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[SPOILERS]The Cheap Seats: Lurker Thread

Spoiled lurkers only!

shadesshades
fnord
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I note both Mardoc and HK missed Cassiel's buff in EITB. He starts Ind so he can get his 1st worker on the board fast in addition to his other charms. smile
Agnostic isn't horrible. After all, not being able to research Religious techs means more beakers available for other techs.
Grigori Medics are awesome.
Adventurer's Guilds are solid.
Main drawback is the difficulty of generating an early GS due to Adventurers. But a pair of Adventurers on the board early isn't exactly horrible. Esp on a huge map where they should have plenty of time to gain passive exp.

If you're playing for the long game and eventual Mage spam... Org at t70/Cha at t145 works like a charm if you've got the luxury of that much time. smile
fnord
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I wonder when that dang mapmaker will hurry up and finish the map already...
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 think Cassiel was pretty strong for mages even before EitB. How is Varn, though? He used to be the best for them, if I recall...just he was also the best at so many other things too.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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(January 8th, 2013, 13:55)Commodore Wrote: I think Cassiel was pretty strong for mages even before EitB.

Definitely. Adventurer's Guilds give +2 xp, plus adaptive for Cha as a first or second swap.

His main drawback is Ind for the first 70 turns. It'll likely save you some hammers (and turns) on your Brewery, but in FFH it's pretty meh until you're ready to start throwing down the Epics and maybe the Bazzar of Mammon.

In EITB, cheaper workers save you valuable early production hammers, plus they're built faster so not only do they do more work, you have more production turns to spend on other things. (like National Wonders. shifty )

I like Cassiel a lot better in EITB. smile



Quote:How is Varn, though? He used to be the best for them, if I recall...just he was also the best at so many other things too.

Varn can be very very good at Mages if he specializes in them. He can still be quite good even without heavy specialization.

But others can do Mages better.


Varn isn't the best at anything.


Except flexibility and adaptability.

He's quite good at a lot of different things. But therein lies the trap.

Because a lot of those shiney things are all over the tech tree.

He's Spi so he can swap civics and Religions often, he's Adaptive so he can grab a new trait at t70, and again on t145.
So it's very easy to fall into the "one more tech for one more shiney toy" trap with Varn.

Varn's strength isn't that he's excellent at something, it's that he's quite good at a lot of things.
fnord
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And all of this talk of Mages makes me think about Adventurer's turned Assassin. bash



OFC, Guardsman Arthrendain pwns Assassins
fnord
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Yall realize that EitB switched Cassiel's second trait from Ind to Org right? As in, a trait even more useless during the first 70 turns?
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*ouch*

>.<

Why, oh why?

That's two marginal leaders who got buffed by their Ind trait in EITB. And then got kicked in the nutsack for no good reason. frown

At least Org saves Cassiel some gold in Civic maint for the first 70 turns. *silverlining*
fnord
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and the other one was?
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Os-Gabella or Capria methinks, both had IND in FFH and lost it in EitB.
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