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

Create an account  

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

The good news is, we're doing very well in this game. The bad news is, turns take freakin 3 hours to play - and adding more people playing doesn't seem to speed us up much, since we use all the time we save moving units in talking/planning. So you get just the overview, for now. Maybe tonight, if the turn hasn't come back, I'll give you pictures and such.

We've just picked up Trade. That increased the orcish econ from about 30 gpt at max gold to about 70, between the trade routes and Undercouncil. That's a pretty good illustration of where we are - teetering on the brink of overexpansion, but pretty sure that we'll be able to grow our econ faster than we grow our expenses. Why?

Well, for overexpansion, we just settled 3 cities last turn. That was high, but not incredibly so, we're settling at least one/turn recently. They're so cheap with Expansive Warrens, and they grow up so fast with Sanitation Aristofarms and this incredibly lush land. Cities go from new to solid contributors in the blink of an eye, it seems.

We've got Trade now, 2 settlers on a galley next turn and a third available soon, and we're researching Currency. The first half of T100, we had 1 gpt in trade per city. By the end of T110 or so, we expect that to be 6 gpt. Meanwhile, all our cities are growing quite quickly, all but a handful of orcish core cities, and they're growing mostly onto aristofarms. We're adding happiness in Elohimia fast enough to keep up with the growth, and in Calabimia we don't particularly care if the citizens are happy wink. Ok, we do a little, but they're worth having either way.

Also, although we're still expanding at breakneck speed for the moment, the end is in sight. In the east, we've now spotted Clownish borders within about 4 tiles of the closest Calabim, and Luch borders within about 6 of the closest Elohim. We've got some room to fill in the non-closest spots, but there's a limit coming until we manage to raze a couplefew of their cities. In the west, the limit seems less close, as we've only spotted Malakim borders once, ~5 tiles from our closest Orc city. And in the north, we've definitely still got a good bit of room as well, we haven't even spotted the Reddit team yet. Plus whatever we can claim from the sea, which I think is currently uncontested except by the barbs. That probably adds up to 20 more cities possible. Which...really isn't that much of our possible effort - keep 2 of our 20+ cities on settler duty, and keep scraping up workers and garrisons, and we'll be 'done' by T120.

So, pretty soon we'll be stalled in expansion, until we get some killing done. Fortunately, we're still pretty much in the phase of the game where cultural control and roads make a huge difference, so whatever we can claim, we'll probably keep. For now. It's also why, despite wanting it gone, the newest Balseraph city is going to remain for a while yet. Heck, we're not even firmly convinced that it's worth taking barb cities - and that's a lot easier than taking cities from our foes.

I expect our ratio to keep shifting from econ toward war. We've already got ~4 cities on military builds at any given time, which is just enough military to stop a weakish invasion. Graphs suggest a weakish invasion is all anyone else is capable of just now. We've got something like 25-30 cities now, though, so you can see our military investment is still pretty low. We've been spending on Public Baths, libraries, a Great Library, settlers/workers, temples, culture...all sorts of useful things but not heavy into military.

Our gameplan seems to be working out pretty well. We're definitely #1 in expansion, I don't think anyone's even close. We've got something like 37% of world population. 37%! It's even better in hammers: 370 hammers vs rest of the world's 594 (38%), not counting that 120 of that is Clan and being fed through Warrens. Although our GNP is probably in third, it's about to explode as we research the trade techs. And as our expansion rate slows and the cities all grow onto aristofarms, for that matter. In tech, we're behind both Team 3 and 4, but we're not too far behind. And, we're starting to ratchet up border tensions right as Vampires and Ogres are looking feasible smile.

Subprojects:
  • We're going at breakneck pace to settle some islands. We think. Fogreading suggests we've found an island to the NW of the Clan, big enough for two cities, but we haven't scouted it completely yet. We founded a port, rushbought a galley before we even finished the city's workboat, and will be sending it out next turn loaded with 2 settlers and an axe. It'll prove island or no island, and hopefully settle two overseas cities by T104 or so. This is a bit risky, to say the least. Literally sailing our galley out into the fog, loaded full and barely escorted. Although at least the settlers are cheap. But island cities will be worth something like 30 gpt each, discounting any value from the city itself. So it's worth the rush, and the risk.

