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This Time for Sure: Mardoc reprises the Lanun

Played the turn last night, but didn't discover anything of consequence with the scout; found some nice stuff along the coast, including an ocean clams, but I'm still hoping for an inland settlement site. The hut became a good chunk of gold (50+ IIRC); not quite as nice as a tech, but still pretty darn nice. We're going to have to do this the old-fashioned way, I suppose. Also, it appears Uberfish got something techwise.

No detailed report because the save came in after I was in bed but before I was asleep. Hoping very much this doesn't become a trend frown.

So...now that we're essentially into the 'press enter' portion of the game, it's time to go back to considering the bigger picture.

Which civ is it most important that we understand? Presumably the one belonging to the best player - Ilios' Bannor. In base FFH, there's not much to say about them. They get the vanilla options up until Fanaticism, at which point they gain Crusade, their world spell, Demagogs, and Flagbearers. They're solid, since they don't have penalties either, and a crusade can be a scary thing to recieve. But, well, they're one of the only civs that can be described in the manual in a single page.

What's changed in EitB? For the Bannor in particular, not a lot. Capria is now Spi/Fin; a very nice leader (particularly for the Crusaders). Demogogs are now available at Smelting instead of Iron Working (to be trained, although I'm not sure why the Bannor would want to train demogogs when they can have them free). And...that's about it. What's more significant is the general changes in EitB that benefit them.

First and foremost, cottages cap out at a better point; with Republic and Taxation they can be +0/+1/+6. Since Bannor want to build cottages anyway for crusade, this is a blessing to them. In addition, if they run Foreign Trade, they can boost their cottages up to towns much more quickly. This is useful for peaceful econ *and* for making their worldspell and crusade hit that much harder. Alternately, if he chooses to run Apprenticeship/Conquest, all those Demogogs can start with 5XP. Of course, with a spiritual leader, Ilios can swap between these as convenient - make his towns first, then go Conquest while Crusading for the XP, swap back when the towns have all downgraded to villages...

Second, as Gaspar notes, Iron Working is more accessible. This is huge for the Bannor Demagogs who can use Iron. Fanaticism, I believe, is also more accessible. As are most religions. This helps the Bannor a lot; they want a lot of different sections of the tech tree, and now they can get them.

Basically, therefore, what do I expect from Ilios? A straightforward beeline first to Education then up toward Fanaticism, with econ stops along the way, and probably a religion (or several). Towns everywhere. And likely not much investment in military beyond Priests; once he's got towns and his worldspell, he can make one from thin air, after all. Once he's gotten to Fanaticism, he'll be a constant threat; I need to act as though he has a horde of Demagogs on hand. One possibility for him, since Demagogs don't consume maintenance, is to use his world spell and/or call a crusade early, and just keep the demagogs on hand rather than use them immediately. If he's feeling defensive, that is.

Oh, yes, and he's also the civ that would be able to best feed Basium. Or Hyborem, if it comes to that.

How to counter him? Well, the obvious answer applies to all my foes (except perhaps Uberfish and the PZ's) - hit him before he's set up. Of course, I can't hit them all, and depending on the map I might not even be able to hit any of them in time. Post Fanaticism, anti-horde answers still ought to work. Rust, Ring of Flames, and something to clean up the wounded demagogs is probably the best solution on either offense or defense. I could get by with catapults or mages (and I'd probably best make sure I have access to catapults in case of Lacuna, anyway).

Basically, make sure we have collateral and military on hand, even if his power graph is low. Of anyone, Ilios is best positioned to Pearl Harbor somebody; let's make sure that's not us.

Of any game here, this is looking like the one least likely to end in blood. Maybe I'll manage to build an army that can roll over everyone, but more likely we should just race up to Tower or Altar or Culture.
EitB 25 - Perpentach
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Next up: uberfish. He's probably the #2 player in this game; unless he's #1. It's certainly between him and Ilios.

Who'd he pick? Os-Gabiella of the Sheaim.

Again, I'm assuming my readers know who the Sheaim are in base FFH. What we're interested in today is the effect of EitB on them.

What are the direct changes?
Os-Gabiella is now Sum/Spi. That has all sorts of implications. Ashen Veil all the way is now a likely approach. Supplemented with the Gates, probably, and maybe with the savant -> Mage route on top. Summoner and Spiritual are somewhat at odds with each other, actually, since they push toward both arcane and religious pathways, but savants upgrading is a partial way around it.

Indirect changes: Potency is now improved to 30 instead of 20 for passive XP. That's big for a savant upgrade path, decreasing the time from 0 to 10 XP from 50+ to 44 turns. Add in Conquest + Apprenticeship + Altar to start them at 5+ XP, and we're looking at ~25 turns or better.

In addition, there's a line that I am really curious about the details: "Passive XP now scales with gamespeed". Will that make XP grow faster here at Quick?

If uber goes for this route, we really want to have the Form of the Titan to deny him a step toward insta-mages.

On the downgrade side for the Sheaim, both Corruption of Spirit and Infernal Pact have had their costs increased. I haven't looked at the numbers yet to decide if it's significant and if it outweighs the removal of Way of the Wicked from the game. Pyre Zombies can no longer kill with their death explosion, although a damage cap of 90% isn't much of a nerf. It means that they have to bring along enough units to actually fight the whole of an invading stack, but that'll probably only apply to a Bannor/Sheaim war. Spectres have no death affinity anymore, either.

How to handle him? Hard to say. Maybe keeping the AC down would help. We of course need mobility and would like Destroy Undead to handle the PZ threat. He's also the reason we might shy away from Ashen Veil this game, to keep the AC under control. Basically, though, any strong military approach will also be able to handle him.

