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Q's Quietly Quitting Q Puns

What an incredibly lush map:




I am a little bit annoyed that if I'd scouted slightly differently, I 100% would have settled S of the ivory, trading the fish, plainshill and useless coast for two luxuries I can already improve. If I'd sent the scout that way I would have, not even losing a turn due to civic swap. Oh well.

Note the Graveyard popcorn
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Fair, stables were already gonna be a sunk cost with horsemen so I was mentally counting them as "freebies" for horse archers, and yeah 95% is pretty good but I guess in part the issue is getting a consistent core up to that -- guess thats where barb hunting comes in (and apprenticeship? is that standard?). That's a pretty juicy start though, wish I had map crafters for some of my other games! You know you're suffering from success when one of the big downsides of the north river city spot is a lack of good cottage sharing spots lmao. Any plans on backtracking to finish that coast? I'm too neurotic to orphan sea resources, esp when I leave em in fog
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I'll get to it eventually, but probably not before I found the city E of the wines, potentially orphaning seafood. Apprenticeship is standard unless you have a better civic (e.g. sacrifice the weak, Arete).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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all those potential fish without parents...

but yeah it's probably the optimal move, cant afford to be playing for turn 300 efficiency with city 2 and all
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There's a skeleton heading for the capital, likely there ~t8. Quite early for them to be out. I wonder if RefSteel knew to clear lairs? (When you start a wb save it generates a unit on a lair, if I recall correctly - at least it does for goblin forts - so you want to clear all barbs off the map before starting a PBEM). Might disrupt worker micro, but should be fine - we can only build warriors right now. I considered sending a warrior back but decided against it, better to explore before the animals cut us off.

Some money from a event and graveyard - was hoping for tech but not to be.

Coldrain grew to size 2, we will next turn. Auro's the only player who didn't revolt t1, so I think he's building a mud golem.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Some demos, in case I ever cbf thinking about them:
T4 (Coldrain pop2, everyone else pop1):



T1:

Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(November 22nd, 2023, 00:17)Qgqqqqq Wrote: I wonder if RefSteel knew to clear lairs? (When you start a wb save it generates a unit on a lair, if I recall correctly - at least it does for goblin forts - so you want to clear all barbs off the map before starting a PBEM).

Yes, I knew about this. Most of the edits I made were actually done via text editor, where finding and deleting barb units (owner=35) is easy, and I made sure before creating the starting save that when the real game auto-generated units as usual on game start, they would be the first units on their respective tiles. Good luck with the skele regardless!
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Completely unrelated, but how are Grigori rated in this community? I was sleeping on them for awhile for being boring, but tbh the free early warriors plus adaptive letting you potentially get a nice expansive->creative curve warmed me up to their early game potential a lot, tho obv the lack of any divine makes them fall off later on. Also its just fun getting lucky with diverse workers or settlers letting you squeeze out a couple extra turns of efficiency you shoudn't have gotten.
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One of the issues we have is we actually haven't played that many games, especially with more recent versions of EiitB, which makes saying what the consensus is challenging.

I think the general take is that the Grigori have a few things going for them, but as inferior to other options. IND in particular is a much worse starting trait than Cardith or Varn have. Heroes can help rush, but humans are better at planning around and responding to that then AI. Because adventurers compete with Great People it can be challenging to get the most out of PHI. Etc.

I like the way EMM implements them tbh, with a separate counter. One of my longer term plans if EitB picks up is to fork EitB off EMM to pick up some of their harder to code changes.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Oooh yeah, I was thinking with the EMM seperate pool system, if they're merged back together that really kneecaps them since you'd have to basically dedicate your capital to adventurer production and get lucky with city 2 being a commerce city. I guess there's a bit more chance for that with how the maps get handcrafted, but i'd rage out getting a 2% adventurer pull on my golden age GP for sure. Similarly doesnt have IND there, is Phi/Adaptive/Agnostic/Diverse. Really this just reminds me to download EitB and poke it a bit before asking some questions lmao, played too many ffh forks at this point and get them all muddled (Magister pbem where people do epic matrione summoning quests when?)
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