  • We're building the Great Library. It's ~5 turns out, but with marble it seemed pretty cheap. Elohim would benefit from the free sage, they're going to start collecting GPP in earnest soon. And the beaker boost would be small but useful.

  • We're building a reaction defense force, catapults and wolf riders and Moroi, and soon chariots as well. Idea here is simply to use our roads to kill anyone who invades. It's not yet enough to stop all three Priests of Winter, but we haven't yet convinced team Clown to take us that seriously, they seem to be using the PoW on defense instead.

  • We've got a screen of scouts out, for a combination of collecting animals and preventing surprises (especially spider surprises). We've been ridiculously lucky with them. We've got something like 7 griffons and 2 spiders and a wolf captured, with minimal casualties. I think we've lost one scout. Every time, we set up a bait scout and a capturing scout, bait with poor odds (although admittedly, in defensive terrain), and every time we log in to find the bait scout riding his beatup new pet.

  • We're harrassing team Clown. Not yet particularly seriously, a spider and a few axes and wolf riders. Idea here is to use our hammer advantage to force them to spend on non-mage military, in this era. Hopefully we can get them to garrison every border city with a couple swords, and cover every worker with another. Stuff that will work now, today, to keep them safe from our harassers, but will die quickly to vampires and ogres. The trick, of course, is to do this on the cheap. We want the best hammer ratio we can get; practically anything better than 1:1 is probably a win for us given our hammer lead, but in an ideal world we provide just enough presense, spread out enough, to make them spend on units that won't be useful in 20 turns. So far we've accomplished giving a sword XP from a wolf rider and an axe, pillaging their rice, and destroying a worker/slave pair. But we see garrisoning their closest city a scout, 2 swords, a good Freak, and an Ice Elemental (so a PoW must be close). So we're actually kinda succeeding, there. We intend to spread out and make them do that in more cities, if we can.

    And in general, we want them to think and build defensively. Although we're building a defensive force too, the best way to defend our territory is to make them so focused on their own that they don't really think about invading us.

  • We're debating doing the same to team Wizard. On the one hand, the same arguments apply, or even more so - Amurite mages are a much scarier investment of their hammers than Amurite swords. On the other, ideally we'd be at peace with them and they'd also harass team golem. And they have Floating Eyes, so harassment would work slightly less well.
Our current tech plan is simple: Currency! More trade, and the ability to finally get around the Clan barbarian penalty/no libraries. Consumption will be a nice bonus.

After that, it's less well defined. We want a whole grab bag of techs, but exactly which order to get them in is iffier:
Festivals - Consumption happiness to replace the temples, and Market cash is handy regardless.
Hunting - mostly for the ivory, furs, and deer, although Hunters would be good insurance against a Priest of Leaves invasion
Animal Handling - non-Lacuna sight!
Archery - Lumbermills, chop improvement, maybe a smidgen of actual archer builds
Knowledge of the Ether - shamans with free Haste to boost our whole army. Plus a few other useful spells, and a prereq for AV.

Feudalism - Vampires
Iron Working - Ogres and beefier vamps
Corruption of Spirit/Philosophy/Priesthood - Monks and Ritualists

Everytime we discuss it, our plans shift a bit, but I think the current plan is something like:
Currency -> Hunting -> Festivals -> Archery -> Feudalism -> Animal Handling.

The basic idea is to finish the last few key econ techs, then go straight for the jugular with vampires. There's still enough room for peaceful expansion, and enough effectiveness with Moroi and Chariots and Cats, that we don't need to improve our military tech quite this instant. Plus we'll be following in the footsteps of the other teams on the econ route, and hence continue to get the known civ bonus to our GNP. Finally, we've still enough economic investments desired, and cities to grow, that we couldn't make full use of something like Feudalism even if we had it tomorrow. Too many Manors and Training Yards unbuilt, too many Warrens in progress, too many cities that still need to grow up.

