Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[SPOILERS] PB1- Mardoc buys a can of paint for Thoth and Ellimist

http://youtu.be/vrjOzKth9GE
fnord
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And it is on!

I've claimed our civs, but I haven't touched anything yet. Going to wait for at least Thoth to weigh in, and ideally for Ellimist's connection troubles to be sorted out.

Password for the Clan is "quad"
Password for the Calabim is "hammers"
Password for the Elohim is "leftover"

Pretty much because that was our reasoning for picking each of these fine fellows :neenernee. I'm pretty sure we can change the passwords later.

First up, one bit of awesome news:
[Image: PB1%20Land.JPG]
3279 tiles! Divided by 12, that's 274 tiles/civ, or enough room for 13 cities each with no overlap. Clan is going to rock this!

Another handy detail: we do start fairly close together.
[Image: PB1%20Starting.JPG]

So it looks like our pregame strategy can actually work.

Finally on the topic of the extra vision: our main problem is that you can't unsee something. The only way to fix it now would be for Commodore to change those parts of the map that people have seen, which seems to be trying to kill a fly with a shotgun.

Besides, I think we can win this anyway. And have the moral victory, regardless wink.
EitB 25 - Perpentach
Occasional mapmaker

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Alright, T0 shots. We did stick with Myst first, in the end.

Ah, Thoth, did you change any passwords? I had to set the Calabim again, accidentally set them to "hammer" rather than "hammers".

[Image: PB1%20T0%20Clan.JPG]

[Image: PB1%20T0%20Calabim.JPG]

[Image: PB1%20T0%20Elohim.JPG]

Current thinking is for the Calabim to build Bloodpets until they hit their happy cap (should be 2-3 Bloodpets max), then start spamming workers. They've got the best worker production land/civ, plus their workers aren't Orcish. So although everyone will need to build workers, Cala will do most of them. Of course we cast the WS right away.

Clan knock out some gobbos to go looking for wolf buddies in the north. And Elohim were going to be building scouts for finding land and known civ bonuses. Both of them probably swap to either workers or settlers when we reach happy caps.

Finally, Commodore, thumbsup I'm impressed with the overall map and the choices, I'm also impressed with the little details. The settlers all had mobility but not super settler - but the Elohim settler had Elven so that the forested plains hill was still a T0 option.
EitB 25 - Perpentach
Occasional mapmaker

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Mardoc Wrote:Ah, Thoth, did you change any passwords? I had to set the Calabim again, accidentally set them to "hammer" rather than "hammers".

There wasn't a password set for the Orcs or Elohim. I set them to "quad" and "leftover". smile

Quote:Current thinking is for the Calabim to build Bloodpets until they hit their happy cap (should be 2-3 Bloodpets max), then start spamming workers. They've got the best worker production land/civ, plus their workers aren't Orcish. So although everyone will need to build workers, Cala will do most of them. Of course we cast the WS right away.

Reisling will grow to size 5 in 7 turns (working FPs/Riverside Sugar/Riverisde Bannanas). 1st (and only for now....hopefully) Warrior completes in 8t. Worker will take 7 t after that and hits the board t15. Myst is showing 13 turns currently, but I think we can shave a turn off that as our cities grow. Probably not worth switching the Calabim to God King until after the first worker completes (it'll have enough time to complete the road link to the Corn while we finish up Agriculture)


Quote:Clan knock out some gobbos to go looking for wolf buddies in the north.

2x Gobbo, 1x Warrior then Settler at size 5. It will take 13 turns to grow to size 5 (working Grass Mushrooms at size 1, Flood plains at size 2 and 3. At size 4 we can add a Wines tile for 3t). We'll produce 26 hammers (plus possibly one or two from GK/Nationhood if we can get to Myst in 12 t). At size 5 we work the Grass Shrooms and 4 1f/2h forest tiles. Food neutral, 10 base hammers. = 25 hammers/turn towards settlers, 16h/turn for warriors, 15h/turn for Workers.


Quote: And Elohim were going to be building scouts for finding land and known civ bonuses.

