In other news, several people have written PMs complaining that I mispelled Rhoannas name in the title of this thread. Like I just misspelled misspelled there. But no, that is entirely as intended.
I did misspell it here, though:
Quote:*Now that I'm gonna rush early, though. Which is why I picked Rohanna over Tasunke, wanna try to have a shot at building up too.
but that is beside the point.
Right.
Early plan laid out, once I get starting position I can pan out first month pretty accurately.
I should probably do a mayor epic on my opponents, but I guess that normally whosit or Sian are big favourites due to general game knowledge. Mabye if they nuke each other back to the neolithic age in an all-out thaumatirgical war I could be competitive. Don't know much about primepolar, Ryan posted an example game, which showed he was working his way up the difficulty levels still so I should be able to outbuild him. But he is the one with the PanZers, and maybe the idea that conquering the next-door neighbour with a BW beeline without economy techs is a good idea. Perhaps brush up on my Diplo skills.
(Is it in general a good idea to early rush? I would think that even if he could take land, would be very far behind in tech...if one first went to rush-tech, then payed support of army, _then_ had to tech to econ...I'd not go on offensive without HBR and solid econ ready, hopefully wait for an catapult, archer, HA army to do the first planned invasion if needed)
(February 11th, 2013, 15:34)Merovech Wrote: Yeah, I think Tebryn looks a lot better at first glance than he actually is.
PZs are annoying 'cause they blow up when they die. So, basically free throwaway collateral on attacks, AND free throwaway collateral when defending. All in one tasty package that only requires a few techs.
Problem is having enough to cover the collateral phase and attacking/taking phase of the plan. So definitely a nasty rush once it reaches critical mass, but not the end of all worlds. Just perhaps end of the player who got rushed. that being said, I seem to recall a vanilla FFH2 PBEM where the PZ player got out-rushed. sooooo
Averax is a better rusher, by far.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Early rushes are usually a bad idea, in my opinion. But it all depends. The fact that you are expansive makes a rush way worst. if you were playing with Tasunke, that'd change. Besides, warriors are too powerful in FfH. You only need copper warriors to defend against most things a player can throw at you in a rush and those are not that hard to get.
But, of course, securing more land through military power doesn't necessarily means rushing until someone is dead. You can fright people out of territory just by giving that idea.
Oooo nice! Great to have you and I sure could use the help. For me MP means military police and not a way to play.
I tried a test game as Tebryn of Sheaim, and ended with 3 cities and 7 PZ ready to go on turn 75. No gold but 3 wines for commerce. So with crafting/mining resources AND copper it could be nasty. Gonna see how fast I can get horsemen when going straight for CoL and then HBR.
-Turn 80 I get a few. This was on non-wooded map so I didn't need mining. But mining before hbr possibly best play anyway, chops/mines ready when I get the tech speeds up stable a lot. And everything after. My settlers will be screaming for hammers as well.
So I should try to get a NAP with sheaim to turn 100 if I'm close to them, failing that keep sentries alert and if all else fails worldspell could help my warriors kill some PanZers, zergling style.
So first 85-90 turns I grab calendar, AC, Edu, CoL, Crafting, Mining, Explor, festivals, AH, HBR.
After that I'm all ears. I should hopefully be covering the map in light green about that time, driving back barbs and levelling up some horsies.
Currency - guild of the nine, consumption, one city with
Religion -
Archery-Stirrups? (I noticed warriors upgrade to Horse Archer but not horsemen)
Myst-KotE?
BW-Sanitation?
Construction - farms & pults?
---
Still thinking about how I should try to win too. Just HA the whole world and backup plan generate prophets?
---
I am really pissed - I just lost a really long story by pressing "h" with it all selected
I'll get you yours tomorrow (unfortunately I'm on phone so I can't accessthe links).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Oooo nice! Great to have you and I sure could use the help. For me MP means military police and not a way to play.
