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Team [REDACTED] as [REDACTED] of [REDACTED] [SPOILERS]

Well this looks like a fun team, should have some good discussion.
I think our strongest point needs to be our ability to communicate with each other - as PB4's team 4 showed, we really need to make sure we function as one coherent whole, which means good communication and endless discussion smile
To kick it off, I think we should aim for the [REDACTED], as they have good synergy with our teams skillsets, paticularly if we can leverage the [REDACTED] for an [REDACTED]-game lead. We should make sure to follow [REDACTED]'s example from PBEM [REDACTED], paticularly the bit where [HE/SHE/IT] took advantage of the [REDACTED] to perform that best of strategies,
posting random youtube links at every opportunity.
wink

First things first, anyone is welcome in this thread! Lurkers, opponents - even mapmakers! (Okay the team-mates can read along too alright), but only lurkers should open the spoilers (which should be largely serious from hereon in).

By the way, for whoever rolls the start/civilizations (Merovech?) those should be spoilered too. Later players should have NO IDEA what is going on!
Yeah, this game is gonna be ridiculous popcorn popcorn popcorn

Edit: For those viewing this later, the lack of images is because dropbox changed their functionality. This is a common problem across the fora.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Okay, so who goes first then?

Courtesy of random.org:
DaveV
NC
Qg
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Ten turns per player? I think there'll be plenty of randomness without adding the confusion of variable shifts.
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I like 10 turns/player, it's so much easier that way. The less rolling we need to do as a team, the better.

If you want to say roll what you want to build, or what languages you want to put your google translate through, that's your decision!
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Yeah I'm up for 10 turns a player, helps to reduce mistakes/missing turns. That setup looks fine too (do we want to do 10 or 20 turns for the initial set?).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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To keep things consistent, I'd say ten turns for every set, including the first.
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Team name suggestion: QVC?
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Teammates only: password is
Random

Turn 0 report (no teammates!):

Luchuirp. Not one of the power civs. Our opponents are Amurites, Ljosalfar, and Lanun. Good huts and lairs will probably be the most important determinant of success.

I forgot to grab a screenie of the start. This one is after I moved my warrior onto Letum Frigus to check out the eastern peninsula.




I moved the settler onto the riverside plains hill and established the capital, which I meant to call Ginsu Knife.




Commerce-free zone bang.

Settings:

[Image: 31-0_settings.jpg]

Demos:

[Image: 31-0_demos.jpg]

Yay for enchantment mana.
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No teammates!

I corrected the spelling error in my leader name and renamed the capital.




The scout is going after the hut; the warrior is going to park in the capital and work on his fortification bonus.

[Image: 31-1_demos.jpg]

Everyone else apparently has +1 commerce on their 3-food tile; the two guys that didn't spend a turn moving to have a capital with 14 water tiles have no water tiles at all. The mapmaker hates us.
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No teammates!

Turn 2.

The free money event. It was good for 31 gold.

[Image: 31-2_event.jpg]

The scout is moving north to pop the hut. Not much else happening.
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