While we wait for the technical difficulties to subside, let's consider another opponent: Iskender's Santiago of the Spartans:
![[Image: PF2%20Spartans.JPG]](https://dl.dropbox.com/u/16549110/PF2%20Spartans.JPG)
What does Santiago have going for her? Honestly, not a whole lot. Free Commando promotion, but that's not a promo that buys a whole lot - extra chance of withdrawal, IIRC, and a healing bonus. Also extra GG emergence, conscripts aren't nerfed any, and the one that might matter: units act as military police. It's much easier to amass a horde of, say, flamethrowers, than it is to build a lot of happiness buildings. And that horde of flamethrowers might enable you to keep the base, after you piss off Planet by growing such big cities.
Still doesn't seem like a very impressive package. You have to pay upkeep for units, unlike other happiness sources, so that reduces the efficiency of the extra population. And if you use the units, then you're in danger of revolts, and paying huge amounts in food upkeep. I know Maniac mentioned that part of her buff is supposed to be starting with a Rover and hence getting more than her share of Unity Pods.
That said, I still am probably most scared of Iskender, of all the humans in the game. Why? Well. It's Iskender. He took old Sidar, and managed to beat both pre-nerf Keelyn and me as Orcs with 4 free Sons of the Inferno, by careful micromanagement of his economy, extremely careful diplomacy, and good tactics. And a killer instinct. None of that depends on which civ you are; it's all the person behind the monitor.
Sareln, I expect to have a strong civ but lack that killer instinct. If he doesn't get rushed
. Sian I don't know much about, but he doesn't have a huge reputation anyway. Maniac obviously knows the ins and outs of the game, but I have the feeling he's not a killer either. And may be too used to AI opponents. But Iskender - he scares me.
What's the aspect of his civ that seems most likely to be unbalanced, in the end? Probably the MP. It's currently 16 hammers for either a Flamethrower or a Rover; the only other source of buildable happiness appears to be the Children's Creche, at 40 hammers. He could easily have the biggest cities on the planet, therefore, so long as he's willing to leave his army at home. When he builds Genejack Factories, he wouldn't even have to do that anymore, so long as he's willing to reconquer them from time to time.
If that breaks the game open for him, it'll do so right away. He'll build big cities ASAP, and a huge military, and then go conquer the world. None of his bonuses last until late game, when the rest of us will be starting to shine.
How do we keep up? Well, I'm thinking we've got to be ruthless about REXing. 16 hammers per happy population sounds good - but that's the same ratio we've got by building a new Sea Colony pod, at the moment - 80 hammers for a new city that can grow to size 5. Only that'll improve as we claim resources, while his ratio can only go down (whenever he gets around to obsoleting his cheap MP). And he's got to scrape up health, too, while REX can just use resources for that.
And, of course - the biggie: a horde of flamethrowers and rovers is bad for anyone's day, until he tries to cross the sea. We make sure we've got the ability to sink his transports, and he's not as much a threat.
In addition, he can't have cities that big right away, he's got to grow them. And feed them, somehow, which means time and Planet anger. And beat off the worms - probably the least of his troubles, but at least Psi combat means a fairly constant level of pain until he acquires some collateral.
What does Santiago have going for her? Honestly, not a whole lot. Free Commando promotion, but that's not a promo that buys a whole lot - extra chance of withdrawal, IIRC, and a healing bonus. Also extra GG emergence, conscripts aren't nerfed any, and the one that might matter: units act as military police. It's much easier to amass a horde of, say, flamethrowers, than it is to build a lot of happiness buildings. And that horde of flamethrowers might enable you to keep the base, after you piss off Planet by growing such big cities.
Still doesn't seem like a very impressive package. You have to pay upkeep for units, unlike other happiness sources, so that reduces the efficiency of the extra population. And if you use the units, then you're in danger of revolts, and paying huge amounts in food upkeep. I know Maniac mentioned that part of her buff is supposed to be starting with a Rover and hence getting more than her share of Unity Pods.
That said, I still am probably most scared of Iskender, of all the humans in the game. Why? Well. It's Iskender. He took old Sidar, and managed to beat both pre-nerf Keelyn and me as Orcs with 4 free Sons of the Inferno, by careful micromanagement of his economy, extremely careful diplomacy, and good tactics. And a killer instinct. None of that depends on which civ you are; it's all the person behind the monitor.
Sareln, I expect to have a strong civ but lack that killer instinct. If he doesn't get rushed
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What's the aspect of his civ that seems most likely to be unbalanced, in the end? Probably the MP. It's currently 16 hammers for either a Flamethrower or a Rover; the only other source of buildable happiness appears to be the Children's Creche, at 40 hammers. He could easily have the biggest cities on the planet, therefore, so long as he's willing to leave his army at home. When he builds Genejack Factories, he wouldn't even have to do that anymore, so long as he's willing to reconquer them from time to time.
If that breaks the game open for him, it'll do so right away. He'll build big cities ASAP, and a huge military, and then go conquer the world. None of his bonuses last until late game, when the rest of us will be starting to shine.
How do we keep up? Well, I'm thinking we've got to be ruthless about REXing. 16 hammers per happy population sounds good - but that's the same ratio we've got by building a new Sea Colony pod, at the moment - 80 hammers for a new city that can grow to size 5. Only that'll improve as we claim resources, while his ratio can only go down (whenever he gets around to obsoleting his cheap MP). And he's got to scrape up health, too, while REX can just use resources for that.
And, of course - the biggie: a horde of flamethrowers and rovers is bad for anyone's day, until he tries to cross the sea. We make sure we've got the ability to sink his transports, and he's not as much a threat.
In addition, he can't have cities that big right away, he's got to grow them. And feed them, somehow, which means time and Planet anger. And beat off the worms - probably the least of his troubles, but at least Psi combat means a fairly constant level of pain until he acquires some collateral.
EitB 25 - Perpentach
Occasional mapmaker
Occasional mapmaker