Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
Apocalypse Now - Os-Gabella of the Sheaim

Alright, the plan for this thread is to be quite a bit more concise than my PBEM 2 thread was. I think C&D, spreadsheets and sandboxes are a waste of time so I'm not going to do any, which spares you lurkers having to read any of that tedious stuff.


Civ picks

Given the vague map specifications involving some water and rushing presumably not being a viable approach, I believe Amurites and Lanun to be the top two civs. I first picked Dain intending to Firebow spam, but obviously lost the dice roll. I figured someone else would #1 pick Lanun so I didn't bother putting them on the list.

Another good choice would be a defensive civ. Ljosalfar with EitB Republic (+1/+1c to towns) have a ridiculous late game economy, but I played them last time. Elohim with the EitB version of Einion (Phi/Cha) would get a fast start and a strong plan would be to rush for Culture/Tower and hit sanctuary when someone noticed. In a no-diplomacy game this is probably a really strong strategy. Elohim are also rather boring so I put Einion down as #3.

I #2 picked something more fun: Sheaim. Admittedly, this is more out of playing for fun than playing to win. If I got this pick, it'd be guaranteed Amurites were in game and the Amurite world spell is a hard counter to summoning lol But I want to see if the late game stuff and Armageddon mechanics can be showcased for a change. Besides, forcing Darrell to deal with the Horsemen of the Apocalypse again will be hilarious.

(It's also probably asking for trouble as Sheaim tend to be cursed with bad start positions in these games, but oh well.)


Opponent civs

Ilios/Bannor - I think this civ is in a similar position to mine in terms of being a non-optimal but fun pick that gets a bunch of free units in the later game. EitB cottage enhancements help them quite a lot.

Darrell/Ljosalfar - I expect him to follow in my footsteps from PBEM2. Difficult to attack and a serious threat to win by tower/culture.

Tatan/Amurites - The largest military threat. Everyone will be worried about their worldspell and quick training mages. Hopefully, this will cause someone else to attack them first.

Mardoc/Lanun - If there's a significant amount of water on the map, as the banning of OO implies, their economy will be very strong and their world spell frighteningly powerful.

So I think there are two tiers of civs in this game, Ljos/Amurite/Lanun followed by Bannor/Sheaim.


Overall plan

Ashen Veil as primary religion. Splash for other religious units and temples as necessary with Spiritual. Build Prophecy of Ragnarok in an Adept/Savant production city midgame and spam the AC up, because it strengthens Sheaim summons and planar gates. Attack people with Ritualists and hordes of random summons. Use StW and Slavery to get those expensive Planar Gates and supporting buildings up and collect free units.

I want to win by conquest, although it'll probably be a very difficult goal.
Reply

Sounds like this is going to be fun! Nice to hear someone talk about the Sheaim and not mention Pyre Zombies! lol
Reply

Looking forward to your thread, Uberfish.

Haven't had the chance to lurk a nicely reported sheaim thread, so I have high hopes. :neenernee

Did Planar Gates suffer some kind of change in EitB? They suck on normal FfH, IMO, being expensive, with a lot of useless summons that require techs all over the place and yet more buildings, with a low probability of happening and a low number of supported units...

Yeah, they reeeeealy suck...

A good thing is that there are a lot of spiritual civs as opponents, meaning that almost everyone will want to spread the veil.
Reply

Gates are unchanged IIRC.



They aren't *that* bad in regular FFH anyway- yeah, you don't want Chaos Marauders since they're rubbish, but Manticores are very tough flying units which can be awfully difficult to stop if the terrain allows them to menace a player from a lake or mountain. Mobius witches are free mages, always nice. Minotaur just beat the shit out of stuff wink
Reply

Bobchillingworth Wrote:Gates are unchanged IIRC.



They aren't *that* bad in regular FFH anyway- yeah, you don't want Chaos Marauders since they're rubbish, but Manticores are very tough flying units which can be awfully difficult to stop if the terrain allows them to menace a player from a lake or mountain. Mobius witches are free mages, always nice. Minotaur just beat the shit out of stuff wink

Well, manticores requires groves, which are on a part of the tech tree that you won't be heading as the Sheaim on a MP game (and IIRC its even worst on EitB, where groves are tied to Commune with Nature [sp?], not sure, though).

Mobius witches are probably the best units from planar gates, on a cost-benefit analysis, in my opinion. But they still require 2 expensive buildings.

Minotaurs require Obsidian Gates. By the time you get there, the game will probably be near its end, so I'm not sure if they can be relevant.

And all this is pretty random too... And I dislike randomness! :neenernee
Reply

Well this game is a joke:

[Image: 2.jpg]

Demographics show everyone else was coastal so probably equivalent start positions.

No river at capital. Inland is jungle...

So it's fair right? Everyone has the same tortuously slow start?

What's that you say? There's a civ in the game specifically designed to expand along the coast that doesn't care about the lack of rivers and inland expansion being hindered by jungle at all?

banghead
Reply

ok well.

There are clearly only 2 reasonable tech choice, agriculture-calendar or mysticism

Since this starting position is a pile of crap, mysticism first going for early academy + god-king would be stupid. This is not a site I want to keep as capital long term or invest heavily in buildings for vertical growth at.

The only reasonable move is to maximize productivity for horizontal growth and Agriculture/agrarianism will give +7 food from farms adjacent to the lake (no river commerce) vs +4 hammers from god-king. Worker first, using both starting units to scout, and leaving the capital empty is absolutely mandatory given the situation, of course. Early death is an acceptable risk for a civ that wants to blow up the world anyway.
Reply

Dice rolls so far:

Hut, 26 gold
Coin constellation 40 gold
Stupid Muris clan goblins -1 food to a random grassland (fortunately not the one next to the lake)

Spotted a graveyard and more jungle to the north. Probably going to pop the graveyard on a "what the hell" basis.
Reply

Graveyard: popped Crafting

discovered corn/reagent/gems site 5 tiles from capital. Reagents are forested, gems jungled banghead
Reply

Hey now, Crafting leads to chopping. lol
Reply



Forum Jump: