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Your name is in the mouth of others, be sure it has teeth: a Tale of Mice & Centaurs

Gibberish gibberish gibberish...

















































... spoilers ahead and all that. No players beyond this point, lest you see what cannot be unseen!







With that out of the way, let's proceed. This is my first thread like this, I've been a silent lurker up to this point on RB but my love of Fall From Heaven and the thrill of competition finally drove me to propose this game (after realizing I was too late to join the last PBEM).

I will be entirely honest: if I win this game, it will be because the other players made horrendous mistakes and/or all killed each other and forgot about me somehow. I have zero competitive Civ4 multiplayer experience. This will be my first game of this nature. Thus, I am going to try to keep a low profile whenever possible. But not such a low profile that my neighbors decide I'll be easy to invade (hopefully).

I'm not a total incompetent, however. I cut my teeth on ye olde Civilization. On DOS. Good times.

I'll always remember my first game of Civilization because I had built my second city and was pretty excited about it. Then, in a storm of cliches, I met my first neighbor! And his tank. Several turns later I had been wiped out by the AI and thoroughly chastised.

Since then, I've played Civilization pretty religiously. It's probably telling that one of my favorite installments in the series was Civ II: Test of Time, specifically the fantasy game setting where you could travel between the different layers of the world (underworld, undersea, surface, cloud world) and there was a mildly obscure victory condition involving a bridge to Midgard or something... which leads us to Fall from Heaven, another great fantasy setting.

Despite all those turns logged, I've never gotten around to a multiplayer game that wasn't me and a couple friends/siblings playing hotseat. And we never really fought each other since we could see the other person's moves. So while I understand Civ pretty well, I have no instinct or experience at multiplayer warfare. One of my primary goals for this game will be to get some practice in the "C & D" department, figuring out what my opponents are doing and hopefully not getting blindsided too badly. My secondary goal will be to survive long enough to have a decent army and get some practice in MP warfare. Preferably with lots of fireballs.

So, a quick introduction - this game is being played with EitB v11, and the map is being made by Kragroth using a Torrusland base. Settings are in the setup thread if you want particulars. Going forward I will try to explain my decisions in some detail, both so that if there are any glaring errors in my thinking I can look back in shame on my foolishness, but also because hopefully I'll do a few things right in this game and some fellow lurkers will learn from those and my well documented mistakes. And then maybe they'll join in on a game of their own, and repeat the glorious cycle. Or laugh silently to themselves in the lurker thread as my civ fumbles around in the dark. Either way, someone's having a good time.

Without further ado. I submitted my picks as the following:

1. Dain the Caswallan, of the Amurites
I've never used Dain, but I really like the philosophical attribute and I enjoy the Amurites' special units tremendously. The extra fast GP generation combines very nicely if you run the pacifism civic early on, and since the Amurites are geared towards using magic that means quickly getting to Knowledge of the Ether. Conveniently, you pick up a lot of things that give you Great Sage points along the way, like the Elder Council and Libraries (both of which are sped up by Philosophical). So the synergy is great.

Furthermore, the arcane trait gives all my adepts two promotions: mobility and potency. Mobility is dependent on having Horseback Riding, though (correct me if I'm wrong?) so it's worth it to pick up that tech before building my adepts. Potency makes them gain XP faster, which is required to get them up to level 4 so they can become Wizards, the Amurite UU that replaces Mages. They all start with the Spellstaff promotion, which lets them cast twice in a turn at the cost of losing the promo (they break the staff... and apparently the Academy of Magic only gives you one of those ever.)

So if I get my top pick, the game plan is to hook up my initial resources and then tech HBR and beeline KotE. Secondary priorities will be to found either Runes of Kilmorph (for the money, to get more tech) or failing that to try and pick up Fellowship of Leaves. Both are good for the Amurites, and my high-level strategic plan is really just to play for time. The longer I wait, the stronger my mage armies will become and the more Great People I can spawn.

2. Cardith Lorda of the Kuriotates
This was my second pick because it works well with my default strategy, which is to turtle up and build vertically (remember that first game of Civ? Well, that works slightly better with the Kuriotates than with the Babylonians). Also a philosophical leader, Cardith has the extra advantage of being expansionist for extra fast granaries and settlers. So the Kuriotates come out of the gate quite strong, and are very flexible in terms of being able to concentrate on a particular area and excel at it. Their special ability is that their cities can work an extra ring beyond the second, so their traditional BFC has an extra three tiles on each side. The downside is that they can only build a limited number of cities (dependent on map size) with all additional cities being "settlements" that produce no buildings/units and never grow.

