Secondary dedlurker checking in! Partly because...well, I've always disagreed with your approach to pre-bronze defense, and never been able to tell you since I've been global lurking
.
It seems to me that your typical pre-bronze defense is tuned for a single player Deity level type experience. You tend to build at least 2-3 warriors/city, and defend in the cities rather than at your borders. That's over-cautious for an Emperor game, which tends to stunt your growth and give you fewer options later on.
I would prefer if you built fewer warriors, and attacked out at the barbs instead of waiting for them to come to you.
Advantages:
More XP for your warriors. The first few battles are risky, but once you get Shock on a couple warriors, barbs cease to be much of a concern
Much less worker disruption
Cons:
A little bit swingier. You might have to emergency build a warrior here or there (although if you're fighting at the borders, you should have warning if need be)
.
Comments:
First, vulnerable to Tsunami is pretty much irrelevant for a capital. By the Priest era, you will either be fighting in your opponents' territory, fighting in no-man's land on the borders, or dying. If your opponent can get a stack to your capital uncontested, they've probably killed you regardless of whether they can use the best collateral or have to use something slightly inferior.
Best starting location depends on which civ you take. Lanun want to go 2NE or 2SE; cove-lakes are much much stronger than lighthouse lakes, after all
. If you end up with the Kurios, then you have to pick based on totally different criteria yet.
I don't know that I'd rate the Hippus absolutely first, though, at least not based on pure power. If you're rating them for fun, obviously that comes first, though.
I think they are awesome out of the gate, should be able to get an early tech lead and kill...and then being limited to four cities will cripple them before they can push all the way to an actual win. Possible exception: if you can swap to the Mercurians once you have a tech lead and a couple good sharable wonders. I'm confused at the current state of the mod - is that actually possible? It used to be.
Brian didn't comment, but I do like Perpentach very much as well. Good economic leader, lots of bonuses, puppets for the kill. Only real caveat is that you need to be on the ball to get full use out of him.
Other civs to consider:
Calabim are always strong. I'm guessing they're off your list because you want variety?
Luchiurp are surprisingly effective, so long as you plan your military to be chariots or mages rather than golems. Golden hammers are a very very nice worldspell, mud golems get work done, and I think they have decent traits too.
Sheaim. (Averax) - honestly, Expansive is just that good. Agg Pyre Zombies will let you get your first kill; Mobius witches will get you the rest of the way. Biggest risk is tech pace with a non-good starting tech and Bar on top.
Clan. I think they've been nerfed. I don't think they've been nerfed enough. On the other hand, if you don't put them first, Ellimist will take them anyway.
Mahala of the Doviello: Expansive is awesome - but she has a number of good assist tricks as well. Super cheap melee line with the spell-upgrades and no buildings required - either this is a successful early war, or it is a vast decrease in cost of a defensive military, letting you push the snowball instead. Worldspell lets you either win a war or play shenanigans with wolf pack uber-movement rate.
![wink wink](https://www.realmsbeyond.net/forums/images/smilies/wink2.gif)
It seems to me that your typical pre-bronze defense is tuned for a single player Deity level type experience. You tend to build at least 2-3 warriors/city, and defend in the cities rather than at your borders. That's over-cautious for an Emperor game, which tends to stunt your growth and give you fewer options later on.
I would prefer if you built fewer warriors, and attacked out at the barbs instead of waiting for them to come to you.
Advantages:
More XP for your warriors. The first few battles are risky, but once you get Shock on a couple warriors, barbs cease to be much of a concern
Much less worker disruption
Cons:
A little bit swingier. You might have to emergency build a warrior here or there (although if you're fighting at the borders, you should have warning if need be)
(August 13th, 2016, 18:01)DaveV Wrote: Thanks, Joey, for the quick turnaround on the map. And for a start with some interesting decisions to make.Can't see the screenshot due to my work firewall. Probably safe to assume you counted resources correctly, though
Thoughts on capital placement, in order of preference:
1. 3W: picks up corn (the best tile available in the starting area), wheat, silk, and reagents. Very good food, good commerce, riverside for future Deruptus. Next to a lake, though, so vulnerable to Tsunami. Can't build boats.
2. 2NE: picks up wheat, cow, fish (the latter two of which won't do me any good for a while), and two lighthouse lakes (which are a pretty meh tile in FfH). Good commerce, especially after researching hunting. On a plains hill, can build boats. Not riverside, vulnerable to Tsunami.
3. 2SW: best early commerce site, good food, not much production. On a plains hill, can build boats. Not riverside, vulnerable to Tsunami.
4. 2E: similar to my second choice, but trades dyes for gold. Dyes are typically available a lot earlier and provide nearly the same commerce. Riverside, but can't build boats and vulnerable to Tsunami..
5. 2SE: best food: four floodplains, clams, rice. All good but not great tiles. Desert hills are pretty poor tiles. Can build boats, riverside, vulnerable to Tsunami.
![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
Comments:
First, vulnerable to Tsunami is pretty much irrelevant for a capital. By the Priest era, you will either be fighting in your opponents' territory, fighting in no-man's land on the borders, or dying. If your opponent can get a stack to your capital uncontested, they've probably killed you regardless of whether they can use the best collateral or have to use something slightly inferior.
