December 1st, 2014, 20:57
Posts: 10,090
Threads: 82
Joined: May 2012
For the lurkers, we ended up going with:
Hannah the Irin of the Lanun (Q)
Cardith Lorda of the Kuriotates (Kredom)
Jonas Endain of the Clan of Embers (REM)
I'm most worried about falling prey to an early attack or rush on us - we've gone for a very economy-heavy setup, which I think should be able to hold its own long-term against most combos, but it's a bit vulnerable early on.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
December 2nd, 2014, 07:15
Posts: 298
Threads: 4
Joined: May 2014
what tech should we start with?
December 2nd, 2014, 13:46
Posts: 10,090
Threads: 82
Joined: May 2012
Depends. Probably Calendar , assuming there are resources there, but depending on the caps layout Fishing orCrafting->Mining or AC->Godking might be worthwhile.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
December 2nd, 2014, 18:10
Posts: 2,893
Threads: 10
Joined: Aug 2014
Let's wait and see the start. Will influence it a fair bit!
December 3rd, 2014, 00:42
Posts: 10,090
Threads: 82
Joined: May 2012
Emailed it to each of you. I think its safe to say that fishing first is a definite (very glad we chose Lanun now ).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
December 3rd, 2014, 17:07
Posts: 10,090
Threads: 82
Joined: May 2012
Order is looking like Lanun top, Clan middle, Kurios bottom. Lanun founding 1S of the sign, Clan 1E, and I honestly forgot where the Kurios were.
Calender is looking like the first tech, probably closely followed by Fishing.
Q Email Wrote:Btw, did we ever discuss player order within the team?
Basically only matters when it comes time to attack, but there are a few thoughts on that:
Both Clan and Lanun want to go early in the turn order. This is because the clan will produce most of our spellcasters (shamans and any priest units) so we want their effects to apply to the maximum amount of units. Meanwhile, the Lanun will have our ships, and thus want the ability to deliver other civs units into enemy cities (not sure if I described that properly...)
Case can also be made for Kuriotates, as high mobility units, but probably not as much as the others.
Thus I think my conclusion is probably Clan->Lanun-Kuriotates, but I'm willing to be swayed.
Lots of other emails going back and forth, but I think I've summarized the conclusions of the rest.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
December 3rd, 2014, 17:58
Posts: 3,895
Threads: 26
Joined: Apr 2013
Further point for Clan first:
They'll be founding cities for the other teams. So if they go before the other team in the turn order we save a turn(sort of).
Point for the Kurios first:
They'll have the majority of our research power. So if they discover a tech on their turn, it's better if they're earlier in the order so the other teams get to use the tech earlier.
Clan -> Kurios -> Lanun?
December 3rd, 2014, 18:16
Posts: 10,090
Threads: 82
Joined: May 2012
Both good points. Definitely Clan first, then.
A part of me is envisioning a late game where the Lanun move into a conquered city and unload high-mobility (possibly raider) Centaurs which then try and cause havoc. Also, whilst the Kurios will certainly have a good portion of our teching power, I'm pretty sure we'll want to have the Lanun on 100% post-currency as well, and they will be working a lot of coast/ports.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
December 3rd, 2014, 19:43
(This post was last modified: December 3rd, 2014, 20:46 by Qgqqqqq.)
Posts: 10,090
Threads: 82
Joined: May 2012
Made a sandbox here.
Some annoying things that I found out whilst doing it:
*Lanun Silk is (almost certainly) forested. Boo!
*Lanun actually can't fit in three ports 1S. Combined with 1S having no 3fh tiles to start, and we aren't going there. I don't think there's anywhere where we can fit in three ports, so we're probably best to just found in place for the three hills + resources. Misses the eastern fish, but picking it up loses wine/silks/plainshill, so don't think it's worthwhile.
*Simming is impossible to do right in single player, even with debug tools. The AI advantages always catch you out, which took a while for me to realise.
*Enemy may not be east. There's definitely some sort of lake to the Kuriotates west, and whilst it's probably small, it doesn't do to make assumptions.
Edit:Some tech costs:
Calender is 10 turns everyone together, Kurio and Lanun worker is 10 turns, Clan is 9 turns. Fishing is 8 turns, or 9 if Kurio/Lanun revolt to agrarianism.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
December 4th, 2014, 07:55
Posts: 2,893
Threads: 10
Joined: Aug 2014
I vote clan lanun kurios in turn order. Also I still feel that the lanun settler should at least move 1NE to see what 2NE spot could offer in terms of a settle site. There may be hidden goodies in the fog! Also is it me or is my corn forested actually?
|