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The Sinister Six: A Competitive EitB SG

OOC thoughts on my set; not for fellow players:

Not sure what's gotten into Einon's AI, nor for that matter why Rivanna is camping almost all of her units in her capital. Hopefully the AW setting isn't screwing with the AI too badly.


Right now our toughest units (mine and Miguel's) only get about 40% odds on Rivanna's top defender, though that will get better over time and only one of her Warriors has any promotions at the moment. I wanted to spend the turn earning points for myself clearing lairs though, and marching everyone else off to either pointlessly camp outside Rivanna's city or potentially get eaten by animals wasn't particularly appealing.


Was tempted to gimp my competitors with lousy promotions, but that'd only dampen enthusiasm this early on and possibly guarantee my Avatar would spend the next 50 turns fortified in our capital or something. Plus it'd be better if we actually had a shot at winning, rather than getting eliminated because our heroic units can't reliably kill Warriors.
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Nice set Bob, especially the hut luck. Ref could look at the initial save in Worldbuilder again to see if something funky happened with the AI unit routines, if he's inclined.
Travelling on a mote of dust, suspended in a sunbeam.
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Looks nice overall, I just hope my set doesn't start with someone of us getting eaten, myself included (what a coincidence, Bob).

Worker goes a-pasturing the cow, then starts cottaging the FPs, right? I don't think we want calendar before being able to chop those silks, as agrarianism will not be a big boost either. Or does anybody want FP farms? I feel that at least for the OCC (and Kurios) all cottages is better, so very nice to have got that.
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(June 3rd, 2020, 02:36)Brian Shanahan Wrote: Ref could look at the initial save in Worldbuilder again to see if something funky happened with the AI unit routines, if he's inclined.

I investigated a little, and the AI unit routines look normal. As far as I can tell after a bit of testing, the explanation of the weird behavior you've encountered so far is two-fold:

1) The AI is not very good at the game.
2) Einon Logos, in particular, is an idiot.

Good luck saving the Peaceful Villagers in spite of themselves!
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(June 3rd, 2020, 03:55)Miguelito Wrote: Looks nice overall,  I just hope my set doesn't start with someone of us getting eaten, myself included (what a coincidence,  Bob).

Worker goes a-pasturing the cow,  then starts cottaging the FPs, right? I don't think we want calendar before being able to chop those silks, as agrarianism will not be a big boost either. Or does anybody want FP farms? I feel that at least for the OCC (and Kurios) all cottages is better, so very nice to have got that.

This game is unlikely to last long enough for cottages to mature into Enclaves, but one step past Education is Warfare, which will unlock the Conquest civic and once again make five-food farms very attactive.
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I just feel that if we want to tech at all towards upgrading or heroes, will need some cottages at least. Enclaves are an afterthought, I agree.
I had thought of conquest too when considering the merits of agrifarms. It comes a bit down to whether we want to emphasize upgrading the heroes or short them with larger sarnies. Off course, warriorpults wool be needed when we take on those cities. Maybe cottage now to get them growing early, then build some farms on free tiles later on? Before conquest the food surplus seems pretty useless imo.

Btw how much do you consider a healthy event gold reserve? 60? 80? 100?
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(June 3rd, 2020, 06:03)Miguelito Wrote: Btw how much do you consider a healthy event gold reserve? 60? 80? 100?

About 120. Some of the best events have a base cost of 100 gold, and there's a random factor that seems to mean it always costs a bit more than that. Maybe it's scaled by turn number. 40-50 gold is enough to avoid the worst bad events (the ones you can buy your way out of, anyway).
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Further thoughts: I think we are going to need to do some researching, to some collateral unit at least (note: construction enables workshops, which could be another way to go with tile improvements). A pillage economy is worth considering, although only three of our six heroes can pillage (adepts can, but not skeletons).
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Really almost anything we place on the FP will pay off- I don't think we're going to romp though the opponents too quickly if our addled ally is going to leave most of the teching to us. Enclaves are probably the least useful improvement though, simply because there's too many military techs we're going to need to spend time on stuff like Taxation. I'd prefer farms for most, and rely on specialists.


We really only need enough production to 1-turn Chargers and Centaur Archers, so I don't think Conquest is necessary. We have plenty of hills, and plains for Workshops.
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what constitues a lair for the purpose of scoring? Just those whose name is literally "lair", or also dungeons, barrows, graveyards etc?
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