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[SPOILERS] BaxAmeliKnight's thread

Think they may have bitten off more then they can chew... I'm also fairly alarmed by our competitors at this point.
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(December 5th, 2012, 01:02)Amelia Wrote: Think they may have bitten off more then they can chew... I'm also fairly alarmed by our competitors at this point.

Are you talking from their perspective or ours?

Either way, we aren't in the best of shape right now, but that doesn't mean we don't still have a shot. The main advantage we'll have is arcane units, both Amurites and Malakim can make instant mages, which is unique to us aside from the Illians or anyone building layers of the Altar. As wisely said by Shatner from CFC here:

Quote:Summoning is the bomb-diggity. Each time one of your wizards summons a specter, he is effectively making a 60 hammer unit with mobility promotions... for free. A high-end industrial city is hard pressed to churn out a swordsman every turn in the early-to-mid game. And even if it could, those units have to move all the way to the enemy AND their death causes war weariness. That's an effective production advantage for the casters that is hard for others to beat.

Not saying that we shouldn't be concerned about being behind in demogs, but it doesn't automatically translate to a military disadvantage. We also have a number of other tricks up our sleeve (Arcane Lacuna, Raider Centaurs, Airships) but then again so do the other teams (Team 1 have Warrens, Vamps, Raiders and Tolerant while Team 3 has Dwarven druids, puppets and instant-mages) so it's still quite early.

Also nabaxo gets a Great person next turn, most likely a Prophet. Have you had any thoughts on what to do with him?
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The obvious choices for a Prophet are the Altar, or the FoL Shrine. Is the Altar even allowed with it being turned off?

Well, we're giants compared to team 4, but when we're compared to the Plako team leading the demos, there's a ridiculous amount to catch up on. I agree though that FFH is more about tactics in the end, compared to technology and demos.
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(December 5th, 2012, 06:17)Amelia Wrote: The obvious choices for a Prophet are the Altar, or the FoL Shrine. Is the Altar even allowed with it being turned off?

You can build all 7 altar layers, you just won't get the victory condition upon completion. You can also build Tower of Mastery if you want, even though it's worthless with the victory turned off.

I was also considering a Golden age, although we might be better off saving that for later. Tough call between the shrine and the altar though. Altar is better if we have plans to continue building the pieces, but once Malakim go AV that won't be possible anymore (plus I doubt the empire-wise bonuses affect teammates). Otherwise FoL shrine is best, even though Nature mana is almost worthless and the Bard GP pollution is undesirable, the extra Priest slots will be useful and the gold bonus may be useful once we can afford to spread it around massively.

(December 5th, 2012, 06:17)Amelia Wrote: , we're giants compared to team 4, but when we're compared to the Plako team leading the demos, there's a ridiculous amount to catch up on. I agree though that FFH is more about tactics in the end, compared to technology and demos.

By Team 4 you meant Reddit I assume.

Agree, although IMO Team Thoth is more of a threate than plako because they have 2 monsters to plako's 1. They make up for this with Bals and Illians as arcane civs, although that can be neutralized via Arcane Lacuna.
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Wolf found:

[Image: T101%20Wolf.jpg]

I know SW of Kurio's is a long way, but the wolf between me and the Clan has been converted into a wolf Rider, so it's pretty much the only one left within reach. You better get down there before Team 3 have animal plans of their own, they did just get Hunting after all.

In other news, Team 3 cast Revelry from Balseraph's double length golden age. Not great timing, as we're still in a race for Arcane Lore, but so far at least they haven't shown any interest in going up the arcane path.

Swapped into Overcouncil as well this turn. I don't think the (admittedly small) maintenance reduction seems to be taken into account, is that a bug (come to think of it I don't know if Aristocracy is giving reductions either)? Little sad that the other teams are going Undercouncil, but nothing we can do.
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I'm lurking, and I'd like an overview.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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I got the GP at EOT. What do we propose to do with it? I'm in favor of using him to build the shrine, would be a nice gold boost.

And what does Thoth mean by this? -
(December 6th, 2012, 00:44)Thoth Wrote: Warbaxia: We see what you did there. nono
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Err... i killed a Hart scout my previous turn, and am going to kill one more. Maybe they saw war weariness?
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(December 6th, 2012, 01:20)Merovech Wrote: I'm lurking, and I'd like an overview.

