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[Spoilers] QBrick's 2015: A Smeg Odyssey

I'm tempted to go toku.Agg/Pro seems pretty decent: Fast granaries, prickly units, and the cheaper maintenance for later game.

Imp might also be fun. So would Ind but any wonders besides the lot of settlers wonder makes us more of a target than contender most likely
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Also settle in place should be good. I see this being a high production capital, should be nice down the road. Mines and lumbermills everywhere!
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Remember we get three traits with civs. Sure, Toku would be fun.

Don't know about IND. I mean, it's a different dynamic, but I don't imagine it having too much effect, and it costs a bit to implement.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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I think we can go with Toku and see what civs are left for us.
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Agreed, made the choice in thread.

If you want to detract it, 100% do so. I only posted because we seemed set and it would get the game moving along.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Yeah I'm fine with it. I don't have any other strong feelings, and this is all brand new enough I don't feel like there is a best choice out there.

I kinda would like IMP for our last trait. Are any of Carthage/Spain/NA good in this mod?
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Spain: Trait: Imperialist. Unique Building: Citedal, castle replacement. +50% city defence, +1 trade route, +5XP to siege units. +100% production with stone. Cost 100 hammers, requires Machinery. Unique Unit: Conquestador, Cuirassier replacement. Strength 12. 15% retreat. +50% against Melee, Archery units. Cost 90 hammers. Requires Military Tradition, Gunpowder, Horseback Rifing, horse, iron.

Carthage: Trait: Imperialist. Unique Building: Cothon, Harbour replacement. +10% hammers, +1 health from crab, clam, fish. +1 trade route. Cost 80 hammers. Requires Compass. +100% production with Imperialist. Unique Building: Numidian Mercenary, Horse Archer Replacement. Strength 6. Starts with Combat 1. Cost 50 hammers. Requires Horseback Riding, Archery, horses.

Native Americans: Trait: Imperialist. Unique Building: Totem Pole, Monument replacement. +2XP for Archery Units, +2XP for Gunpowder units, +1 XP for land units, +1 culture. Cost 30 hammers, requires Mysticism. Unique Unit: Dog Soldier, axeman replacement. Strength 4, +100% against melee units. Cost 35 hammers, requires Bronzeworking, Copper.
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Carthage and NA are alright, I suppose? I can't get behind Spain, personally, they just feel too late game. Carthage probably wins unless we want Stonehenege - how accessible is culture in this mod?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Agg gets half price barracks which give 1 culture each.

If it weren't for that already I'd say to find a good CRE civ for easy mode border pops.

Though we could go with CRE Japan with two move maces....
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Ah.

Definitely not NA, then. What does Japan do?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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