I liked it!!!
[Spoilers] Commodore bakes a double entenada.
|
Another thought:
This guy is pretty sad today. An eagle patriot?
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. Friends and Family Alpha. Twiddling thumbs waiting.
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.
Hi, here's your MapCad-generated sandbox to help you plan your opening. You'll need to have RtR 2.0.8.4 installed. If something doesn't work as it should, let me know.
(February 4th, 2018, 15:21)Krill Wrote: Why are you going to lose this game? Because I'm not hyper-engaged. I'll be fine early on as my fundamental skillset works but midgame you'll see a lack of flash thanks to the time crunch not allowing optimal micro. Then, whenever my end comes, it'll be because there is no way I can keep up with the engaged Bright Ones. The general tier list here isn't going to be "fundamental skill level", it's going to be "likely to win". If, for instance, Krill was playing here I'd place him in the top five for skills, but he'd barely scrape into the top ten just because he doesn't have the time needed to win in a field this big. That said, here's my prediction: WINNER: The Black Sword Strengths: Perfection Weakness: Nothing. He's even humble. Finish Prediction: 1/25 TBS is the only veteran here with a 100% win rate. He's got hisself a solid civ and great leader, particularly for a culture win (which is the win condition for a 25-person game). Talking about TBS' game is actually a little boring; he's just a solid all-rounder, no particular weakness, every imaginable strength. If TBS keeps playing, he's winning or drawmaster. SILVER MEDALIST: Mackoti Strengths: Snowball Building, Ruthlessness Weakness: Tank Treads Get Gummy Finish Prediction: 2/25 I feel bad downranking Mack at all, but he's getting older and caring less. He's got a leader that's made for his strengths, though, and there's enough food-tier around for Mack to Get Big and Get Gud. Mack's flaws are pretty rarely seen, mostly related to "making victims feel too hopeless", which can actually complicate murders. Mack is going to be a threat to win and very likely the second closest at game's end...might do well enough to force a draw. C+: Elderly Mankind Finns Aren't Deep Strengths: Micro, Finnish Prediction Weakness: Too Perfect Finish Prediction: 3/25 Old Harry's team is always good. I don't think that necessarily they have any weaknesses at all, given the wide analysis, but I think the broadness of viewpoints can lead to sluggishness in pursuing goals at times. The perfect is the enemy of the good sometimes. But gee whiz and gosh golly, that's pretty weak criticism ain't it? I can see these dudes making another valiant endgame battle for the win, or forcing their way into the final draw. HONORABLY DISCHARGED: Plako Strengths: Persistence, Dedication Weakness: Only Wins Via Snowball Finish Prediction: 4/25 The first of the losers is a hard-fought position, but I'm going to give it to Plako. Vanilla is indeed the finest of the flavors, as the Barenaked Ladies tell us, and Plako is a fine flavor indeed. He lacks the bloodthirst of the three I put above him here, but he can efficiently kill himself a victim. Outside chance of drawing for Plako, but I don't see him gaining either the massive snowball lead or the amazing culture-shot he'd need to win it. BLOODY SHOWING: German Joey Strengths: Verve, Murderous Weakness: PMS, Despair Finish Prediction: 5/25 Believe it or not, I don't think imperialistic is a particularly strong trait, despite the trend of these leaders. That said, protective paired with it is how to go fast and Joey will make the Mongols leap out the gates. After his win in the last biggun he's riding high, but although he capitalized on some magnificent Krill stupidity in making his neighbor tilt, I'm still not seeing a massive improvement in Joe's game. He's good, very good, but internal pessimism means he doesn't grab for the brass ring hard enough to win, not in a field like this one. GOOD RUN: Dtay Strengths: Management Weakness: Blunt Canines Finish Prediction: 6/25 Ah, Dtay. Still not plumping for imperialistic, but...KHAAAAAAAAN is perfect for Dtay. We've discussed this before, lots of tryhard issues with the Deets, but he's got to be sad about the Pats loss and I think he'll be into mauling. That's good, and he'll probably kill someone, but I suspect it'll be too