What are the goodies? Gibbon, puppets and shit loads of summons. So that's the aim, but we want as many free promos that are useful on Gibbon as possible. Looking at those numbers, it's trivially easy to get W3 N3 on Gibbon using the free promo and trading for the Nature mana, meaning we'd only need 37 XP to get to Twincast.
|
[SPOILERS] Balseraphs: A Guide to Mis-Management (by Kyan and TT)
|
|
Um, this is a bit scary. Luckily the pact of Nilhorn hasn't been built so these really are barb units.
![]() Well, here is the set up, the griffon can double move NCs' city, and it is probably his capital. It can heal, or it could go and explore the wreck. Kyan is back tomorrow I think, so he can decide what to do.
One thing I didn't explain was why I waited a turn to pop the hut with the griffon. The reason is pretty simple, actually. I wanted to make sure that I wouldn't meet another player by popping the hut, and blowing the griffons cover - barb griffons don't pop huts. Moving onto the peak allowed me to pop the hut afterwards knowing that the griffon wasn't going to get uncovered.
Krill Wrote:What are the goodies? Gibbon, puppets and shit loads of summons. So that's the aim, but we want as many free promos that are useful on Gibbon as possible. Looking at those numbers, it's trivially easy to get W3 N3 on Gibbon using the free promo and trading for the Nature mana, meaning we'd only need 37 XP to get to Twincast. I think that Darrell's point was in part that it's going to be difficult to get so many different mana types. You're right that the advantages for Gibbon would be very significant, but I question how many sources of palace mana players would be willing to give up, especially since you need to have all of them at once when Gibbon is created to get the free promotions benefit. It's going to be hard to get trade routes with everyone in the time frame you're talking about, to say nothing of convincing them to give you mana when you aren't able to lend them your own sources in return. Plus if you want to have your own nodes set, that's going to take tech, possibly up to four of them (Alteration, Divination, Elementalism, Necromancy), and that isn't cheap. I'd personally just focus on one, maybe two combat summons for the guy, and then decide if you want Mind III, support spells (Nature III, Law III, etc.) or combat-boosters (Combat I-V, Spell Extension). All of the combat summons you've mentioned are viable choices, btw- you just don't really need more than one or two at most of them to kill early units, which would be the presumed intention of a rush. Also, regarding vitalize- it would be a totally awesome spell with the land at hand, but it might not be as efficient as you're hoping. Vitalizing a tile takes a few turns, and I don't think the puppets will last long enough to get the job done. Not so much of an issue if the game "remembers" the amount of time you put into vitalizing each tile like it does with terrain improvements, but I'm not sure that it does. You'll have to test it. You can def. Spring the heck out of the land using puppets, at least (and that's probably good enough for the short-term anyway)
Bobchillingworth Wrote:I think that Darrell's point was in part that it's going to be difficult to get so many different mana types. You're right that the advantages for Gibbon would be very significant, but I question how many sources of palace mana players would be willing to give up, especially since you need to have all of them at once when Gibbon is created to get the free promotions benefit. It's going to be hard to get trade routes with everyone in the time frame you're talking about, to say nothing of convincing them to give you mana when you aren't able to lend them your own sources in return. Plus if you want to have your own nodes set, that's going to take tech, possibly up to four of them (Alteration, Divination, Elementalism, Necromancy), and that isn't cheap. I disagree that it'd be that difficult to get deals done for palace mana, or covering the deals if we only trade for say, 3, maybe 4 resources. I'm not suggesting we trade for every mana we can get our hands on, only that we decide now which we target. One of the reasons to make that decision right now is also to limit the amount of techs we'll need to set up our own nodes. If all we want to do is to grab W3 plus N3, then we focus on trading for the 3 nature mana in the game, and then we can get W3 just by researching Elementalism. Anything else is a bonus, say we can also trade for the two water mana, we can instead use some nodes as air nodes and try to get the A3 summons, but depending on how that goes we can make the deal with Rawking for his Air mana. Basically, see how it goes along the line and adjust our plans, but right now we need to decide on first, second and third choices and what strategy to persue. Quote:I'd personally just focus on one, maybe two combat summons for the guy, and then decide if you want Mind III, support spells (Nature III, Law III, etc.) or combat-boosters (Combat I-V, Spell Extension). All of the combat summons you've mentioned are viable choices, btw- you just don't really need more than one or two at most of them to kill early units, which would be the presumed intention of a rush. Agreed on the combat summons. Looking at the other options though, Nature 3 just looks about the best support spell possible, and even if you think it's difficult to set up the palace mana deals, it's easier than any of the others to get except perhaps Mind3. We could, using just Elementalism, get any of the tier 3 summons now with no trades. Fire3, Water3, Earth3 are all options, but the Air3 promo is easier to get due to our palace mana. Quote:Also, regarding vitalize- it would be a totally awesome spell with the land at hand, but it might not be as efficient as you're hoping. Vitalizing a tile takes a few turns, and I don't think the puppets will last long enough to get the job done. Not so much of an issue of the game "remembers" the amount of time you put into vitalizing each tile like it does with terrain improvements, but I'm not sure that it does. You'll have to test it. You can def. Spring the heck out of the land using puppets, at least Puppets Vitalize in 1 turn
After trawling through the thread...
Quote:I've proposed a long term NAP, settling rights to all the floodplains and the marble. In addition, he lends us both his palace mana when required and we will lend him sun mana when required (with notice). http://realmsbeyond.net/forums/showpost....stcount=80 lol. That's the free nature and air mana sorted! Just need the Elohim sources of water and nature sorted out, and guess what, we're going to war with them in the future. Expect that to be difficult to sort out that mana? Quote:NAP Proposal between Balseraphs and Hippus http://realmsbeyond.net/forums/showpost....stcount=90 I think the most difficult part of getting free A3 and N2 promotions (taking N3 with the free promo) is going to be the Elves. Ideally we could get their palace Air and Nature mana, but supposedly Gaspar and Kyan don't get along. Oh well...time for me to piss him off then. Also...what about build the Shrine of the champion prior to Gibbon, for the free promo?
And to hand over the save to Kyan, here is a quick report:
Bob's right...you are wasting your time figuring out all that Gibbon free promo junk. You want Death, lots of Death. Four Mind and four Death would be swell because you could get twincast faster. If you waste Gibbon transforming, I will buy a plane ticket to England, steal your computer, and never let you play again. A better idea would be to figure out how to get 6 base XPs on your Adepts:
![]() Darrell
Longer post following, but for now:
![]() Sheaim lands. Griffon still has 1 move left. I've thrown Nicolae an email. If no response by midnight GMT, i will move in going 1E as per Krill's correct suggestion. Now... you also have that long to persuade me not to take some tasty odds (~80%) on killing a hill giant. Benefits: -more xp on our super hunter. Nearer the range for a super unit to build that wonder (form of the titan?). What better way to start an adept on it's way to mage? - removes a dangerous aggresive barbarian Negatives: - i can't capture it later. I can't see how we can capture him within the next 100 turns and even then, it's not that amazing a unit. If you want giants that bad, we can build Nilhorn. -our super hunter might lose. |

![[Image: Civ4ScreenShot0688.jpg]](http://i554.photobucket.com/albums/jj417/KevinRill/FFH2PBEM7/Civ4ScreenShot0688.jpg)
(and that's probably good enough for the short-term anyway)
![[Image: adepts.jpg]](http://img195.imageshack.us/img195/9639/adepts.jpg)
![[Image: t39-sheaim0000.jpg]](http://i849.photobucket.com/albums/ab54/kyanrbpb3/t39-sheaim0000.jpg)