January 7th, 2013, 15:33
(This post was last modified: April 2nd, 2017, 18:41 by Qgqqqqq.)
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Or is it the other way round
Because I keep forgetting: ADD 28 Turns to work out sim->actual
Edit: For those viewing this later, the lack of images is because dropbox changed their functionality. This is a common problem across the fora.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
January 7th, 2013, 15:41
(This post was last modified: January 7th, 2013, 18:58 by Qgqqqqq.)
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Sorry for starting this, I wanted somewhere to post thoughts.
The combos:
Twinkletoes: Isabella of France ----------------> [SPI/EXP, Musketeer/Salon]
Commodore/Brick: Augustus of Inca ------------>[IND/IMP, Quecha/Terrace]
Jowy: Pericles of Khmer --------------------------> [CRE/PHI, Ballistaphant/Baray]
AutomatedTeller: Hannibal of Native America --> [FIN/CHA, Dog Soldier/Totem Pole]
Cornflakes/Q: Huayna Capac of Zulu ------------> [FIN/IND, Impi/Ikhanda]
2metraninja: Sury of Mongolia -------------------> [EXP/CRE, Keshik/Ger]
Azza: Louis of Rome -------------------------------> [CRE/IND, Praetorian/Forum]
[Because I'm bored I've color-coded them]
My thoughts:
Tbh I'm annoyed at this role as we probably have one of the strongest combos in a lineup I don't think we're going to win (Cornflakes may disagree but I know I'm probably one of the worst players in this lineup, and certainly the one with the least MP expereince), which means it may very well feel like we're screwing it up.
The combo I would've most liked to play is either TT or Automateed Teller's, as I think CHA and SPI will be very powerful in a TT setup.
The combo I'd least like to play is Jowy's as I never can leverage WE, and philisophical (and specialists in general) are probably my biggest weakness.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
January 7th, 2013, 16:16
(This post was last modified: January 7th, 2013, 16:16 by Qgqqqqq.)
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Huyana Capac
(FINancial: + 1 commerce on tiles with two commerce, INDustrious: + 50% production when building wonders, double speed forges)
of the
Zulu
(Techs: Hunting and Agriculture, Unique Unit: Impi - a Spearmen with Two Moves that starts with Mobility, Unique Building: Ikhanda - a Barracks with - 20% maintenance)
Huyana Capac is a powerful leader, particularly on a random map which generally have less stone/marble, however he is nerfed significantly (IMO) by TT as Financial is no longer uber. As mentioned earlier I would've preferred a more war-focused leader for this game, but thems the breaks. Industrius is a difficult to gauge trait - it gets more powerful as there are less picks and depending on production modifiers and so forth. This game there are two other industrious leaders, leaving me to feel it is quite weak.I also am not sure we have the micro skill to base a game around early wonders, and the late ones matter more the time you take to tech to them.
Early wonders I rate highly: Stonehenge, The Great Lighthouse, Oracle, Collosus
Of these I think we should push to get TGLH or Oracle/Collosus if we think we can get it.
The Zulu are another mixed bag. The traditional rush/choke civ they are weakened by the scout start and the general failure of a civ to recover from a mutually crippling rush (in PB/PBEM that is) - both weaknesses might be removed by the settings (?) if everyone starts with scouts and the other is minimsed by Tech Trading. The Ikhanda OTOH comes into its own much later, in the age of corporations, as -20% maintenance is much more powerful when each city costs 30gpt.
With that in mind I think we should push for all corps/scout starts.
We should probably also push for high maintenance, but I doubt we'd enjoy that.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
January 7th, 2013, 17:22
(This post was last modified: July 21st, 2013, 00:05 by Cornflakes.)
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TABLE OF CONTENTS (updated infrequently with posts of interests)
T115 (1AD) overview of the empire ... spread throughout a few of the following posts as well. This was the first update in a while, and coincidentally landed at 1AD (not planned, and only noticed after the fact ).
T117 - Azza begins ill-fated invasion. Azza came with a well-intentioned but (IMO) poorly executed attack. This was the right time to hit us. I was expecting him to chop the forests around Zombie into an army or Praets, and was mighty relieved to see just 1 Praet in his stack. The repulse of this attack was the turning point in the war. After this time we always had enough force in the west to defy invasion and Azza just sat back and waited.