That'll take long enough that we'll want to reevaluate, but Iron Working is likely to be soon after. Vampires' summons are likely to be good enough for collateral, that we'll want high Str above all. I honestly expect Vampires to be sufficient to rule the world, if we press them hard enough, except during the arcane lacuna where Ogres will rule the roost instead. If I'm wrong about that - or if we feel the need for more vampire food - then we'll take Ashen Veil instead and go on to Infernal Pact.

We don't yet have any defined plans for dealing with the other teams. It's pretty much simply a plan to grow and build and take opportunities as they come, right now. Maybe that'll change once we have a big enough military to try something fancy - but we also don't want to invite defeat in detail.
EitB 25 - Perpentach
Occasional mapmaker

Reply

Wow.
3 hours PRE-Mages!
Wow.

Need time to digest that post, but for now, do divine spells get blocked by Lacuna?
Also, I've heard it said that it is the preist line that benefits the most from the amurite set-up (as opposed to wizards), due to Gonavan.
Do you plan to invest much (at all?) into mages? That looks late for KotE (still, my last two games were Keellyn/Dain, so my perception is probably warped somewhat)

Oh and thanks wink
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

Quote:Wow.
3 hours PRE-Mages!
Wow.
Won't claim we're exactly efficient about it either, mind.

Sadly for you, the turn just came around again. So pics may wait a bit longer.

(December 4th, 2012, 20:34)Qgqqqqq Wrote: Need time to digest that post, but for now, do divine spells get blocked by Lacuna?
All magic is blocked frown. Might even include worldspells.

Quote:Also, I've heard it said that it is the preist line that benefits the most from the amurite set-up (as opposed to wizards), due to Gonavan.
It's argued, but I don't think that's really true. At least in EitB. The advantage to priests is that they're born with Channelling II, but new Arcane gets XP fast enough that Amurites don't really have trouble making sufficient mages. I don't think it's worth the tech detours, or waiting until Govannon for Fireballs.

Now, Firebows, those can be quite useful, but that's because you can really get them early if you try.
Quote:Do you plan to invest much (at all?) into mages? That looks late for KotE (still, my last two games were Keellyn/Dain, so my perception is probably warped somewhat)
Haste Shamans will be very useful. Beyond that...not unless our shamans are lucky with their XP growth. Good chance we don't even research the mana techs, let alone Sorcery. Well, we might pick another utility spell or two to give Shamans, Spring would be handy for instance. But mostly we're going to ignore it, without Arcane or a tech lead or Summoner, we can't do mages as well as the other teams. Better to focus on what we can do well, than to try to fight Keelyn or Valledia at their own game.
EitB 25 - Perpentach
Occasional mapmaker

Reply

One thing I really like about FFH2 (maybe its just EitB, been ages since I played vanilla), is that it takes hardly any time for cities to be profitable - you really can go ICS, but because of increased costs+inevitable harder opponents, it doesn't seem to dominate the game, and quickly the focus shifts back onto war (at least in SP).
I never really feel like I'm battling my economy, more my opponents.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

For the record, this:

Thoth in the banter thread Wrote:and BTW:

Warbaxia: We see what you did there. nono

Is complete and utter bullshit.

I've no idea what, if anything they've just done.

I just couldn't resist screwing with their heads a bit if they try and figure it out. wink
fnord
Reply

(December 4th, 2012, 20:34)Qgqqqqq Wrote: Need time to digest that post, but for now, do divine spells get blocked by Lacuna?

Other than "Found Temple" yes.

Quote:Also, I've heard it said that it is the preist line that benefits the most from the amurite set-up (as opposed to wizards), due to Gonavan.

Depends. wink

Priests with Govanon are insta mages with base str 5. But they have to spend promos for their t2 spells instead of getting some for free via multiple mana nodes on upgrade. And they don't get the benefit of Arcane Lacuna or the Arcane xp boost. And they require Phood, a religion and Arcane Lore + 240h into Govannon + either nodes developed for free promos on Govannon to teach or promos to be spent on Govannon (which means time and opportunity cost).

