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New EitB succession game

Ok this is officially a got it from me, I'll play this evening and post either tonight or in the morning.

Initial thoughts are to settle 1 SE of the gold and go for agriculture first while churning out defensive units and scouting. Probably won't have anything else to do for the first twenty turns.

As we haven't got a set turnplayer list yet, we'll go with order for now.
Travelling on a mote of dust, suspended in a sunbeam.
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What about SW to grab silk too?
Edit: nvm, disabling the lair with culture is probably better
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Turns played (about 2 1/2 hours ago).  Good news, we ate'nt dead; bad news, gobbos can grow at cultured camps.

Right the turnset:

I settled on turn zero 1SE of the gold as indicated:

[Image: yAZ1fCM.jpg]

Used the warrior to pop 35 gold from the hut while running the scout SW>SW to explore. Set up a warrior build in the capital.

On turn two I eventually revolted to nationalism when prompted by the game.  It didn't lose us anything, mainly due to the turn zero settle.  I also met the Svartalfar, the left handed elves (or so they tell me anyway)

[Image: BOo1VDQ.jpg]

Turn 4 border pops with still only an archer in the gobbo camp.

Turn 6 I use the Mirror of Heaven unique feature (which gives sun mana if in your land and roaded to your capital or on a river connecting your cities) to reveal a lot of land, plus a griffon and two scorpions (next player might as well delete the griffon notification at least):

[Image: JISDo5b.jpg]

Next turn I get a free gold event (I never pick the happy as it's temporary and in EitB I don't run slavery much), which gave us 45 gold just shy of the maximum.

[Image: Q0DGegH.jpg]

On turn 9 my scout dies to the griffin who proceeds to wander north of us into the fog.

Turn 10 the city grows to size two and as the increase in gold and hammers from the gold doesn't compensate for the loss of food, I leave both citizens on floodplains.

Turn 13 Agriculture comes in.  I pick Calendar as it unlocks agrarianism culture (super food farms for -1 hammers on farmed tiles) and plantations for the incense.

On Turn 15 the warrior pops just as we grow to size 3 (didn't time this it was just right timing).  I go to worker build because we need a few farms and other stuffs.

Belatedly on turn 17 I spotted that a gobbo unit had spawned in the barb lair, about two turns previously or so.  This breaks my original theory (though wildlands could change barb codes noidea)

Finally on turn 18 a second gobbo spawns and moves out to our city next turn.  He's on a forest across the river so don't attack.  He'll cross the river to attack us and as we've two warriors an culture bonus we should win handy.

General thoughts:

1) Our worker comes in one turn after Calendar so revolt when he pops and farm to the west and south of the city.
2) Emphasise military for now.  We should make sure to have a few extra troops in case Orthus spawns next to us.  And anyway EitB early game barbs are deadly.
3) My thinking on tech is go either Edu>Mining next or Mining>Edu (we'll have to research Mining's precursor either way but I forget its name) then onto a religion but which one?

4) Settling
What do we do.  The south is a wasteland of desert for a long time.  Good land peters out in the east at the end of the river we're on and to our west in the grassland are the left handed elves.  I've picked out what I think are our two best local sites, thought the more westerly on a plains hill is very close to the elves and will need to be rushed.  Figuring out where to plop down our settlements early is the key to victory here, I think.

And finally, the save.

The first person to post a got-it gets the save. Traditional etiquette is 20 turns, 15 turns, 10 turns from then on. With EitB's sluggish start I don't mind the next person taking twenty if nothing happens.

Good luck.


Attached Files
.zip   EitB SG 2022 - Turn 19.zip (Size: 85.02 KB / Downloads: 1)
Travelling on a mote of dust, suspended in a sunbeam.
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I don't have time to sort out mod installation for a few days, look forward to participating though
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We're being a bit sluggish (other than Brian, obviously), and I'm as responsible as anyone, but the earliest I can pick this up is tomorrow evening. If no-one else is in a position to do so I'll do so then.
It may have looked easy, but that is because it was done correctly - Brian Moore
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OK, got it! Now for 15 turns of trying to remember the differences between EitB and MNAI.
It may have looked easy, but that is because it was done correctly - Brian Moore
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Early turns don't take long with no scouts left alive - which is business as usual in Erebus.

T19-20
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I like Brian's suggested city; I feel it works well with one to the N that grabs silk and mana, although with a lot of mountain tiles in its BFC.

T20-21
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Gobbo suicides into our garrison. I wish we were on a hill, but at least the river defends the direct route.

T21-22
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Event: our people gain miraculous recovery from diseases. Actual gameplay impact zero. - which is still a lot better than negative.

T24-25
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There's a Hill Giant out there in desert to add to the scorpions.

T25-26
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And a wolf. Whatever.

T28-29
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A forest grows just outside our BFC.

T29-30
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We get Calendar, and I set for Crafting (working towards Mining the gold and finding copper). No point in revolting into Agrarianism until we have some farms ...

T30-31
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... which we can now start planting, on the opposite side of the city to the goblins. I start another warrior - we're going to need plenty of garrison and escorts. There may be an argument for an earlyish reliquary to get a Great Prophet but with floodplains and no health resources, not yet.




T31-32
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Free money from astrology again. Our garrison defeats another suicidal greenskin and gets Combat 1.




T34-35
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Wow, floodplain farms are slow to build.

And that's that.


Attached Files
.zip   EitB SG 2022 Turn - 35.zip (Size: 91.18 KB / Downloads: 1)
It may have looked easy, but that is because it was done correctly - Brian Moore
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Looks like a good turnset Shallow Thought, I like your suggested city in the North West, it'd make a good half city for pushing out units at least. Another good spot would be near where you've the giant marker. Yes it's picking up a lot of desert but with cows, hill(s?) and 4 floodplains it would make another decent unit pump.

On tech, crafting>mining is the way to go. Our units aren't geared towards horses (though in MP horse units are far more important than in BtS, they've got massively boosted movement), so finding our +1 strength resource is a good idea.

So Turn Order is

1) Me
2) Shallow Thought
3) ???

Post a got it whoever is next and lets keep this ball rolling.
Travelling on a mote of dust, suspended in a sunbeam.
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Nice turnsets guys, thanks for the reports. My weekdays are uncommonly busy for the next two weeks but I'd be happy to take a weekend turnset, maybe in 4th place after whoever goes 3rd?

Is it common to spawn without any health resources in FFH?
Past Games: PB51  -  PB55  -  PB56  -  PB58 (Tarkeel's game)  - PB59  -  PB60  -  PB64  -  PB66  -  PB68 (Miguelito's game)     Current Games: None (for now...)
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(May 31st, 2022, 21:23)Amicalola Wrote: Nice turnsets guys, thanks for the reports. My weekdays are uncommonly busy for the next two weeks but I'd be happy to take a weekend turnset, maybe in 4th place after whoever goes 3rd?

Is it common to spawn without any health resources in FFH?

I think it's more an artefact of the fact that we spawned on the edge of extensive flood plains, but it's not that uncommon with the Erebus mapscripts.
Travelling on a mote of dust, suspended in a sunbeam.
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