BobCW is Faeyrl Viconia of the Svartalfar
Bob is a solid player. He knows the mod inside and out, and in several categories I'd describe him as decent but not stellar: micromanagement, macro, metagaming. No obvious weakness, mind. Where he really excels is in finding creative off the wall plans - 80% of them turn out to be silly nothing, but that 20% that works, are going to hit you from a direction you never saw coming. He'll come up with a very clever combination of spells, or a unit special ability that seemed worthless, or go recruit units from the barbs. That's why I'm going to aim to cover his leader and civ in more detail than the rest of these guys - so that when he surprises us, we can at least figure out afterward what he did
.
Faeryl (Arcane, Raider) is probably middling-low power overall, say about 30th percentile of all possible leaders. The main reason for this is that she doesn't have any economic traits at all, merely war traits.
The fundamental bit about the Svartalfar is that they're elves. Which means they can place improvements of any type on top of forests, although the time to place it is not shortened - if it would take you 7 turns to mine + chop, it takes them 7 turns to mine + leave forest. Well, actually, their workers are lazy, with a -20% workrate, so it'll probably take them 8 or 9 turns. In practice, this means:
The above process is *slow*. The civ starts slowly, with lazy workers and no econ traits to help out. On top, he'll likely spend a bunch of worker turns on forest tiles that we won't. Even pushing hard, he's likely not into Fellowship of Leaves until T60, and doesn't have a Priest of Leaves out to plant forests until T80. Then PoL take three turns to improve one tile, and then he has to wait for each tile to improve. It's something like 3% odds per tile per turn to improve from New to normal forest, and the same to improve from normal to Ancient. He'll likely get some Ancient forests right away upon revolt, but not many. And then he'll have to painfully wait for the rest to improve.
On top, he's unlikely to go for Aristocracy, since that nullifies the main advantage of building on forests in the first place. But Aristo is the best economy in FFH - lots of gold, right away, for not much investment. Sure, he can eventually have size 30 cities, working every tile for bonus hammers and 10 specialists on top. But you can have, right away, twice as many cities at size 10, with bonus hammers from the Manors.
So...don't let Bob get to late game. He'll be awesome if he does. Fortunately, everyone else can see that too![hammer hammer](https://www.realmsbeyond.net/forums/images/smilies/hammer.gif)
Other Svart features:
Arcane means he builds mage guilds at half price, and more importantly his casters gain passive XP much faster than normal - fast enough that he can count on mages as a significant part of his army. He's likely to have mages as the bulwark of his force. That said...Svart are Illusionists. That means all their summons are Illusions rather than the base type. Illusions can't kill. In trade, when they win a fight against a living opponent, they heal to full. That means he can't go 100% mages, he's got to mix in, at the very least, enough units to kill the illusion-wounded targets. Usually you'd prefer non-illusions. A note for a possible detour: Illusions can be straight-up killed by the Empyrean Priest spell or by Dispel Magic. I don't think we'll want either Mages or Empyrean, but it's an option if Bob gives us more trouble than I expect.
Raiders means he can use everyone's roads. Nasty, nasty, makes it easy for him to hit anything weak in your empire near his army. Ideally, never build a road that he can reach.
But...nothing in there to help teching, nothing to help build infrastructure. So again, slow to get started.
The Svart have Sinister, which makes their Recon units have +1 Attack str. Which puts them up even with melee units. The only time I've seen that really matter is when using Scouts to choke someone, early. But even there, build some roads and you can kill the scouts off.
Elven also means their units double move in forests and have +10% to attack into them. This is fine, if you pay attention, but it can mess with tactics if you're not careful. Before you assume you're safe near Bob, look for forests and roads he can use.
A little thing: Kidnap. Svart recon units can kidnap settled Great Specialists from opponents' cities. Don't settle GP, or don't allow him into your cities, and you'll be fine.
Their worldspell is basically useless in multiplayer. Turns all their units Hidden Nationality. I suspect that if you're suddenly attacked by a lot of Barbarian Elven Hunters, that you can put 2 and 2 together and realize you're actually at war, unlike the AI.
Mind, Shadow, and Nature mana are ok mana. Only Mind mana is really all that good, though, until Archmages are available. It can give bonus beakers and GPP with adepts, making your military contribute to your economy a bit. The others give minor situational combat bonuses. I'm more worried about the mana he makes than the mana he starts with.
And, they have a strong hero with the best equipment in the game. Alazkan is a hero assassin. He comes with the Black Mirror, which lets the holder (he can pass it to other units) create an Illusionary copy of themself. So either he can give it to a strong stack defender, to take advantage of Illusion healing, or he can give it to a strong attacker and let them attack without fear, by using their duplicate instead. Or he can use it himself to weaken a unit before killing it personally.
Still - the only thing about the Svartalfar that's exciting is the elven economy. Everything else is a nice trick, but fundamentally unexciting and shouldn't swing a game. Pay attention to what Bob's doing, and we should be fine. I have a little bit of fear that he's seen an opportunity to use one of those tricks for a significant effect, but I'm not very worried.
Edit: Oh, yeah, something I forgot. I give Bob a 60% chance to end the game as Hyborem, not as Faeryl. Bailing to the demon prince is his favorite move whenever things don't go as planned. Most of the other 40% is the chance that someone else summons Hyborem before Bob can
.