Hmmm.

On second thought. Just running up the Mage line is probably stronger in isolation.

With the Malkim on their team Priesthood has a lot of value in it's self. So Amurite Priest/Mages are a possibility.


Quote:Do you plan to invest much (at all?) into mages? That looks late for KotE (still, my last two games were Keellyn/Dain, so my perception is probably warped somewhat)

Eventually, yes.

But Vampires get us Body 1 adepts as part of the package, plus all their other shiney fun benefits.

With Charismatic Elohim and the small but non zero possibility of a GC spawn as one or more of our great people, insta mages via Tolerated Elohim (Orc) cities with Command Posts + FotT + Conquest is a possiblity.

The Arcane Spells offer us a lot of benefit even with just our palace manas and we have plenty of mana nodes available. we'll go here but it's not a mainstay of our gameplan. There will be a 14 turn period in the game when no magic is available thanks to AL.

That offers up some opportunities. wink
fnord
Reply

Braindump chatlog:

and the Macro is even more important.
10:26 PM I'd like to roughly divide up the empire into zones and play the turns with all three of us focused on that zone at the same time. We'll need to invest a bit of time wrt to macro first. ie where are the t104 OSH settlers going? Because that decision drives our micro.
10:27 PM cities need a minimum of two workers and two (preferably more including fast movers) units. Two Thanes would be nice to have on hand as well
10:28 PM but doing that requires knowing in advance what turn we're going to settle the city
if we can't get the workers/units to that location on time we need to relocate that city to somewhere we can.
10:29 PM Settlers are not our bottleneck to expansion
Mardoc: that makes sense
me: support units in the right place at the right time is
Mardoc: it's really messing with my instincts
me: smile
I know. I deliberately let you guys overbuild settlers on the theory that the scorched hand teaches best. tongue
but we need to recover
10:30 PM no need to panic over land yet
we still have some room. and we have Jonas
Mardoc: realistically that shouldn't take too long, 25+ cities can make a lot of workers and garrisons quick
me: We'll hit 50 workers (up from 37 t99) by t105
10:31 PM plus a couple
which is lots
but we have a worker shortage in the East
and a looming worker shortage in the south.
TBH: I'm regretting putting hammers into GLib rather than workers.
10:32 PM Mardoc: we're way short of southern workers, and have 10 in the north
seems kinda silly to improve 2 tiles a turn for a size 1 city while we're working grass forests in the south
10:33 PM in orcdom, that is
10:34 PM debating if you're right about the east. We're not exactly growing Elohim like weeds
me: I'm ok with the northern Worker numbers.
10:35 PM there are a lot of 2 move tiles to improve and LMs are not far away
and if all our workers are on the frontier building farms then we'll have none to build LMs for our core
But we need more workers in the est
10:36 PM even accounting for the queued Calabim workers. They cover our present shortfall but nothing left over for our eastern expansion
10:37 PM Mardoc: what eastern expansion? There's golems there
me: so we want another orc worker pair or two heading east soonish
we can still bag at least 4 sites
Mardoc: hmm. Well, ok, if we aim to double Elohim we're short on workers
me: but we need more support units over there
Mardoc: we've enough for the present cities
me: at least double
then backfill
10:38 PM Yes. We're ok for now, but we don't have enough for breakneck expansion.
10:39 PM Mardoc: and that's the direction we want combat roads the most, on top of everything else
me: So Elohim cap stays on worker duty for a bit, and we push out a pair from the Glib city once we either finish it or get failgold
tequilla spits out the current warrior plus another pair then finishes up the SW.
10:40 PM Mardoc: sounds reasonable. Certainly more urgent than Nat. Epic
me: that's workers and boots in the pipeline
agreed
We should have finished up another WR pair at eot 101. We need that in the East as mobile defense