Best starting location depends on which civ you take. Lanun want to go 2NE or 2SE; cove-lakes are much much stronger than lighthouse lakes, after all
![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
DaveV Wrote:*Tentative* picks, awaiting input from my dedlurker:
1. Rhoanna: always strong, poor target for aggression. Starts with Agriculture, which would be great on this map.
2. Perpentach: I like the Balseraphs, and I think Perp is their best leader. Starts with Agriculture.
3. Auric Ulvin: Illians excel on marginal terrain, and there doesn't seem to be much here. Still a strong leader and civ. Starts with Exploration.
4. Cardith Lorda: Again, a strong leader of a strong civ. I suck at great people, so PHI is a bad trait to have. Cardith gets a lot better if the map size is Large or Huge, and worse if it's small. Starts with Agriculture.
5. Hannah the Irin: apparently the Lanun are pretty good. Who knew? Starts with Seafaring and Exploration.
6. Valledia the Even: the Amurites are always too slow to develop. Maybe a big game is what they need to come into their own. Or maybe they just get eaten first. Starts with Ancient Chants.
7. Faeryl Viconia: high mobility raider summons could wreck someone's game, but the elves are famously slow to develop. Starts with Agriculture.
(August 14th, 2016, 09:36)Brian Shanahan Wrote: Agriculture is the key, aside from traits. Three west is IMO the best site, two agriculture resuources, two calender resources and three hills, all techs you want quick.Generally agree here. Early tech is so annoying that
Quote:In my opinion what you want is a quick start with a dominating early unit that can scale. Early combat in the EitB PBEMs is generally far more rewarding than in BtS, even if you are only sniping a city to protect your borders, but the quicker you can get your big units out on the field the better in these games.Mostly agree, with a couple caveats. Quick start is much more important than UU. You can get plenty of work done with axes or horsemen if you're first to them. Also - pick someone who can keep expanding, and a smidge later game focused than normal. Eight players, Large map, those both suggest the game won't be decided quite as rapidly as usual - although starting off with a conquest certainly wouldn't hurt.
Quote:If you're going Hippus wouldn't Tasunke be the better choice, I know you're letting go of the economic traits, but raider horses are terrifying and virtually undefendable agaisnt.Disagree. The key to being unstoppable is having the bigger/earlier army. I'd much rather face 3 raider horsemen than 6 non-raider horses. Expansive, on the other hand, will be key on a Large map - fill up your section first, then be able to keep planting cities in land you take.
I don't know that I'd rate the Hippus absolutely first, though, at least not based on pure power. If you're rating them for fun, obviously that comes first, though.
Quote:I don't like Cardith, the Kurios take a lot of growing really shine, and while they have strong units up the path, they don't always have enough grease to make them.I'm confused. I dislike Cardith for the exact opposite reason here
![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif)
Quote:I love playing Auric, getting out the priests early would be a big bonus, but his starting tech sucks for a compeditive game.Auric is probably a good choice, yeah. Assuming he's still Expansive, anyway. Fast start, and then good mana/Arcane let him get work done. The Priests are much stronger as insurance than early kill, unless you have a neighbor who falls down on the job.
Quote:Lanun are Lanun, you can't argue against their strength.Yep. I like Falamar better than Hannah, though. There's so much synergy in having Expansive with very low worker-labor and tech requirements. Cove tech pace makes it easy to take whatever worker techs you need for your non-coastal cities. I've always had my best games as Falamar. Especially in EitB - harbors and shipyards take your strong early game cities and turn them into strong late game cities, just when coves are losing momentum otherwise.
Quote:I never got a feel for playing the Svarts or the Amurites whenever I tried them. The Svarts really need priests of leaves for economy but flavour wise that religion isn't want to be where they're at, and the Amurites just scream "turtle to tower of mastery" to me, so much so that I'd say you'd nearly be pushed into that.Agree that they should be toward the bottom of your list. Amurites are theoretically awesome, but they have too much of a target on their back, and no econ to support their awesomeness. Svart - raiders is nice, but it's much more fun to have an army that can simply kick down the front door. I liked Volanna before she was nerfed. Every time I've tried to build an elven economy, it's been too slow; you might as well be a standard aristofarm econ with a couple bonus tiles instead of an elven econ.
Brian didn't comment, but I do like Perpentach very much as well. Good economic leader, lots of bonuses, puppets for the kill. Only real caveat is that you need to be on the ball to get full use out of him.
Other civs to consider:
Calabim are always strong. I'm guessing they're off your list because you want variety?
Luchiurp are surprisingly effective, so long as you plan your military to be chariots or mages rather than golems. Golden hammers are a very very nice worldspell, mud golems get work done, and I think they have decent traits too.
Sheaim. (Averax) - honestly, Expansive is just that good. Agg Pyre Zombies will let you get your first kill; Mobius witches will get you the rest of the way. Biggest risk is tech pace with a non-good starting tech and Bar on top.
Clan. I think they've been nerfed. I don't think they've been nerfed enough. On the other hand, if you don't put them first, Ellimist will take them anyway.
Mahala of the Doviello: Expansive is awesome - but she has a number of good assist tricks as well. Super cheap melee line with the spell-upgrades and no buildings required - either this is a successful early war, or it is a vast decrease in cost of a defensive military, letting you push the snowball instead. Worldspell lets you either win a war or play shenanigans with wolf pack uber-movement rate.
EitB 25 - Perpentach
Occasional mapmaker
Occasional mapmaker