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| Earth Lore Analysis for Sprites |
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Posted by: Nelphine - April 23rd, 2017, 15:42 - Forum: Caster of Magic
- Replies (16)
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I am starting this thread. I'll update my post with my own maps, and analysis of those maps. This will involve nothing more than what nodes/lairs/neutrals there are on the map, within 6 earth lores. From here, we can determine whether this map had enough to get going.
Map 1: Extremely in favor of sprite strategy. Targets EVERYWHERE.
Earth lore 1:
Chaos node 2 squares from capital: many gargoyles, few fire elementals.
Lair 3 squares: phantom warriors.
Neutral 4 squares: gnolls.
Lair 5 squares: many earth elementals, few war bears.
Lair 5 squares: few angels, many guardian spirits.
Earth lore 2:
chaos node 6 squares: doom bat, many hell hounds
neutral 10 squares: high men, no ranged units
tower 12 squares: few angels, many guardian spirits
neutral 17 squares: nomad, smithy only
Earth Lore 3:
lair 6 squares: many phantom warriors (conveniently very close to that chaos node with gargoyle)
neutral 11 squares: gnolls (pop 6)
neutral 11 squares: nomad (pop 2)
Earth Lore 4:
Lair 8 squares: many hellhounds (very close to earth lore 3 lair)
lair 13 squares: great wyrm, many war bears
sorcery node 9 squares: many phantom beasts, few naga (adjacent to many hellhounds)
lair 9 squares: many phantom warriors
sorcery node 11 squares: few air elementals, few phantom warriors (first thing i've found that's a serious threat to sprites)
tower 12 squares: many efreet, few gargoyles (obviously not sprite capable)
lair 17 squares: many night stalkers, ghouls (not sprite capable)
first ai conquers that weak gnoll neutral next to my capital
Earth lore 5:
nature node 8 squares: behemoth, few war bears (sprite capable, if only 1 behemoth)
lair 8 squares: many ghouls, zombies
lair 9 squares: few werewolves, few skeletons
lair 10 squares: few chimera, few fire elementals
lair 13 squares: chaos spawn, fire elemental
tower 11 squares: many angels, few guardian spirits (probably not sprite capable)
nature node 14 squares: stone giant, few cockatrices
2nd AI is klackons
Earth lore 6: First AI capital (pop 4 barbarians) 15 squares
lair 6 squares: guardian spirit
lair 7 squares: many gargoyles, hell hounds
lair 8 squares: few shadow demons, few ghouls (not sprite capable)
neutral 8 squares: klackons pop 6
tower 11 squares: doom bat, many gargoyles
lair 14 squares: many demons, few zombies (not sprite capable)
Map 2: (Extreme)
Earth Lore 1:
Lair 2 squares: many phantom warriors
neutral 4 squares: high men pop 2, no buildings
Earth Lore 2:
lair 7 squares: many guardian spirits
chaos node 9 squares: many hell hounds, gargoyles
sorcery node 14 squares: few phantom beasts, few phantom warriors
tower 14 squares: many stone giants, cockatrices (not sprite capable)
Earth Lore 3:
nature node 6 squares: many sprites, war bears
nature node 7 squares: colossus, few war bears
lair 8 squares: many fire giants, fire elementals (not good for sprites)
neutral 11 squares: orc pop 4, no ranged units
neutral 12 squares: klackon pop 5
lair 15 squares: few fire elementals, hell hounds
Earth Lore 4:
lair 10 squares: fire giant, hell hounds
tower 12 squares: few gorgons, many giant spiders (not good for sprites)
lair 12 squares: great wyrm, many earth elementals (oh baby)
lair 15 squares: many guardian spirits
tower 16 squares; few death knights, many ghouls (not sprites)
chaos node 16 squares: great drake, many gargoyles (not really sprites)
lair 18 squares: unicorns, many guardian spirits (too far realistically, but this is the direction of all my neutrals and lairs and what not so my sprites will be out here)
First AI: klackons
Earth Lore 5 (all near the orc/klackon neutrals):
sorcery node 16 squares: many nagas
sorcery node 18 squares: many nagas, few phantom warriors
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| Kaiser's Adventure 4 |
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Posted by: Kaiser - April 23rd, 2017, 11:40 - Forum: Adventures and Epics
- No Replies
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So as a complete new member on the forum, I thought I could give it a shot as well at playing this scenario.
I never played Kongo before and just have a couple games under my hat so far, so this would be great learning experience for me.
So first of all, I had a look at the adventure's requirements and what Kongo's benefit are, in order to have an idea how to best approach this scenario. I decided to go for maximum theater and commercial districts to leverage their benefits, while mainly trying to stay in the game. I was also hoping to find the Stockholm city state, as in combination with an Oracle in the capital I was expecting it to generate GPP at a very fast rate.
As I have some trouble posting screenshots and anyway did take too few, I just shortly sumamrize my game.
I did expand fast to the north and west, boxing Spain in and crippling them for the game. They tried to settle around me and started two wars, which I won both and eliminated them from the game.
I managed to build the Oracle and found Stockholm, then beeline for theater districts and commercial districts and build them everywhere.
My game ended on turn 242 with a cultural victory with 48 GPP.
I should have prolonged the game to after turn 250 and should have focussed more on the task at hand, but enjoyed the game nevertheless greatly and will take part in future adventures as well, as I really like this format.
