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DaveV goes on the hunt with Volanna

Other players, keep out!

My new mascot, the Huntress:

[Image: huntress.jpg]
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The password is Huntress.
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Opponent analysis:

Ventessel - a new guy with no history. We've had some impressive newbies appear, but the odds aren't in his favor. MP opponents are much more dangerous and way better at growth and expansion than AIs, and SP play can build up some bad habits. Pre-game prediction: 5th place.
Cardith Lorda of the Kuriotates: in a long game, I think the limited number of cities will be a problem. Still 5th place.

DaveV - I think I've reached a point where my micro is competent and I can manage a decent economy. I've messed up my last few games with poor macro decisions, which I'll try to avoid in this game. Pre-game prediction: 1st place (everyone is printing their World Series tickets during spring training).
Volanna of the Svartalfar: the queen of animal capture. The Grand Menagerie might be nice...

Aurorarcher - a competent and dangerous player. Pre-game prediction: 2nd place.
Kandros Fir of the Khazad: the dwarves have done well in a couple games, but I don't think they're as strong as the Calabim or Volanna. Drop to 3rd place.

jalapeno - he's put in a respectable showing in a couple games. I rate him just behind Aurorarcher, so: Pre-game prediction: 3rd place.
Dain of the Amurites - the ultimate slow starter, with the possibility of some bulbs to speed things along a little. Still, I'll drop him to 4th place.

Dreylin - a BtS veteran, but still somewhat new to FfH. Pre-game prediciton: 4th place.
Decius of the Calabim: another slow starter, but they get their good stuff a lot earlier than the Amurites. With Q to help him with game mechanics, I'll bump Dreylin up to 2nd (even though I think Flauros is a better leader than Decius now).
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My theme for this game: Creative. I think it's an underrated trait, very useful for somewhat cramped map.

1. Flauros. Probably stronger than before, since GM is now 80 hammers instead of 120. It loses its -20% maintenance feature, but you can now build a regular courthouse for -40%. Plus, I discovered a dirty little secret about the vampires, which I'll reveal if I get this pick.
2. Volanna. Fawns are still overpowered, but it takes some work to get there. Economy vs. Leaves rush is a tough balancing act.
3. Keelyn. Carpet of doom for the win (and for 2-hour turns banghead).
4. Varn. Not strictly Creative, but I like him better than the other options.
5. Ethne. Ahead of Arendel because Volanna will be in the game and I don't enjoy the Ljos. But if I end up playing as her against my top four picks I don't much care for my prospects.
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So, whatcha thinking in terms of civ? I haven't noticed any particular defaults for you.

Edit: Hah, I posted that just a little too late

Editedit: I tend to think the value of Cre isn't so much about a cramped map, as it is about giving you a lot of options for cities 2-5 that don't either lean on Palace culture or have to have monuments. I guess it helps a little on the borders with other civs, but that seems minor to me in comparison.

Gotta admit, none of those Cre leaders are weaklings!

And now you've almost convinced me to argue for the other players to not pick Vamps. I thought we knew everything about them by now?
EitB 25 - Perpentach
Occasional mapmaker

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(May 8th, 2015, 07:26)DaveV Wrote: 5. Ethne. Ahead of Arendel because Volanna will be in the game and I don't enjoy the Ljos. But if I end up playing as her against my top four picks I don't much care for my prospects.
But what if you play her against Alex, Sum/Orgchickwhosenameescapesme, Perp, and, um, Varn?
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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(May 8th, 2015, 08:51)Mardoc Wrote: Editedit: I tend to think the value of Cre isn't so much about a cramped map, as it is about giving you a lot of options for cities 2-5 that don't either lean on Palace culture or have to have monuments. I guess it helps a little on the borders with other civs, but that seems minor to me in comparison.

Yes, that too. Culture is hard to get in EitB, and CRE gives a lot more flexibilty in city placement. Plus the ability to flip barb cities. And 40-hammer Carnivals are actually not a bad deal.

(May 8th, 2015, 08:51)Mardoc Wrote: And now you've almost convinced me to argue for the other players to not pick Vamps. I thought we knew everything about them by now?

Not quite everything mischief.

(May 8th, 2015, 09:02)Commodore Wrote: But what if you play her against Alex, Sum/Orgchickwhosenameescapesme, Perp, and, um, Varn?

Then Elohim are still weak sauce. The field is strong enough that I don't expect to be able to vacuum up a bunch of another player's cities and gain something from Tolerant.
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Finally underway, after some mysterious technical issues.

My starting position is on a river, with lots more river tiles in view. Since I'm an elf, I can move onto the forested hill for a better view:




Look, it's a cute little barrow! I expect the skeletons to be very cooperative in giving XP to my units.

Here's a view of the south, with score mouseover:




Looks like Dreylin already fired off River of Blood. First turn is generally the best time for that, I think, so no criticism from here.

Settings:

[Image: 43-0_settings.jpg]

Looks like Kragroth followed directions in every respect I can check. If anything, he may have erred on the side of super lush. This start looks like food heaven.

A word on early strategy: I'll go calendar and switch to Agrarianism, just like everyone else, and farm the unforested tiles. It takes 5 turns to farm a clear tile and 7 to farm a forest; an agrarian riverside farm gives 4 food and the all-important 1 commerce; a farmed grassland forest gives 3 food and 1 hammer under Decentralization, and 4 food under Agrarianism. Spending more worker turns and sacrificing commerce just doesn't make sense until I can grow Ancient Forests. At that point, I will presumably have some cottages to generate commerce. I'll be spending most of my time building workers and settlers, so food=hammers most of the time.
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Turn 1:




Items of note: a shipwreck west of the corn. I'll need a city on that lake, a flier, or a water walker to pop it. Borders popped at EoT, revealing nothing new.
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Turn 2. More exploration.


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