Elohim build 1 Scout and 1 Warrior while growing to size 4 (swapping immediately to GK once Myst is in) and then builds 2 workers before growing to size 5 while building warriors (as needed) and an Elder Council. Set Sage at size 5 and we should have an Academy by t40. smile



Mapwise, we appear to be in the north (there is frost visible on trees around the Orc capital). Not sure if we're in the middle of the Northern edge or in a corner to the NW or NE.

In any event, we'll want to direct our scouts southwards and our gobbos Northwards. A wolf rider or two (or even three) would do wonders for our barb defense. And barbs are going to be a pain soon. frown
fnord
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What are the plans for the Clan's WS? This game is on Deity so barbs can pop on turn.. 10, I think. Or after 6 additional cities are founded, whichever is later. (I can take a wild guess at which one will be later..)

p.s. hi, I'll likely be dedlurking. If I can restrain my curiosity.
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Ah, I see you have plans in greater detail than me, Thoth. Not surprising lol

I assume the main reason to delay the Calabim swap is because they won't have many hammers to benefit? Where the Elohim do, and the Clan both do and are Spiritual?

Also, your Clan plan doesn't add up properly. 26 hammers does not buy us two Goblins and a Warrior. I tend to think the Goblins would be more important, but I can see the case for 1 gobbo/1 warrior. Especially since we'll be mass producing settlers very soon.

roippi Wrote:What are the plans for the Clan's WS? This game is on Deity so barbs can pop on turn.. 10, I think. Or after 6 additional cities are founded, whichever is later. (I can take a wild guess at which one will be later..)
It's going to have to be very early. This is always war, so the instant we spot a barb, we're at war with them and the WS no longer works. I don't think we have a firm date in mind, it's going to be a gamble to try to have max barbs on the board and yet not have spotted any.

Quote:p.s. hi, I'll likely be dedlurking. If I can restrain my curiosity.
Welcome aboard! We'll endeavor to keep you informed smile.
EitB 25 - Perpentach
Occasional mapmaker

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Mardoc Wrote:It's going to have to be very early. This is always war, so the instant we spot a barb, we're at war with them and the WS no longer works. I don't think we have a firm date in mind, it's going to be a gamble to try to have max barbs on the board and yet not have spotted any.

Always war makes that rather dodgy, ick. AFAIK the barbs will start appearing when (civs alive) * 1.5 == (number of cities). That might be a greater-than sign, now that I think about it; I'd have to source dive to find out. Which I won't be doing!

Anyway it sounds like you're prepared for the WS to do nothing, which is.. probably sagacious.

Quote:Welcome aboard! We'll endeavor to keep you informed smile.

toast
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On the theory that I can't mess things up too badly when all I control is the scouts, I went ahead and played T1 for all of us. Mostly because I *really* want this game to start moving faster than a glacier. If you guys want me to wait for input in the future, just say the word. Or if one of you would like to be the one to make the scout moves next time wink.

Anyway, all that's newsworthy at the moment is that For the Horde can't be cast yet, so there's still no barbs on the map. Therefore, I decided to risk one more step with the Clan warrior; he can go back home to fortify now if you'd like.

Anyway, here's this turn's scouting reports:
[Image: PB1%20T1%20Clan.JPG]

[Image: PB1%20T1%20East.JPG]
EitB 25 - Perpentach
Occasional mapmaker

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Alright, another turn that rolls early in the morning rolleye. This is going to get very annoying, particularly once we have workers.

In any event, I moved the scouts again. And yes, Ellimist, I also made sure to reallocate Riesling's tiles to all food.
[Image: PB1%20T3Clan.JPG]
[Image: PB1%20T3%204.JPG]

[Image: PB1%20T3%205.JPG]
EitB 25 - Perpentach
Occasional mapmaker

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Turn 4 played for all three civs....not much to report. wink

I did take the liberty of queuing up our next few techs (someone posted in the setup thread that beaker and hammers don't overflow if you don't have anything queued....not sure if this is accurate but nothing to be lost by using queues wink )

I think Ag/Calendar/Crafting/Mining/Masonry is probably our strongest path once Myst is done.
fnord
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