The Kurios have unique horseman replacements, centaurs. There are a variety of them, starting with Centaur Archers. They are slower than horses, but make up for it by being able to receive defensive bonuses. The additional mobility over foot troops helps with defending the mega cities.

Lastly, this leader has the adaptive trait, which allows the Philosophical trait to be changed to any other trait at certain intervals depending on game speed. I believe it's 75 turns on standard speed, but I may be wrong. I'll double check if I don't get my first pick. The beauty of the Kuriotates is their flexibility, in my opinion. They can do almost anything well if they focus on it, their only weakness is that they cannot produce a lot of units quickly since they have a limited number of productive cities. Since this is my second pick, I'll detail strategic thoughts if for some reason I end up with them.

3. Flauros of the Calabim
I honestly do not expect to end up with my third pick, but if for some reason my other two picks are taken them you can always default to vampires! Flauros is Financial and Organized, great traits for maintaining a large empire and large armies of blood suckers. The Calabim are a blast to play, but I put this down as my third pick because they're an inherently aggressive civ and like I said, I want to keep a low profile.

A little later on this weekend I'll start to take a detailed look at the competition and hopefully find out what leaders/civs will be played in this game. My goal is to keep this thread updated consistently (at least 2x/week) and to provide some amusement to anyone who happens to follow along as I likely run to my death at the hands of my far more experienced competitors.


P.S.
My only question is this: what's the best way to post screenshots from the game?
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Cool introduction, thanks!


I swear by Dropbox for screencaps. No ads, not much risk of your pictures ever mysteriously disappearing, and you can access them from any device with an internet connection.
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(May 8th, 2015, 22:24)Ventessel Wrote: Mobility is dependent on having Horseback Riding, though (correct me if I'm wrong?)

I don't think you need HR to get the free mobility promo. Pretty sure, though not 100%.

I really like dropbox for pictures too. Very simple to use, yet extremely useful.

I'll be ded-lurking, by the way.
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Dropbox it is! Thank you, gentlemen.
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I am 100%. You don't need HBR.

And yeah, dropbox is the way to go. Personally, I then rename all my pictures from a session to ThisSessionName.png, which causes it to spit out a bunch with only a number difference. This means you can copy and paste links with ease.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(May 9th, 2015, 06:02)Qgqqqqq Wrote: I am 100%. You don't need HBR.

To clarify, you need HBR in order to give Mobility to a unit who's already built - but a unit who is born with Mobility (like an arcane adept) still gets the promo without HBR.

You won't be able to give Mobility to warriors, or Firebows, without HBR, but your adepts don't care.
EitB 25 - Perpentach
Occasional mapmaker

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(May 10th, 2015, 06:59)Mardoc Wrote:
(May 9th, 2015, 06:02)Qgqqqqq Wrote: I am 100%. You don't need HBR.

To clarify, you need HBR in order to give Mobility to a unit who's already built - but a unit who is born with Mobility (like an arcane adept) still gets the promo without HBR.

You won't be able to give Mobility to warriors, or Firebows, without HBR, but your adepts don't care.

Thanks for the clarification, I wasn't sure if the free promos were only unlocked if you had them available or not.
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So, civ picks are in. While they're listed in the general setup thread, I plan on going into a little detail on my thoughts here (ok, maybe I lied... probably a LOT of detail since I tend to ramble.)

I got Cardith of the Kurios. Not my first pick, but honestly a stronger overall pick than Dain of the Amurites. More on this later.

The competition looks like this (in descending order of estimated threat):
DaveV as Volanna of the Svart
Dreylin as Decius of the Calabim
jalapeno as Dain of the Aumurites
Aurorarcher as Kandros of the Khazad

jalapeno and Aurorarcher each seem to have some FfH/EitB experience (this is Auror's second game on RB, jalepeno's third if my stalking, er... "research " is correct). On the other hand, Dreylin and DaveV are RB vets. DaveV has the most experience specifically with FfH/EitB, although I would say that he and Dreylin are equally experienced with Civ4 multiplayer (at least based on their RB activity. My level of intel gathering has not yet extended to the other Civ Forums such as CivFanatics... we'll see how obsessive I get, given that classes just ended and won't start until June 5th and work is pretty slow. The smart money is on intense stalker-ism).