T118 - 2metra saves our bacon with horse trade. Without this horse trade I think that Azza still would have overcome us. Flanking from the HA's was huge. Without HA we had no way to effectively counter his catapults (which never take collateral damage from my cats). Only 50/50 shots with axes. Here is where we actually put those HA to use
T130 - Commodore "Steels" our Dye city. This was just punishment for an over-extended city plant. No ill-will on my part or lasting grudge. Once Commodore had planted his own city touching ours I knew that this was ultimately indefensible ... I just hoped it would last a little longer. I have never even considered that city "mine" since he claimed it (although someday I hope to conquer it).
T134 - Wherein I conceive of the plan which ultimately unlocks Azzaland. The stack in Zombie was simply too large, and Azza could build units almost as quickly as I could ... so I'll sneak an army across the water and dash towards Steve before his army in the south can respond.
T145 - Wherein I conceive of my Taj Plan ... Oh, I also capture Steve. The capture of Steve opens up a lot of territory to my north. In looking around I notice (1) Marble!, and (2) Forests! In the following turns I lay out a detailed plan for chopping out Taj.
T148 - The final breaking of Azza. I got a opening to capture Zombie with HA's (again, many thanks to 2metra for the trade ). Also I have a large stack circling around from Steve to clear out Azza's rear. The turns that follow are mostly cleanup.
T150 - State of the empire report. The T150 State of the Empire report is divided into a couple posts, starting at the link.
T152 - Our beautiful Taj chop plan blows up. I completely forgot about the culture bug, where building culture gives you a "free" turn of production. In this case the free turn of production stole 2 chops worth of hammers and wasted them on a Courthouse. You'll have to read on from here to see how I contrived to still land Taj
T156 - The final deathblow to eliminate Azza. Q is subbing for a few days and does a great job clearing out Azza. I was in favor of waiting another 10 turns, but he cleared it out nicely with little loss. I don't know why Azza never attacked out. He had ove 20 catapults!!! But he never used them to collateral our stack(s).
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I've had solid classes all day with one more to go, so I'll reply to your PM and read the above posts when i get a chance ... I just wanted to get a post or two into the beginning of the thread that I can edit later if I want them
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NOTE: do not expect to hear from me much on Mondays. I have classes from 8am-9pm with just a couple short breaks. I'll be home in the evenings to play turns, which is why I went ahead and signed up. I have a consistent playing window from about 10pm-midnight Eastern Time US. Some days I can play in the morning, but definitely not any Mondays or Wednesdays or Sundays.
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Talk SPAM! I seriously only meant to make two posts because I'm just on a break between classes, but I'm so scatterbrained at the moment that I didn't think of everything at once.
I have a request if you get a chance ... I don't have leader traits memorized so could you edit those into your post above with the lineup?
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Yeah sorry if I've been a bit spammy, I won't normally be nearly this active.
If you'd rather do one of these things yourself instead/as well feel free.
For the record I'm a New Zealander, so we're probably not going to mesh timewise much.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Posts: 10,031
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Ha X-post
Everyone elses you mean?
If so sure
I don't THINK I have them all memorized, so it was kind've jarring to look at the list and recognise everything - fortunately I don't know the techs yet.
There is NOTHING wrong with spam.
Commodore is in this game so we're not going to win on reports or views per post, but we can jolly well make sure we win by posts!
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
January 7th, 2013, 17:53
(This post was last modified: January 7th, 2013, 18:59 by Qgqqqqq.)
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(January 7th, 2013, 15:41)Qgqqqqq Wrote: Sorry for starting this, I wanted somewhere to post thoughts.
The combos:
Twinkletoes: Isabella of France ----------------> [SPI/EXP, Musketeer/Salon]
Commodore/Brick: Augustus of Inca ------------>[IND/IMP, Quecha/Terrace
Jowy: Pericles of Khmer --------------------------> [CRE/PHI, Ballistaphant/Baray]
AutomatedTeller: Hannibal of Native America --> [FIN/CHA, Dog Soldier/Totem Pole]
Cornflakes/Q: Huayna Capac of Zulu ------------> [FIN/IND, Impi/Ikhanda]
2metraninja: Sury of Mongolia -------------------> [EXP/CRE, Keshik/Ger]
Azza: Louis of Rome -------------------------------> [CRE/IND, Preatorian/Froum] Traits Overview:
3 CRE (+Inca)
3 IND
2 EXP
2 FIN
1 SPI
1 CHA
1 PHI
1 IMP
0 PRO
0 AGG
0 ORG
Rather well balanced all told.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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