Hopefully I will take more screenshots then
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| [Report: Alkari/Average] Stretching my wings |
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Posted by: RFS-81 - April 20th, 2017, 16:48 - Forum: Master of Orion
- Replies (26)
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Alkari
Map Size: Medium
Difficulty: Average
5 Opponents
RefSteel asked me if I'd be up for a MOO succession game, and I said yes, but I'd like to play a few solo games to get up to speed again before that. My write-up for Civ 6 Adventure 4 got me in the mood for writing more game reports, so here we are. I'll be posting updates as I play. (EDIT: The report is now complete.) I'm not great at this game (hints and comments are very welcome), and I still find hard difficulty quite challenging, so I decided to play on Normal difficulty, but with one of the weaker civs. Playing as the Alkari also means that I'll have to step somewhat out of my comfort zone in terms of play style, since the combat bonus especially lends itself to early rushes. Plus, I get to make a stupid pun in the thread title!
I'm starting in the north-eastern corner of the map, with only one star in range for the colony ship. On top of that, the star is located even further in the corner, with, as it turns out, no further habitable planets in range. So I need better fuel cells ASAP. At least Bootis is a size-100 terran planet. Here are the results of my initial scouting:
The humans are nearby and have at least three colonies already. The yellow star at the edge of the nebula must be Sol. However, they're still out of range for diplomatic contact. I made an initial research investment to see what's available, and luckily, I can research range-5 fuel cells. There were no other choices in the propulsion tree. I would have preferred range-4 so that I could colonize Maretta, the green star north-west of Altair, which has a size-100 jungle planet, earlier. The other techs that I selected were Deep Space Scanner, Improved Industrial Tech 9, Class 2 Shields, Terraforming +10, and Hyper-V rockets (my only choice there). For now, I'll build some more factories and then pour all research into propulsion to break out of my corner.
With Deuterium Fuel Cells researched (next up in the tree was the Inertial Stabilizer as the only choice), I sent out my scouts to explore a bit further and started producing my second colony ship. One of my scouts encountered a (still unarmed) Silicoid colony ship at the blue star south of the humans' nebula. Establishing a colony at Maretta puts me in contact with the humans. Their emperor talks about peace, but I'm not so sure about that in the long run. Or the medium run. But for now, I can keep expanding peacefully, since the colony at Maretta opened up the arid planet at Rotan, in the north-east, for colonization. In tech, I split 50-50 between construction and planetology. Here's the map in the year 2334:
A few turns later, Darlok scouts also made an appearance at the same star as the Silicoids.
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| Dave's Not Throwing Away His Shot |
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Posted by: oledavy - April 16th, 2017, 11:35 - Forum: Civilization 6 PBEM 2
- Replies (472)
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HELLO ARCHDUKE, ALHAMBRAM, SINGABOY, WODEN, OR ANYONE ELSE STARTING THIS THREAD LATE
I regret to say that my primary hosting service provider, Photobucket, changed their account policy in mid June. Their free account (which I have), no longer supports 3rd party hosting, and they put that service behind a $40/month plan. Unfortunately, most of my images from early in this game (and all my pre-2017 threads ), now are not showing. Apologies, as I know this will make your reading experience of my game here quite bare and sad compared to what you might have been hoping to find.
....
Ugh, I actually really didn't want to have Rome as an option to play this game, I just really wanted to play China. It's actually killing me that one of the groups I had to reroll gave me China as an option. So now I face a conundrum.
Rome is objectively better than Gorgo's Greece or Kongo. However, after having two Romes in the first Civ 6 PBEM, I really would like to see something different played. I also don't want to Praet Rush someone, which seems like it is the natural play pattern and something that now everyone will be expecting.
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| Alhambram toast his first PBEM game with Russian vodka |
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Posted by: Alhambram - April 16th, 2017, 10:25 - Forum: Civilization 6 PBEM 2
- Replies (275)
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Alright, it is my first time playing multiplayer at Realms Beyond.
I need to make a choice from India, Norway or Russia. At this moment i am leaning towards Russia, it seems better option than India and Norway with current PBEM 2 settings.
Any dedlurkers are welcome!
Hopefully everyone are going have fun with this game, all other players and you lurkers included!
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| Omniscient Life Halflings |
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Posted by: Catwalk - April 16th, 2017, 10:17 - Forum: Caster of Magic
- Replies (4)
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It's curious that I'm getting to be infamous for Sprite abuse, seeing as I'm actually more of a builder type of player with a penchant for Life and buffing. My recent experiments with omniscient sprites brought that back a bit, and I realized that there really isn't any combo there. It's just two strong strategies lumped together.
Omniscient is paired much better with Life. It lets me focus 100% on buffing, and Heavenly Light is enough of an early boost. Life also lets me take neutral cities early, Halfling Swordsmen with Holy Armour/Weapons, Endurance and Heroism can kill almost anything. With 8 books you can cast Heroism in combat, meaning you only need the first 3 cast overland.
Halflings are ideal for this, having excellent swordsmen for buffing + excellent high end units + excellent economy. Nomads are almost as good, their swordsmen might work decently for taking an early neutral city. Horsebowmen are almost as good as slingers with powerful rangers later on, economy is decent. High Elves are a little weaker but doable.
Recommended setup:
5x Life (Heavenly Light, Endurance, Heroism, Holy Armour)
1x Chaos
1x Death
1x Nature
Omniscient
Cult Leader
Spellweaver
I think this setup is strong and expect to consistently do well with it, but I'll hold off on claiming it's unbalanced. I would really like to add Warlord to it, but I don't see what to remove without ruining the power combo or taking away essential Life spells.
I want to test this after the sprite issue is settled.
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