Despite his unusual pick, I have DaveV pegged as the most dangerous long term threat in this game. He beats out Dreylin only because DaveV has a depth of experience with FfH that I don't see in any other competitors. He assisted Bob as a turnplayer way back in PBEM1 (which saw a Kurio win by Pocketbeetle, although there have been many changes to the game with EitB since then). By my reckoning, DaveV has played in PBEM14 as the Amurites, EitB PBEM29 as Furia of the Balseraphs, and also PBEM31 / PBEM33 (as Averax of Sheaim) / PBEM36.

DaveV has shown a willingness to run with interesting leader picks and make the most of them. If I had to guess, I would say that he picked Volanna mainly to try something that isn't seen often. He played Furia and Averax for similar reasons, it would seem. That doesn't make him less dangerous overall, and in fact it makes his strategy a little harder to predict. I'll have to look at Volanna later and see what particularly makes her tick. At first glance she's aggressive/creative, which makes for a STRONG early game. I'll have to watch out for that, hopefully being expansionist can help to offset the quick popping borders of creative if we get into a race for good land (which I'll need for my mega-cities)

Dreylin seems like a strong player overall, and his pick of civ is uninspired but very good. Decius is the ultimate Calabim warmonger. Raiders/Organized gives you lowered maintenance for cities, command posts (good for boosting a moroi rush with a free promo, and giving flexibility on civics as you don't need Apprenticeship), and of course the ability to use enemy roads. Decius appears to have been a consistently popular pick for the Calabim here on RB, and there is no doubt that he's quite powerful.

Looking at the other players, jalapeno stole my top pick (the bastard... nono ) but hey, whatever. I wound up with a really solid pick anyhows. Aurorarcher appears to understand the mechanics of FfH quite well, but it's tough to get a bead on his playstyle based on his one other game as Sheelba of the Clan (they tend to play rather differently from the Khazad, so there's little I can infer from that game). Both of these players appear to be angled towards a "turtle" playstyle, with the Amurites needing to wait until they can tech Sorcery for the real fun to begin and the Khazad just being a tanky, defensive oriented civ to begin with. I'll be curious to see if Aurorarcher opts to go for maxing out the dwarven vaults (and possibly suffering on his tech rate because of that) or if he just says 'screw it'.

No screenshots of starting positions yet, we're looking to start this game near the end of this week, though. I'll post some general strategic plans later on today for the Kurios (and rename this thread to reflect those plans).
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Consider Aggressive/Sinister scouts. Consider what happens if they can kill a wolf or warrior or similar, and become CI/Shock Str. 3/2 2-movers, while you're trying to operate with Str. 3 warriors.
EitB 25 - Perpentach
Occasional mapmaker

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(May 13th, 2015, 14:32)Mardoc Wrote: Consider Aggressive/Sinister scouts. Consider what happens if they can kill a wolf or warrior or similar, and become CI/Shock Str. 3/2 2-movers, while you're trying to operate with Str. 3 warriors.

Precisely, a very good early game opening. Interesting to note that the two more experienced players have opted for combat heavy civs (or at least ones with the potential to be very dangerous, the Svarts through the early-mid game and the Calabim through the mid-late game, discounting a moroi rush at the earliest possible moment which I think of as the start of mid game anyways.) This is not to say that the Amurites and Khazad cannot be made dangerous, but they're not quite in the same category of threat. Double hill moves and magic resist for the dwarves does lead to some interesting military options, though. Especially early game when road networks are minimal, treating hills as roads is sweet for exploring/attacking.

The Svart threat is made worse by the fact that there are no anti-recon promotions, while Shock gives a wicked +40% vs. everyone's warriors. I may need to look at either early archers for defense ASAP if I find myself next to Dave. Archery has the added benefit of doubling the hammers from chops, so if I have a forested start this will be a very high priority tech.
"Solve a man's problems with violence, help him for a day. Teach a man to solve his problems with violence, help him for a lifetime." - Belkar Bitterleaf
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