Unser Giftzwerg said:
No, what is obvious that I have demonstrated a nearly 2:1 advantage in hammer production for the Ljosalfar.
Twice as many cottages built by the Ljosalfar than their nearest competitor. At least one of every other improvement built too .. the Clan wasn't able to build anything but Cottages.
Proves what? That the clan is slower in research, that you favored other techs as clan? Your tech strategy was completely different for each race because thats the point of the game.
Unser Giftzwerg said:
At turn 200 the Ljosalfar had an army nearly twice the size, and definitely twice the STR as their nearest competitor.
TheElven nation totaled 35 population, a major, major boost over the 2nd place of 27 poplation. That was on the map with all the, you know, Flood Plains.
No nation was able to build a unit above STR 2. The Ljosalfar had already built three different types of units better than that. An Archer, a Hero, and 4Hunters. Everyone else, Warriors and Scouts and nary a unit-producing building built yet. (i.e. no one else had had time to build Archery Ranges, Hunting Lodges etc.
Small inconsistancies can be explained away by map variations or sub-perfect play. But a 2:1 differential cannot.
Why is this, because you expanded without a barb thread, you didn't loose units to barbs? Because you focused on military techs as the elves? By the way why didn't you build drowns as lanun or soldiers of kilmorph as dwarfs. They have str > 2 and doesn't require anything.
Unser Giftzwerg said:
Imagine if I had selected a so-called "good" map for the Ljosalfar. Hell, I didn't even work the Flood Plain tiles until city four was built. I do believe you are on record as saying Flood Plain tiles are by far the best tiles for Cottages, even for the Ljosalfar? Well ... in point of fact you are wrong about that.
If you were right, the Khazad had the best possible map. And the Khazad, the Hammer-Meisters, were out-hammered nearly 2:1.
All that is needed is a few forests in the realm. Starting civs are small. 12 forest tiles are not needed for a city of size 3. Then after their 2nd invention the Ljosalfar can start spamming cottages in woods.
You seem to feel teh burden of proof is on me. You think you can just say all these two to one imbalances are just due to the maps. Well, sorry. A two to one imbalanced means the burden of proof is now firmly on you. Perhaps that burden was once mine, but I shouldered it, and delivered up the numbers.
It's now the Elf-defender's turn.
Anyone called for me

.
What you proved is simply one fact. The elves have a good start provided they have usefull land near their starting location. So does every other civ with a good starting location and strategy.
My biggest point is that you only played early game, not mid-/lategame. You have a friendly neighbor shielding you from barbarians. Try your tactic again on your own, having to defend against the barbs. The numbers would be lower for sure.
Also the problems for the elves start in midgame, they don't have problems in early game. Continue your games a bit lets say till the elohim have at least archers or better crossbows and a religion, then attack them, try to take their cities and see yourself fail. You will need your high production and your hero to cover your insane losses. Then keep in mind, that in 0.15 the strength of your attackers were even lowered penalising them further.
The elves are designed as economy strong, I never said otherwise. Their problems are in their unit's or the lack them. They start out okay provided a good starting point, but they are getting weaker and weaker over time, while all the civs are getting stronger and stronger.
Greets Ghostmaker