Bob is a solid player. He knows the mod inside and out, and in several categories I'd describe him as decent but not stellar: micromanagement, macro, metagaming. No obvious weakness, mind. Where he really excels is in finding creative off the wall plans - 80% of them turn out to be silly nothing, but that 20% that works, are going to hit you from a direction you never saw coming. He'll come up with a very clever combination of spells, or a unit special ability that seemed worthless, or go recruit units from the barbs. That's why I'm going to aim to cover his leader and civ in more detail than the rest of these guys - so that when he surprises us, we can at least figure out afterward what he did
![wink wink](https://www.realmsbeyond.net/forums/images/smilies/wink2.gif)
Faeryl (Arcane, Raider) is probably middling-low power overall, say about 30th percentile of all possible leaders. The main reason for this is that she doesn't have any economic traits at all, merely war traits.
The fundamental bit about the Svartalfar is that they're elves. Which means they can place improvements of any type on top of forests, although the time to place it is not shortened - if it would take you 7 turns to mine + chop, it takes them 7 turns to mine + leave forest. Well, actually, their workers are lazy, with a -20% workrate, so it'll probably take them 8 or 9 turns. In practice, this means:
- Their start will be slower than average. Slow workers means tiles get improved later
- Mid-game, he'll start to have more hammers than a normal civ, as his forest tiles give their normal yield +1 h
- He's almost certain to go for Fellowship of Leaves. That'll let his forests improve to Ancient (+1 f, on top of the free hammer), and plant new forests. It also unlocks the Guardian of Nature civic, which gives +1 happy/forest.
- His cities will therefore have the potential, no matter where they are, to grow to ridiculous sizes, working lots of improved tiles that all have +1f/+1h.
The above process is *slow*. The civ starts slowly, with lazy workers and no econ traits to help out. On top, he'll likely spend a bunch of worker turns on forest tiles that we won't. Even pushing hard, he's likely not into Fellowship of Leaves until T60, and doesn't have a Priest of Leaves out to plant forests until T80. Then PoL take three turns to improve one tile, and then he has to wait for each tile to improve. It's something like 3% odds per tile per turn to improve from New to normal forest, and the same to improve from normal to Ancient. He'll likely get some Ancient forests right away upon revolt, but not many. And then he'll have to painfully wait for the rest to improve.
On top, he's unlikely to go for Aristocracy, since that nullifies the main advantage of building on forests in the first place. But Aristo is the best economy in FFH - lots of gold, right away, for not much investment. Sure, he can eventually have size 30 cities, working every tile for bonus hammers and 10 specialists on top. But you can have, right away, twice as many cities at size 10, with bonus hammers from the Manors.
So...don't let Bob get to late game. He'll be awesome if he does. Fortunately, everyone else can see that too
![hammer hammer](https://www.realmsbeyond.net/forums/images/smilies/hammer.gif)
Other Svart features:
Arcane means he builds mage guilds at half price, and more importantly his casters gain passive XP much faster than normal - fast enough that he can count on mages as a significant part of his army. He's likely to have mages as the bulwark of his force. That said...Svart are Illusionists. That means all their summons are Illusions rather than the base type. Illusions can't kill. In trade, when they win a fight against a living opponent, they heal to full. That means he can't go 100% mages, he's got to mix in, at the very least, enough units to kill the illusion-wounded targets. Usually you'd prefer non-illusions. A note for a possible detour: Illusions can be straight-up killed by the Empyrean Priest spell or by Dispel Magic. I don't think we'll want either Mages or Empyrean, but it's an option if Bob gives us more trouble than I expect.
Raiders means he can use everyone's roads. Nasty, nasty, makes it easy for him to hit anything weak in your empire near his army. Ideally, never build a road that he can reach.
But...nothing in there to help teching, nothing to help build infrastructure. So again, slow to get started.
The Svart have Sinister, which makes their Recon units have +1 Attack str. Which puts them up even with melee units. The only time I've seen that really matter is when using Scouts to choke someone, early. But even there, build some roads and you can kill the scouts off.
Elven also means their units double move in forests and have +10% to attack into them. This is fine, if you pay attention, but it can mess with tactics if you're not careful. Before you assume you're safe near Bob, look for forests and roads he can use.
A little thing: Kidnap. Svart recon units can kidnap settled Great Specialists from opponents' cities. Don't settle GP, or don't allow him into your cities, and you'll be fine.
Their worldspell is basically useless in multiplayer. Turns all their units Hidden Nationality. I suspect that if you're suddenly attacked by a lot of Barbarian Elven Hunters, that you can put 2 and 2 together and realize you're actually at war, unlike the AI.
Mind, Shadow, and Nature mana are ok mana. Only Mind mana is really all that good, though, until Archmages are available. It can give bonus beakers and GPP with adepts, making your military contribute to your economy a bit. The others give minor situational combat bonuses. I'm more worried about the mana he makes than the mana he starts with.
And, they have a strong hero with the best equipment in the game. Alazkan is a hero assassin. He comes with the Black Mirror, which lets the holder (he can pass it to other units) create an Illusionary copy of themself. So either he can give it to a strong stack defender, to take advantage of Illusion healing, or he can give it to a strong attacker and let them attack without fear, by using their duplicate instead. Or he can use it himself to weaken a unit before killing it personally.
Still - the only thing about the Svartalfar that's exciting is the elven economy. Everything else is a nice trick, but fundamentally unexciting and shouldn't swing a game. Pay attention to what Bob's doing, and we should be fine. I have a little bit of fear that he's seen an opportunity to use one of those tricks for a significant effect, but I'm not very worried.
Edit: Oh, yeah, something I forgot. I give Bob a 60% chance to end the game as Hyborem, not as Faeryl. Bailing to the demon prince is his favorite move whenever things don't go as planned. Most of the other 40% is the chance that someone else summons Hyborem before Bob can
![wink wink](https://www.realmsbeyond.net/forums/images/smilies/wink2.gif)
EitB 25 - Perpentach
Occasional mapmaker
Occasional mapmaker