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Be Vewwy Vewwy Quiet! [Game 3 Session IV Mardoc v Northstar]

I don't actually have anything to show yet, as this game isn't started until I manage to find a little extra time (at home). It's just that I got the idea for the thread title, so I figured I'd use it before I forget.

I guess we might as well hash out overall strategy, while we're here.

So what's notable about this game? Northstar asked for map settings that fit his chosen civ well. The Lanun definitely like having water around, and a big map favors an economic civ like them.

That said, I think he made a mistake asking for Inland Seas instead of Waterways. Lanun naval advantages are pretty minor compared to the coves, and waterways gives tons and tons of nice coasts, perfect for coving up. Waterways also makes it harder to settle away from water, which is likely to be relevant with our cliché playstyles.

I could have argued against these settings, it was pretty clear they don't favor a scout choke. But I'm pretty sure I can win this anyway. From what I've seen in his other games, I wouldn't be surprised to find Northstar lose some of his advantages by micro and...questionable macro choices, too.

What do I expect from him? Honestly, bog-standard Lanun play. Build coastal cities, coves, research Octopus Overlords, build a navy and probably the melee line, come looking for trouble. Or else full-bore OO, with a Drown/Stygian invasion and no boats at all.

What's my gameplan? Jerkitude wink. That is, constant harassment. He let something slip in the map discussion: "One we reach a critical level of development where we're both ready for war, I don't see how a little wilderness between our borders is going to change much..." That strongly, strongly suggests a FFA/SP mindset, where you build just enough military to keep the AI from attacking and focus on economy. Then, when out of room or when you reach your preplanned fun tech level, bulild an army and attack!

Well...the Svartalfar are ready for war from T0, buddy. As HK pointed out, Combat I Sinister scouts can beat warriors anywhere outside a city, and they're only one victory away from Shock, after which they can beat even copper warriors. On top, they're 2-movers, and the forest-move ability gives them even more mobility. Done properly, I ought to choose all the fights, and have them at good odds. And they're cheap! It really doesn't take much damage for a 16-hammer unit to pay for himself. One worker kill per three built scouts, and I still come out ahead.

I can repeat this with either Fawns or Hunters, in the next stage of war. I probably want to add in Horseback Riding at some point early, too - for mobility promos and for a couple units who can pillage.

The biggest challenge I face is the sheer size of the map. It'll take me a while to find him, and it'll take a while for units to get to him. I may not be able to arrive with scouts before he's got something stronger. My test map had ~1150 land tiles - quite a bit for a duel!

Hmm. Although, looking at Seven's description of the map, that may be only because I didn't turn off the AI's to generate the test map. He says Mirrorland dimensions depend only on # of players, not on official mapsize. In that case...hmm. Do I want to propose an alteration to Northstar, to get something like what he's expecting? On the one hand, he's got the same ability to test the map as I do, and he agreed to Mirrorland explicitly. On the other, well, he asked for Small in the clear expectation that it would matter.

My gut says yes, I should inform him and find a different script. I want to bend over backward, so that when I beat him he has no excuse. I just don't want to spend the effort to find a new script and maybe negotiate all over again frown.

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Anyway, back to strategy talk, while I mull that over. And give a chance for lurkers to inform me if my understanding of Mirrorland is even right.

So, we'll want to get a bunch of scouts out early, regardless. Want to find my foe and start harassing him. But even if that doesn't work - we also want to work on animals and barbs. It shouldn't be hard to get scouts up to 10 XP/level 4. That gives a lot of options - really fast harassers, or Combat IV/Shock, or Capture Animal. I may show up late, but if I can show up with some really well-promoted hunters, that'll still work out. Or some spiders and griffons.

Now, as a backup plan, we also want to grow up fast and strong. I figure this is my best chance ever to get the Grand Menagerie, and otherwise we'll go classic elven econ: Fellowship of Leaves, big cities with an ancient forest on every tile. We're Creative, so we can afford to spread out the early cities in anticipation of growing tall. It's not exactly a tragedy if we end up working a whole bunch of specialists to go with our Ancient Forest cottages, so I shouldn't overdo it. Lanun gives him an advantage in quick start, but I expect micro can outweigh that. Elven econ is especially strong on a random map, because you can make food and happiness out of any terrain.

Elven econ doesn't actually require that much tech. Fellowship of Leaves, Education, Guardian of Nature, Priesthood, maybe the recon line. I can afford to skip magic, metal, and all kinds of other stuff, so long as I get the basics.

He'll go OO, so we want to stay away from the sea, but we'd want that anyway since sea cities are generally weak.
EitB 25 - Perpentach
Occasional mapmaker

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Quote:He says Mirrorland dimensions depend only on # of players, not on official mapsize.

