indicate site #3 is in the middle of the other two sites. If so, then putting the Clan there would make it easier to export settlers. It's not guaranteed, though, and probably wouldn't override the other factors anyway.
I agree with you guys on #1 and #3, as they have relatively straightforward capital decisions, (#1 at 1SW and #3 at 1SE.) #2 is a bit trickier. I don't think health will be a big problem for Jonas's Expansive trait, and we're likely to find additional health resources in land we haven't revealed yet. Even then, the sheep tile might be best for the early mushrooms. If we settle on the marble, neither ivory nor sheep are likely to be hooked up very quickly.
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FFH-20: Jonas Endain of the Clan of Embers
EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth
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Ok, then, [SIZE="4"] OFFICIAL FOR COMMODORE:[/SIZE]
1: Elohim
2: Clan
3: Calabim
Still gotta spend some time thinking about the best T0 moves, but that doesn't affect our decision on who goes where.
And, I have to say, I'm impressed already by the map Interesting decisions already!
EitB 25 - Perpentach
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Thoth Wrote:Assuming the Orcs take start 2.....settle on the Sheep.
Been thinking about this, and I now agree. It's the only tile we'd want Animal Husbandry for in the capitals, anyway, and working Shrooms gives us a worker as fast as planting on the marble. And on the river is a nice bonus.
Myst-first, you're still going to have to convince me. We've got 5 improvable calendar resources, plus all our food will come from farms.
EitB 25 - Perpentach
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Mardoc Wrote:Myst-first, you're still going to have to convince me. We've got 5 improvable calendar resources, plus all our food will come from farms.
I was planning on doing up a sandbox this afternoon to test out Myst vs Ag/Calendar, but I can't get WB to function once I start up a Hot Seat game (even with an admin password set).
My thinking on Myst first + growth is that is gives us the opportunity to put some hammers into exploration early for the Known Civs tech bonus. IIRC, EitB puts the Known Civs bonus back to the BTS 30%. So if we can make contact with the other three teams while teching Myst.....we'll get a 30% boost to teching Ag, Calendar, Crafting. Plus we gain commerce + food hammers from growing via Floodplains/Shrooms/Riverside Sugar/Bannannas.
and once Myst is in (circa t12/13) we'll have God King to boost our hammer tiles by 50%
I'm not convinced it's better than Ag/Calender first....but it's worth running some simms if we can get a sandbox up and running.
fnord
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Quote:but I can't get WB to function once I start up a Hot Seat game (even with an admin password set).
WB the sandbox, save it as scenario, then open it with a hotseat game.
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Selrahc Wrote:WB the sandbox, save it as scenario, then open it with a hotseat game.
AHA!
Thank you.
fnord
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Did up a quick and dirty sandbox over the weekend.
-We can't cast For the Horde until there is at least one barb on the map. We'll likely get nothing from the spell.
-Orcs can have a size 5 capital producing 10 base (25! net) hammers per turn towards a settler on t13. Second city founded turn 21. :hat:
-Barbs started to become a pain around the t30 mark.
-The Vamps have a ridiculous amount of food and can REX like a sonofabitch (I went with t0 RoB + growth to size 5 followed by workers)
Myst first does us very very well.
Now to test out some worker/ag/Calendar 1st starts.
fnord
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