Speaking of which - Order has been significantly buffed: now the high priests get pillar of fire, crusaders come earlier, and the spread of Order can give you Crusaders for free. And of course Empy is still good, even though Chalid no longer has the Pillar. Later on we'll have to do a comparitive religions class, to see what's worth picking up. I really think a religious army will be our best option, now that we can go spiritual to boost it. Especially since we're likely to be able to get the Holy Cities if we push for them.

With a builder game and improved Potency, it might also be worth considering the High Priests, for once. Normally a game is decided before they're on the field, but this time they might matter. Similarly, archmages are even an option, especially if we get there via a route that puts Potency on our Mages.
EitB 25 - Perpentach
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Quote:Oh, yes, and he's also the civ that would be able to best feed Basium. Or Hyborem, if it comes to that.

Speaking of which. Do you have any plans in that direction?

I've personally always felt that the Lanun work really nicely with the Angels. Set up a lovely maritime commercial empire, then switch to the Angels for serious military might.
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Selrahc Wrote:Speaking of which. Do you have any plans in that direction?
Honestly, at the moment I don't have any plans beyond 'grow the capital and start expanding'. That's the main reason I'm going through these summaries, to put my thoughts in order about what will and won't work in EitB.

Speaking of which:
Quote:Number of team member penalty restored to BTS's 50% from FfH2's 0%

If I understand it right, summoning Basium would dramatically hurt our tech pace. And Sareln has talked about making an exception for the Angels, but I don't think he actually has as of v8.

If I'm right about the tech pace effect, then Basium would probably actually hurt us militarily, by taking away any tech lead we build up.
EitB 25 - Perpentach
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Mardoc Wrote:Potency is now improved to 30 instead of 20 for passive XP. That's big for a savant upgrade path, decreasing the time from 0 to 10 XP from 50+ to 44 turns. Add in Conquest + Apprenticeship + Altar to start them at 5+ XP, and we're looking at ~25 turns or better.

In addition, there's a line that I am really curious about the details: "Passive XP now scales with gamespeed". Will that make XP grow faster here at Quick?
It’s worth noting that EVERYBODY else picked a civ that gets to benefit from the improved Potency by using Spiritual or Arcane. Indeed, if we swap to Spiritual, then Tatan might fell a little left out as the rest of us change religions and civics around him. lol

The discussion on the gamespeed adjustments for XP is posts 380-388 in the Paring thread and 94-105 of the EitB Feedback Thread (for Hero).

I haven’t got much else to add to the opponent analysis at the moment. The general message is that we start strong but don’t have any special tricks late on, while everyone else becomes more powerful in the late game. We really need to keep this in mind if it looks like we’re “ahead”.
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Man Behind the Mask Wrote:It’s worth noting that EVERYBODY else picked a civ that gets to benefit from the improved Potency by using Spiritual or Arcane. Indeed, if we swap to Spiritual, then Tatan might fell a little left out as the rest of us change religions and civics around him. lol

The discussion on the gamespeed adjustments for XP is posts 380-388 in the Paring thread and 94-105 of the EitB Feedback Thread (for Hero).
Ah, ok. So that's a lot of things that matter, and they push us in the direction of definitely wanting to use Potency in some form! This cuts the times dramatically. A Potent Savant, starting at 0 XP, will make it to 10 XP in 27 turns, on average. Starting with 5 XP, 15 turns. This means that it'll be quite reasonable to go Spiritual and plan on getting both mages and priests out of it.

Potent adepts, meanwhile, have times of 15 and 8! turns, respectively, to get to 10XP from 0 and 5.

The biggest downside is that Arcane Lacuna will still be lurking, ready to hurt us bad if we rely too much on magic. But once Tatan is induced to burn it, everything will be happiness and light.

Man Behind the Mask Wrote:I haven’t got much else to add to the opponent analysis at the moment. The general message is that we start strong but don’t have any special tricks late on, while everyone else becomes more powerful in the late game. We really need to keep this in mind if it looks like we’re “ahead”.

Yes, 100%. We can't afford to get complacent; we've got an advantage from Lanun with this start, but we have to push the snowball as fast as it will roll or we'll be swamped by endgame.

The main question in my mind is simply this: Do we go for a peaceful victory? Or do we follow Thoth's definition of peaceful buildering? wink. Especially if we went City States, it's quite possible that conquests will be profitable.
EitB 25 - Perpentach
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Save played!

The world as we know it...
[Image: Civ4ScreenShot0012.jpg]

Looks like everyone but Ilios has a tech! And, sorry Mist, but the game wants us to settle on the coast :neenernee
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Danke schoen.

Man Behind the Mask Wrote:Looks like everyone but Ilios has a tech! And, sorry Mist, but the game wants us to settle on the coast :neenernee

Hmm. Yes, coast does look better than jungle lol. First thought is to pop and settle on the dungeon, actually, but maybe we ought to just give up on the clams and settle something closer (2E of corn, perhaps, which it could borrow to supercharge its growth).
EitB 25 - Perpentach
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Coast is for sissies, real pirates don't fear the jungle :neenernee

And seriously, settle first city where the scout is.
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Mist Wrote:Coast is for sissies, real pirates don't fear the jungle
I do think an early Bronze Working is a good idea smile Just not *that* early.

Mist Wrote:And seriously, settle first city where the scout is.

I was thinking that'd be the second city, or maybe the third. 7 tiles distance is a bit of a logistics problem, and it's not like there'd be all that much delay in getting our next settling party ready. You think it's worth leapfroging out into the fog, and filling in the gaps later?
EitB 25 - Perpentach
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