This is correct. Mirrorland generates a block of terrain (hard to check now, but I feel like it's 20x20 or 40x40 per player?) and then iterates that in a certain pattern determined by number of players. So if you went small (5 players iirc?) then that's 200ish land tiles per player (inland seas/waterways gives ~ 23% water, iirc, so ~300 total tiles per player?). Small (and other mapsize settings) therefore only matters for determining the cost of techs (and maintenance).

Edit: Maybe I should post this in the main thread? I get the feeling a lot of player aren't really understanding what these mapscripts do.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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You should listen to your instincts and try to persuade. He does not have to agree. Being used to being an SP builder, he probably wants as much space as possible so small map size is probably ideal in his mind especially against fast moving aggressive svartalfar.
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You could just suggest that he try out the mapscript himself and look at what it generates in the worldbuilder.
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Yeah, sent him a PM. I didn't have time to start the game anyway just yet, so there's no point in being in a rush to lock in settings.
EitB 25 - Perpentach
Occasional mapmaker

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Agreed, best to inform.

Also: you don't even need kills to come out ahead. Just penning him up in a city (so he can't build new improvements) or send out settling parties is a victory for you. Or, if you arrive with less force, requiring him to build larger escorts for his workers and settlers. The damage is harder to quantify without an exchange of units, but it's still there.
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(February 13th, 2015, 17:36)Mardoc Wrote: Elven econ doesn't actually require that much tech. Fellowship of Leaves, Education, Guardian of Nature, Priesthood, maybe the recon line. I can afford to skip magic, metal, and all kinds of other stuff, so long as I get the basics.

Way too early to say for sure, but one thing I probably wouldn't skip is Military Strategy. A free Great Person is always nice, and
the Heroic Epic could be handy for spamming Priests of Leaves. I'd prioritize that over Priesthood and Guardians of Nature.
Also I'd probably ignore the recon line; fawns and satyrs should give you plenty of options.
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Ok, we ended up with this:



Hall of Mirrors
Thaw
Quick
Snaky Continents
Super wide width per player
Map Length 32 (smallish)
Resource distribution: Paradise
Climate: Mild Planet
Capital Boosting: All-around boost
No BFC improvements
Not Always War
No Tribal Villages
Wildlands
No Orthus
No Acheron
No lairs
All Unique Improvements

Should leave most of my strategic talk still relevant, except it ought to be even easier to find him on hall of mirrors since I can just head east (or west).

I went ahead and launched us. It definitely looks like we should move our capital T0 this time wink. Obviously stronger stuff, and I think Elven means we can even do it without losing a turn.




I'm sure we want Yggdrasil, and a plains hill capital too. That means non-coastal, which is frankly also a good idea this game. I'm torn on what should be the rest of the city.

My gut says site 2 and research immediately toward Animal Husbandry. Four strong food tiles ought to let us spit out settlers and workers like nobody's business. Sure, it's commerce-weak, but that's what the rest of our cities can be for.

I see a bit of potential in site 1 and Calendar directly. Early commerce is pretty valuable, and the site still has a good bit of available food. Plus potential fog. Biggest downside - I see only one farmable tile, the wines, and we'll even want to pave it over eventually. Silly to start with Agri and not even be able to use it.

Regardless of site, we'll want AH pretty early, since it appears that Pasture-food is Seven's favorite. And actually - Exploration is a moderate priority too, for the Fruit of Yggdrasil. And of course Crafting for the wines, and up to Education to start cottaging those forests. No shortage of things to spend early commerce on.

No particular rush to decide, I want to wait until Northstar is sure he's happy with Falamar still. He asked me to confirm Falamar lost Adaptive - which I did, but it turns out that was back in v9. Seems like the sort of thing he ought to be able to check for himself, though rant

No idea what he'll do with his settler. In his shoes, I would probably still go for my site 2, trusting in later cities to be able to use the sea. But in his shoes, I think he will focus more on theme, and end up either 1E of Ygg, or ignore it altogether and go 1N of the corn. Fish/corn/pigs and 2 coves is a great city, really, except that it would get started very slowly.

Password is 'vewwy'
EitB 25 - Perpentach
Occasional mapmaker

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(February 16th, 2015, 07:23)Mardoc Wrote: My gut says site 2 and research immediately toward Animal Husbandry. Four strong food tiles ought to let us spit out settlers and workers like nobody's business. Sure, it's commerce-weak, but that's what the rest of our cities can be for.

Definitely site 2.

AH sounds good. In addition to the food bonus, it'll unlock Subdue Animal for you, which is way better than usual.

The other thing I'd consider (but probably reject) is Chants -> Education. Commerce might be a problem, and Education is how you'll solve it.
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(February 16th, 2015, 07:23)Mardoc Wrote: No idea what he'll do with his settler. In his shoes, I would probably still go for my site 2, trusting in later cities to be able to use the sea.

As Lanun I'd plant W of the corn. Loses the Fish, but can still get two coves and you've got Yggdrasil food as soon as you pop the second ring. Also, plains hill.
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