(February 1st, 2013, 00:44)Qgqqqqq Wrote: Honestly concession is probably the most likely victory, and this goes for any game tbh.
Indeed...
Another turn in. As expected, I conquered Yell0w's city of Rauch:
No losses on my side, but my army might need a few turns to heal. After the battle, Illusionary Kithra went west:
Yell0w's got a stack of three axemen there. With mobility promos, they could reach Rauch and do some damage to me.
So I pillaged the road. Hopefully that'll make me safe from counterattack.
Also conquered this barb city:
It's literally at the other end of the world from my capital, so I razed it.
Pillage gold was enough to promote three more satyrs. Almost enough to catch up... except, I got another satyr candidate this turn.
Got a great prophet at EOT. Options:
1) Bulb corruption of spirit? That's a negative.
2) Found Empyrean with my ecclesiastic, and build the shrine. If I do that in the capital, it'll let my PoL start with a second promotion.
3) Settle the prophet (not worth much at this stage).
4) Keep it, saving for a second golden age.
I'm probably going with 4). Looks like my next GP is due in 14 turns. That sounds about right for swapping into endgame civics (republic/consumption).
Is that a popped empy guy?
save for GA if you think it'll last 14 turns, otherwise make the.shrine (IMO).
Are those the normal sidar colours?
They look wierd...
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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.
Yell0w underestimated the reach of illusionary Kithra:
Captured a worker and pillaged a mine. Kept the illusion where it was; apparently illusions heal after capturing workers?
Anyway, he probably can't kill it and recapture the worker.
That's his capital next door, guarded by four bronze axes. I positioned a strike team to move in next turn:
After that, it'll be just mopping up. Yell0w has two cities other than his capital. Griffon flew by one this turn; it has a single defender.
(February 2nd, 2013, 15:50)NobleHelium Wrote: Wait, how did you get an illusory Kithra?
Black Mirror, probably.
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.
(February 2nd, 2013, 15:50)NobleHelium Wrote: Wait, how did you get an illusory Kithra?
(June 5th, 2012, 22:32)HidingKneel Wrote: But you don't need to keep the mirror with Alazkan. If you give it to a strong unit without the marksman promotion (say, a religious hero), then you've got a cost-free way to break the top defender in pretty much any stack.
C4/M2/Commando Kithra with the Black Mirror means nothing is safe...
Quote:Illusions fully heal after every combat with a living creature. They're really good stack defenders.