OK then. Not sure what your looking for exactly, but I'll just cover everything so the 3 of us are all on the same page.

(December 6th, 2012, 01:40)nabaxo Wrote: I got the GP at EOT. What do we propose to do with it? I'm in favor of using him to build the shrine, would be a nice gold boost.

Shrine is probably best for now. It'll be less useful once you switch into AV but then again so will Altar.

(December 6th, 2012, 01:40)nabaxo Wrote: And what does Thoth mean by this? -
(December 6th, 2012, 00:44)Thoth Wrote: Warbaxia: We see what you did there. nono

No idea. Could be anything from civic switches to unit movements on their border.
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T102 Overview -Let's start with the Amurites:

[Image: Amurite%20land.jpg]

Currently have 5 cities, will settle the 6th city in the north in 2t, and 10 workers. Sanitation is working wonders with my Aristofarm economy, but am currently in REX phase.

Once sorcery is in, I think I should focus on getting some mages online. I think we may need to launch a strike on somebody while we have a military advantage, either Team 2 if they're close enough or alternatively the Clan. Longer term, I'll likely stick as a techer considering I've built most of the research buildings, and generally expand where the Malakim can't.

[Image: Amurite%20Demogs.jpg]

I've fairly consistently been 2nd in GNP, behind only the Luchuirp (and recently by Balseraph's with Revelery GA). Other stats have been mostly average, nothing compared to the big three but otherwise competitive.

Malakim:

[Image: Malakim%20land.jpg]

Sitting on 4 cities and 5 workers. You can see 3 settlers in production, and I believe Kurio's also are building one as well (although that could be for Amurites). nabaxo, do you have spots for those settlers and escorts for them all? Either way, your also going to need a lot more workers for your new cities (my 10 workers for 6 cities is probably not even enough).

Currently running a cottage economy and foreign trade, the Malakim should ideally be the main REXer for the team. With Foreign Trade, it takes very little time to get cottages up and running, and since they don't need to be in other Government civics could switch into City States to avoid most Deity costs. Also they are closer to Team 2 then Amurite's are, and also the center of the map.

The t145 Adaptive switch has yet to be discussed, but if Malakim are funding I would suggest FIN to get maximum gold boost. I am open to other suggestions though.

[Image: Malakim%20Demogs.jpg]

Even though the rankings aren't great, all 3 categories show that the Malakim aren't far behind Amurites in demogs. 4th in GNP is especially good (although could you explain why your saving gold nabaxo?, it's a bit late to be saving gold for a event settler).

Kuriotates:

[Image: Kurio%20land%201.jpg]

[Image: Kurio%20land%202.jpg]

Recently founded their 4th city. Can't really say a whole lot on expansion otherwise. One thing we should consider is building settlements, while normally inferior to Amurites and Malakim cities, they could be useful in claiming hard to defend or crappy land since they don't have any upkeep (such as the tundra corners or the edges of the map which are vulnerable to tsunami's). Currently building the Great Library due EoT104, they will be building ToD for Arcane Lore once I connect a Law node, and then presumably will build Crown of Akharein.

Long term, will also be a techer. Should switch into Foreign Trade ASAP to work on those Enclaves, as they are awesome. T145 Adaptive switch should probably be into Raiders, as Raider Centaurs will be extremely useful. As for wonders, we should definitely aim for Ride of the Nine Kings. Pillar of Chains and Guild of Hammers would both be extremely useful too, but I don't think we'll get there first.

[Image: Kurio%20Demogs.jpg]

GNP could be improved, but once Foreign Trade is adopted that should be simple enough. MFG is decent, while food is understandably low with 4 cities. Slightly worrying is who's 1st in land which something needs to be done about, I'd guess the Clan.

And here's the graphs:

[Image: Food%20graph.jpg]

[Image: MFG%20graph.jpg]

[Image: GNP%20graph.jpg]

Yeah, we're in trouble food/MFG wise. Really need to push out the growth curve while we still have time.

Tech path:

Currently going Divination -> Sorcery with OO somewhere in there (probably after Sorcery). Haven't thought about after that yet as that's still some 20t away, but we do need to grab Warfare/Military Strategy before nabaxo switches out of ORG, and BW to chop down jungle in Kurio's 4th city. Currency would be a good option as well, as would finally grabbing AV and Order religions.
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