I tried a test game as Tebryn of Sheaim, and ended with 3 cities and 7 PZ ready to go on turn 75. No gold but 3 wines for commerce. So with crafting/mining resources AND copper it could be nasty. Gonna see how fast I can get horsemen when going straight for CoL and then HBR.
-Turn 80 I get a few. This was on non-wooded map so I didn't need mining. But mining before hbr possibly best play anyway, chops/mines ready when I get the tech speeds up stable a lot. And everything after. My settlers will be screaming for hammers as well.
So I should try to get a NAP with sheaim to turn 100 if I'm close to them, failing that keep sentries alert and if all else fails worldspell could help my warriors kill some PanZers, zergling style.
So first 85-90 turns I grab calendar, AC, Edu, CoL, Crafting, Mining, Explor, festivals, AH, HBR.
After that I'm all ears. I should hopefully be covering the map in light green about that time, driving back barbs and levelling up some horsies.
Currency - guild of the nine, consumption, one city with
Religion -
Archery-Stirrups? (I noticed warriors upgrade to Horse Archer but not horsemen)
Myst-KotE?
BW-Sanitation?
Construction - farms & pults?
---
Still thinking about how I should try to win too. Just HA the whole world and backup plan generate prophets?
---
Regarding how to win, I'd have to check what was changed in EitB, but usually Tower of Mastery victory is way faster and more reliable than Altar Victory (are you guys enabling both these victories?). But domination/conquest should always be the intended target.
You have a very good card on your hand in the form of your World Spell. I highly doubt the Sheaim would try to rush you or the Elves after their WS. Besides, if the Sheaim player was aiming for a rush, he'd get Averax. Tebryn gives me the impression of someone who wants mages and planar gates. Of course, better safe than sorry, but I wouldn't worry too much about it right now.
Regarding tech preferences: if Expansive wasn't changed, you only get the 100% bonus on settlers on hammers produced. Tha probably points out to a "not-that-late" mining. Thing is, getting food in FfH is so much easier than hammers, that I might not be worth it to waste your commerce in that direction (especially since conquest is avaiable earlier in EitB, in the education tech, if nothing else changed). It'll depend a lot on the map, though. Incidentally, that also makes wasting production early game on buildings not be a very good idea in FfH, at least in my opinion.
Another important thing is to watch out for the economy changes in EitB. Cottages are way more powerful now, so maybe it isn't worth it to go after Code of Laws and Aristocracy. Hard to tell, though. If I remember correctly, though, the Foreign Trade civic is a killer in EitB, so getting trade could be high on priority list (and that enables Chariots too, which are awesome for your civ).
Tried some gaming yesterday. I think chariots come with construction? Don't think I got trade but I could build 'em with HBR and Con. Probably no need to get stirrups _that_ soon then.
Guild of the nine give mounted mercs for hire. 5 str 4 move, and they get defensive bonuses. Take a city, use the pillage-gold to rush one of them...Also money changer lets me set up cash-cow cities - market + 2 specs, +25% fin +25% MoneyC +20% consumption. 15 cash and can still build stuff.
Kinda glad I'm 'forced' to focus mounted, I find it's a lot more forgiving tactically - with slow movers you need more anticipation, now I can move across half my empire in a turn should I need to. Too bad no mounted mages or Airship catapults.
Agree about the late mining, rushing to HBR means low production for stables & the horsies so no point being there anyway. And it is just on hammers, yeah. If I have wine or precious metal near maybe even get it before AC/Edu for faster expansion.
I'll do a test and try cottage-based. I could go god king then...
(February 13th, 2013, 08:57)Molach Wrote: Tried some gaming yesterday. I think chariots come with construction? Don't think I got trade but I could build 'em with HBR and Con. Probably no need to get stirrups _that_ soon then.
Yup, just realized this. It's an EitB change. In ffh chariots required construction and trade.
(February 13th, 2013, 06:31)Ichabod Wrote: Incidentally, that also makes wasting production early game on buildings not be a very good idea in FfH, at least in my opinion.
I like financial markets, but yeah, most buildings are worth it only once one begins to run out of good spots to settle.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.