November 12th, 2018, 20:18
Bobchillingworth
Unregistered
Popped my WS with 5 cities; settled four hammers, and will keep the fifth as a +1 bonus for summons and the like.
Philo and my first GE are both due in 6 turns, although the tech will likely get pushed back a turn to maintain gold reserves, and I'll send the Engineer down south to build the wonder, to make better use of the culture. Decided I wanted the Bone Palace sooner than later, as the golden age will quickly land me my next great people.
Planned tech path is to finish Philo, tech BW, and then AH / KotE; haven't decided which to do first.
At that point it's expand and build Adepts and Warriors. Tech path is fairly open as I near T90. Construction is needed for chain irrigation, and for Wood Golems (which become urgent if Auro turns out to be nearby). Archery unlocks mills and Slingers, which will go a long way to securing the border from Superjim. Warfare unlocks the Titan, although I still need 3 more exp on my toughest Warrior.
Then, assuming disaster hasn't struck, it's on to Sorcery and Trade. That'll about do it.
As for my opponents, I don't have great insight into what they're doing, but all of them appear to be deviating a bit from the classic formulas for their civs:
* Superjim hasn't founded FoL, or Runes, either of which would benefit him greatly (particularly the former). He's also still in Agrarianism and hasn't adopted any other new civics.
* Auro still hasn't built the Hand, although I suspect he's working on it. He hasn't updated his thread in a while, but plays his turns very promptly, so it's hard to say how engaged he is.
* Mr. Cairo apparently forgot he has a WS; absolutely no idea why he hasn't used it yet. Should have popped it on T1, oh well.
November 12th, 2018, 20:53
Bobchillingworth
Unregistered
Oh, of course Cairo hasn't used RoB, it got pushed back Feudalism. Also, why the hell is it set that far back in the tech tree? The Calabim are just awful now... no advantages save Moroi until you get to Mathematics and Feudalism. Yuck.
Also, just got in another turn, met Mr. Cairo (technically, he found me). I somehow have a trade route with him, not certain how this could be the case given that all my rivers are entirely contained within my empire, and I don't have any port cities.
November 13th, 2018, 05:46
Posts: 6,722
Threads: 59
Joined: Apr 2004
(November 12th, 2018, 20:53)Bobchillingworth Wrote: Oh, of course Cairo hasn't used RoB, it got pushed back Feudalism. Also, why the hell is it set that far back in the tech tree? The Calabim are just awful now... no advantages save Moroi until you get to Mathematics and Feudalism. Yuck.
Yeah, I think the Calabim nerf was a little overdone. Flauros does have two pretty useful traits, though.
November 14th, 2018, 17:07
Bobchillingworth
Unregistered
Someone, presumably Superjim, actually managed to build the Grand Menagerie. That's really impressive, so good job! Also someone got a Great Bard; may have been Superjim as well working a specialist from an early Carnival, otherwise it's presumably one of Auro or Cairo having taken Drama with an eye to bulbing Sanitation. Forgot to check if the Drama Great Artist is still available.
If all of the above was Superjim's doing, it's possible he's actually going for a culture victory. That'd certainly be something... I suppose Volanna's actually about as good a pick for it as you could hope for. Adopt FoL, grow cities to enormous sizes, and then work as many Artists as possible with Caste. Maybe adopt the AV for Sacrifice the Weak, or, if you're completely nuts, try to tech to Theology for the Order High Priests, who can prevent unhappiness. Roving armies of Sinister recon units would help keep him alive for the inevitable dogpile. I doubt it could actually work though, the amount of culture needed is still crazy high, you'd have to research a number of mostly-useless techs to acquire multipliers, and it'd be a tough defense to pull off against opponents who have been focusing solely on military.
November 15th, 2018, 20:42
Bobchillingworth
Unregistered
Seems things are getting interesting; Auro completed The Hand on T73 or T74, I rushed the Bone Palace on T75, and on T76 he popped Stasis. I'm sure this was partially to delay whatever snowball effect I could get from my golden age (I believe turns in stasis don't count against the golden age... I hope), but also to lay the hurt on someone, probably Mr. Cairo. I still haven't met Auro, so suspect I'm reasonably safe. Neither Superjim nor Mr. Cairo has copper online; Superjim may not need it if he has some Hunters produced, or enough Scouts, but I suspect Cairo is about to take it on the chin. I do hope this isn't the case, as it would likely spell the end of the game for me and Superjim; I won't be able to compete with someone with twice my land (and at least four mana nodes), and I doubt Superjim would fare better.
Superjim offered me OB; rejected, as I have no particular interest in him scouting me for free, capturing spiders in my territory, stealing my settled Engineers, or using his WS to score cheap kills. I did return with a world map for world map trade, as I'm certain he has conducted far more scouting. Offered the same to Mr. Cairo on the same grounds.
Should be good for Mud Golems for roughly forever, as the five I currently own will have improved much of my land by the time stasis wears off. Of course, they become rather interesting combat units once Blasting Workshops are available; something I'll have to keep in mind.
November 19th, 2018, 13:21
Posts: 80
Threads: 0
Joined: Jul 2018
(November 15th, 2018, 20:42)Bobchillingworth Wrote: ...I believe turns in stasis don't count against the golden age...
That would be a change from base FFH, as one of the things you do as Balseraphs is "check Illians aren't in the game before firing off Revelry".
November 19th, 2018, 16:52
Bobchillingworth
Unregistered
Yeah, EitB changed Stasis substantially. Golden Ages are simply suspended for its duration, and Stasis itself only lasts for about half it's vanilla length. As compensation it provides the Illians with a golden age.
November 23rd, 2018, 15:31
Bobchillingworth
Unregistered
I'll make a T100 report for posterity (we're already at T95, I believe), but this game is effectively over. I think I've managed my civ fairly well, but Auro had the same idea for rapid Mage production, and the combination of his Stasis timing and more skilled play has ensured he's far better set to put it into practice. Plus, as anticipated, Mr. Cairo is going to end up being his lunch; Cairo's power has been low for ages, he only recently bothered to get his copper online (which means it's doubtful he has many / any Moroi), and settler scouting indicates he's been wasting resources settling provocatively near Superjim, which means his military is likely completely out of position. Auro declared on him this turn, and already took a city. I can try to press Auro from his flank if Mr. Cairo can hold out for like 20 more turns, but I doubt that's happening, and once Auro has two empire's worth of land the stuation will be entirely hopeless. As for Superjim, I have no idea what he's doing. He seems to have stopped expanding several turns ago, and still hasn't adopted a religion.
Not that this hasn't been a fun experience- I've enjoyed getting back into the swing of things, and would be up for another game after this. Perhaps with five players, if we can scrounge up another body, as with four the first player to score an elimination is likely to end up with an insurmountable advantage.
November 24th, 2018, 08:13
Posts: 3,978
Threads: 31
Joined: Feb 2010
I am in for a game, just dont know form were to download the eitb stuff.Probably i dont have the necesary skill but i can learn a litle.
November 24th, 2018, 12:02
Bobchillingworth
Unregistered
That'd be great- and I'm fairly sure you've won a FFH some years ago (in addition to being the best civ player on the site), so I wouldn't be too worried about performing well.
I think there's a thread in the EitB subforum with download instructions, but if not send Qg a PM, I'm sure he could help you out.
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