Mardoc: mixed feelings on boots. I want wheels and bloodsuckers. But I'd feel really stupid losing a city to Loki
10:41 PM me: Minimum 2 unit garrison from this point out. Preferably G1 Archers on hills.
but G1 wars will do for now
plus cover
Mardoc: think after the wave of libraries in Calabim, we need to ensure we're covered in TY and Siege Workshops
me: and local scouts for Spider spotting
10:42 PM Mardoc: and Moroi, for that matter
me: "Wave" = 4. smile
Mardoc: hey, that and the Baths is like 80% of our hammers
at the moment
me: Yeah, TYs are up most places and queued elsewhere
??
10:43 PM Oh gotcha
2t cats once Mil State is in BTW. smile
Mardoc: that'll help. When can we swap over to chariots? 5 cats enough?
me: Speaking of which: We need a SW in orcland pushing out some cats as well to cover the Wizzard front
10:44 PM TBH: I'm not sure.
I'd like to start pushing out Chars from Tequilla ASAP, but that's looking like ~8/9 t from now
10:45 PM Mardoc: no, we don't. Leave the Calabim on cat duty longer, build some orcish chariots then
me: 3x warr + ty...
Sw
Mardoc: catapults don't get helped by warrens
chariots do
me: Right.
10:46 PM Coors I think. It has the hammers to build them in reasonable time. (double check in game wink
me: Warrens are cheaper when built with MS boosted hammers run through warrens than building them locally. smile
10:49 PM Mardoc: hmm. Forgot about the hammer bonus
might mean the cheapest way to SW is to build a pair of SoK, then have them build at home?
me: BTW: Ellimist will probably need to be convinced that the new mainland port needs to build 3x WB ASAP without screwing around with Warrens
OH.
10:50 PM yes actually.
doh
missed that
lol
me: Turn advantage is more important than efficiency (usually)
10:52 PM Mardoc: well, yes, but efficiency usually ends up causing turn advantage in the long run
just not always
me: Developing these islands is going to feel slow as mollasas without the Lanun. lol
Mardoc: yeah, and they even have a lot of forests to chop it looks like
10:53 PM me: Yes. But we don't have the workers to do it yet
Mardoc: hell, we're not even perfectly sure the islands are actual islands
me: Which is fine for the moment, they're being productive and some of those hammers can go into WBs
lol
True
10:54 PM But we're settling it regardless.
just out of spite.
Mardoc: it feels so reckless to sail a loaded galley into the fog. Even if its really only like 85 hammers of units on board
me: I know. I really wanted the griffon as a spotter.....but then I found out that griffons only see one tile on water
10:55 PM which makes them useless as naval scouts
Mardoc: use-impaired wink
me: galleys are only 33h and start with Sentry 1
speaking of griffons:
What on earth are we going to do with our 7 griffons?
I've no idea
lol
10:56 PM Mardoc: if the other quadrants are like ours, peaks are pretty dense. Could just park them in Luch lands, to make them nervous
until they get Fireballs, anyway
fnord
Reply

(December 6th, 2012, 01:29)Thoth Wrote: Mardoc: hell, we're not even perfectly sure the islands are actual islands


Active in:
FFH-20: Jonas Endain of the Clan of Embers
EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth



Reply

There enough room for two cities on that?

Nice ancient forests, btw.
-- Don’t forget.
Always, somewhere,
someone is fighting for you.
-- As long as you remember her,
you are not alone.
Reply

(December 6th, 2012, 03:35)Mattimeo Wrote: There enough room for two cities on that?

Yeah. Cities can't be placed within two spaces of each other unless they're on different landmasses. We'll have to place one city north of the fish and the other south of the crab if we want to keep both of those ancient forests.

(December 6th, 2012, 03:35)Mattimeo Wrote: Nice ancient forests, btw.

Yeah, that was a nice surprise. I believe EITB allows us to lumbermill them as well.


The island or peninsula to the north has an ancient forest (plains) as well, so that may be something that extends further into the corners of the map.
Active in:
FFH-20: Jonas Endain of the Clan of Embers
EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth



Reply



Forum Jump: