Well, I don't know if this thread is a bit premature, but as I've read the player threads already and the tech thread suggests this game is over I'd thought I'd get this up.
I'm impressed by Mardoc's pregame analysis of our team, which is pretty much spot on with how things worked out:
I guess not.
IMO our 3 biggest mistakes:
1) Picking Varn instead of Decius. We really could've used a civ with a production boost, considering it was by far our biggest weakness. Watching the MFG of the big three (Clan, Luchuirp, Vamps) were painful. We did not use nearly enough cash rushing to keep up, getting Warfare after Sorcery, so with no real production on our team we weren't really able to do anything compared to what others were doing. In retrospect Varn didn't do anything this game that Decius couldn't have done better except for mage upgrading which Valledia does better then Varn anyway.
2) Not expanding fast enough. Somewhat of a consequence of 1), but there are also a couple of other reasons. Firstly Kurio's had some major barb troubles when trying to escort settlers to megacity locations and were not able to settle their 3rd city until after HBR (should've got BW sooner). Also Malakim should've adopted City States and REX all the land around Kurio's ASAP, not having a lot of cities crippled us late (having Decius do this instead would put us in a competitive position IMO).
3) Giving each civ to a particular player. Perhaps this is a weakness relevant to teams, but we really should've done what Mardoc suggested. (I handle most of the micro/turnplaying, Amelia comes up with wacky macro ideas which nabaxo and I determine are good or not) Instead we had 1 player play per civ, and that definitely has some consequences (Amurites were decent, Kurio's OK, Malakim not that good).
I was initially surprised that this was a fun game to lurk, consider the complete lack of posts in the lurker thread (and lurker posting in general). Considering the lategame showdown that was going on on the other side of the world I can see why, but the micro required of a team game combined with the technical issues this game had, it wasn't the most fun I had playing. I commend Hart for hosting the game and sticking with it as long as he did despite his terrible in-game position, but we should really stick to PBEM's for FfH. The long pauses never helped and once the stats page was lost it really wasn't that great.
Two things I'd suggest for future team games though, firstly players in teams need to be a bit more balanced. This is more of a concern in teams because people with similar skill levels usually team up with each other from playing normal games against each other. I realize this is hard to put into practice, but Reddit didn't really have a chance at all, and our team wasn't that much better then Reddit compared to the lineups from the other 2 teams.
The other thing is a ban for Clan and Kurio in all future team games, these 2 civs are extreme since no-one can really compete with them at what they do best, and they are balanced in the normal game by having somewhat severe disadvantages that don't apply if you have teammates making up for it (v8 luchuirp too maybe, but not in the current version). Obviously we didn't play Kurio's anywhere near their potential, but Clan certainly did.
Fun game overall though, willing to play another team game again at some point if the 2 points above are addressed.
I'm impressed by Mardoc's pregame analysis of our team, which is pretty much spot on with how things worked out:
(May 15th, 2012, 10:02)Mardoc Wrote: nabaxo/Amelia/WarriorKnight
I'm not hugely impressed with nabaxo's performance in XIX
Amelia is erratic. Flashes of brilliance, can get locked into a plan even if it's not a good one, doesn't have the micro to back it up. Still, stick your hand into a bad spot and he'll bite it off.
WarriorKnight, though...his Elohim were pretty strong in PBEM3. Although he underestimated Thoth like everyone else, I don't expect that to repeat.
These three - it depends on how they mesh as a team. If WK ends up doing the micro for Amelia's flash of brilliance, with nabaxo helping tweak, then they'll be formidable. If nabaxo does the micro while Amelia gets stubborn about a silly plan and WK goes off and does something else, not so much. I think they're in different parts of the world, to add insult to injury.
Cardith of Kuriotates
Varn of Malakim
Valledia of Amurites
This is a power trio. They have a nice mixture of econ/other, and Kurios are excellent for a teamer, of course. I would be happy to play this trio ourselves, actually. The one thing they're a bit lacking is hammers, but of course that might be compensated by the land or a cash rush civic.
But - they're powerful in three different directions. There's not a tech on the tree they can safely ignore. I expect this to hurt their team dynamics, and potentially cause them to ride madly off in all directions. If they can decide on one to emphasize, with the others as support, then we might need to worry about them. Particularly if they end up emphasizing the Amurites. If they try to research Stirrups, Priesthood, every religion, and Sorcery all at once, then we can safely build past them and crush them at leisure.
(May 15th, 2012, 10:02)Mardoc Wrote: To sum up? Flip a coin. They have all the ingredients to win, the question is whether they have the skill to execute.
I guess not.

IMO our 3 biggest mistakes:
1) Picking Varn instead of Decius. We really could've used a civ with a production boost, considering it was by far our biggest weakness. Watching the MFG of the big three (Clan, Luchuirp, Vamps) were painful. We did not use nearly enough cash rushing to keep up, getting Warfare after Sorcery, so with no real production on our team we weren't really able to do anything compared to what others were doing. In retrospect Varn didn't do anything this game that Decius couldn't have done better except for mage upgrading which Valledia does better then Varn anyway.
2) Not expanding fast enough. Somewhat of a consequence of 1), but there are also a couple of other reasons. Firstly Kurio's had some major barb troubles when trying to escort settlers to megacity locations and were not able to settle their 3rd city until after HBR (should've got BW sooner). Also Malakim should've adopted City States and REX all the land around Kurio's ASAP, not having a lot of cities crippled us late (having Decius do this instead would put us in a competitive position IMO).
3) Giving each civ to a particular player. Perhaps this is a weakness relevant to teams, but we really should've done what Mardoc suggested. (I handle most of the micro/turnplaying, Amelia comes up with wacky macro ideas which nabaxo and I determine are good or not) Instead we had 1 player play per civ, and that definitely has some consequences (Amurites were decent, Kurio's OK, Malakim not that good).
I was initially surprised that this was a fun game to lurk, consider the complete lack of posts in the lurker thread (and lurker posting in general). Considering the lategame showdown that was going on on the other side of the world I can see why, but the micro required of a team game combined with the technical issues this game had, it wasn't the most fun I had playing. I commend Hart for hosting the game and sticking with it as long as he did despite his terrible in-game position, but we should really stick to PBEM's for FfH. The long pauses never helped and once the stats page was lost it really wasn't that great.
Two things I'd suggest for future team games though, firstly players in teams need to be a bit more balanced. This is more of a concern in teams because people with similar skill levels usually team up with each other from playing normal games against each other. I realize this is hard to put into practice, but Reddit didn't really have a chance at all, and our team wasn't that much better then Reddit compared to the lineups from the other 2 teams.
The other thing is a ban for Clan and Kurio in all future team games, these 2 civs are extreme since no-one can really compete with them at what they do best, and they are balanced in the normal game by having somewhat severe disadvantages that don't apply if you have teammates making up for it (v8 luchuirp too maybe, but not in the current version). Obviously we didn't play Kurio's anywhere near their potential, but Clan certainly did.
Fun game overall though, willing to play another team game again at some point if the 2 points above are addressed.