slow. GETS SOME POINTS: Pindicator Strengths: Prior Planning Preventing Piss Poor Performance Weakness: Valium and Tequila Finish Prediction: 7/25 Pindicator's dud of a combo won't hold him back too badly here, his dud of a motivational core, alas, will. Pin unfortunately won his first game in a tour de force, and every game after has been tons of effort for a loss result. That's discouraging, which results in less effort, which retards results...it's a bad cycle. More of that here, alas. DISAPPOINTING: Commodore Strengths: Brilliance, Handsomeness, Physical Might Weakness: Unlucky, Unfairly Maligned Finish Prediction: 10/25 Yeah, I'm not equipped with enough time to win a game with 25 people. I'm not even really sure if I deserve to be tied eighth here but I've had a pretty solid record and I suspect spinal reflex combined with a good and violent civ should worry some folks. I want, minimum, a pair of scalps and Joey's equilibrium. I think I can make it. PAR FOR THE TOURNAMENT: Gavagai Strengths: Calm. Logical. Robotic. Weakness: Sees Through the Glass Darkly Finish Prediction: 10/25 Strong on logic and weak on human nature, Gavagai has brass balls and a love of grinding offensives. Gav's a very good player who gets repeatedly hurt by other players not understanding the pure realpolitik that is his every thought. Much butthurt abounds among his victims. I see another good solid game that just fails to convert after grinding into a dozen bloody wars. BRIGHT SHINING FALLEN STAR: Boldly Going Nowhere Strengths: Smarts, Planing, Humor Weakness: Gettin' It Together Finish Prediction: 10/25 Now BNG is good, but let's be frank...dude jumped aboard this even more lackadaisically than me. More's the pity, because BNG really is a fun player. He might get engaged in the process of a murder or a grudge match, but I don't think it'll last.
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.
We're off!
Gosh there's a looooooot of land.
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.
Wotcher, Dare-bear. Glad to entertain.
So, I have scattered thoughts: -Tech is expensive, not a shocker there, 9-10 turns for the fundamentals (Wheel, Agriculture, Hunting, Pottery) and 15-16 turns for Bronze Working and Animal Husbandry. Getting early Pottery for cottaging all these floodplains would be nice, but with high happy and high food and high wood level (schwing!) ignoring bronze would be stupid. -The obvious food-sharing quick second city lies in that jungle 778 from Swallow Hill (Bangor), but from the ocean surf that's clearly the sea to the west there. So backlines. Along the river 332 on that hill is likely the right direction, it shares food, it grows cottages, and it claims deer. So I'm dotting that as the next city (Floyd's Knobs). Shifting to 336 would work if needed. -This is a big map with clearly large landmasses, continent-style. I'm betting over 80% of the land in the continent(s). This will not prevent me from being within fifteen tiles of Pindicator somehow. -A big question is going to be when do I want to lace in Agriculture. Thus far, I don't see any grains nearby. I'm sure I'll see them, but unless borders pop and show a sudden liquor store of grains my first few cities won't need farms. But I obviously will need the tech eventually. In this beaker-hungry startup, I hate to lose discounts on Pottery and Animal Husbandry, too, but I can see right now that I want cottages down ASAP, and with deer as my probable next food source plus ivory (meh, 1h 1c isn't huge though) AH is pretty key. Chariots are going to be big on this sprawl of a map. I think going for Agriculture early vs. later is really going to depend on whether I go worker->worker->settler or worker->settler->worker. And thus, we reach the math portion of the early game. Let's dive in to that next time.
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. (February 4th, 2018, 13:38)Commodore Wrote: Or more talk about tabletop RPGs and other such. Okay, so I didn't have a lot of time to talk about the resolution mechanic in my game when you asked, but now that the map is off my hands, and while we're waiting for B4ndit: I said the devil was in the details, didn't I? I could talk about those details at some length, and ... well, you did ask, right? So I'm hiding them behind spoiler tags where they won't get in the way of your stuff about the actual game. |