It's time.
[Spoilers] Bobchillingworth is Tan, Rusted, and Ready
|
I actually already have my pick preference list ready to go, very unlikely to change:
1. Averax (Power pick, unique strategy in mind) 2. Perpentarch (FUN!) 3. Alexis (Power pick, unique strategy in mind) 4. Volanna (Power pick) 5. Auric (Fun, rush potential) 6. Charadon (Power pick, rush potential) 7. Garrim (Rarity value) 8. Random (Fuck it)
Really not thrilled about running v12.1, which clearly hasn't been properly tested. If we do anyway, then my new preference list is:
1. Averax 2. Perpentarch 3. Auric Falamar 4. Volanna 5. Charadon 6. Garrim 7. Thessalonica 8. Random
Quick picks explanation:
1. Averax- I think easily the most overpowered leader at the moment. Aggressive PZ, best trait combo available (AGG / EXP / BAR), buildable Mages w/ free spells @ KotE, base 2-move Champ equivalents w/ Charm @ Sanitation, free units via Planar Gates, decent synergy w/ Runes, Veil, OO, Empyrean, Leaves. Only real weaknesses are PZ being inferior in some aspects to regular aggressive Axes, functionally lacking a hero unit, and being kind of hammer-thirsty (but, then again, you save a lot on Settler costs). I'll be pretty amazed if I land this one. 2. Perpentarch- Powerful arcane game, best WS, enormous happy cap, Freaks essentially allow you to pay 5G for powerful mutations on Swords, Halls of Mirrors are absurdly powerful defensive buildings which should honestly just be removed from the game, fun in general to play as thanks to three random traits (at least one of which will almost always be useful). 3. Auric- Potential to unleash a PoW rush, very powerful arcane game, second-best WS, ability to make land unappealing to everyone else via Temples of the Hand, resetting tiles to ice (functionally grassland) allows for a lot of flexibility in running civics, FTW ritual allows for being a complete dick to everyone else. Falamar- Lots of water. 4. Volanna- Very powerful recon units, fantastic Leaves synergy leading to a strong late-game economy, surprisingly fast start even w/ Elven Workers thanks to starting w/ Agriculture. 5. Charadon- Potent game-long aggression potential, saves a lot of hammers thanks to not having to build most unit pre-req structures, surprisingly strong arcane game, excellent WS, picking means I won't have to deal with him as a neighbor. 6. Garrim- Strong Mages provide flexibility golems lack. Fast early game thanks to Mud Golems. WS can be exploited to provide several Great Engineers. Opportunity to try out a leader who almost never gets picked due to lingering prejudice from the vanilla game (where he has perhaps the worst default leader + civ combo). 7. Thessalonica- At this point I know I'll be facing a field of burly, Aggressive rushers, so I just want someone with a WS that will make me a less appealing target. 8. I'm doomed anyway, so who cares!
Here is your start for EITB PBEM XLVIII!
FYI: Your starting settler has the standard FFH2 bonus promo, so choose your capital wisely. I also "squared" it's initial view range to keep that the same for all players. The map was created according to settings requested in the thread, but as for what that ends up meaning exactly... you'll have to discover for yourself. Q wanted one week to make picks, so feel free to take up till then. However, once all 8 players have their picks posted, I will lock them in that instant. Good luck!
Actually... as much as I hate to say it, I can't justify keeping Auric in that list with land so lush. Replace him with Falamar. The rest should remain unchanged.
Here's your sim for EITB PBEM XLVIII:
http://media.rhizzone.net/civ/eitbpbem.b...wordWBSave You currently have a random leader set, but it is very easy to change: Let me know if you run into any problems! |