Boff-05 Izzy Wizzy was unBearable (Izzy,Emp,Cont/Is)

quick silly question. I notice you love renaming your units! How does one do this?

Oh and btw, I must have been living in the dark ages, b/c BUG mod makes the whole "whip" thing waaaaaaaaay easier to follow now in your games. Feeling very noobish

I don't use bug and hence I'm an idiot on whipping.

Rename units by clicking their name in the lower left corner, just below the enlargened unit animation (TM). You need to have the unit selected.
 
Select a unit and in the lower left corner of the UI, merely click the name (i.e. Worker). You'll get a standard pop up Rename field.

Anyway be interesting to see how fast we lose this game hahahahahaha. :D


BTW DE, very much encouraged to install bug if only for 4 major things,
1. the city info just under beakers etc is a great way to sort a towns overall value.
2. the Glance info the score in the lower right gives as in whtmooh, forced peace, score changes etc.
3. Trade availability and whip/rush info pops up on events.
4. Unit filtering. type, promos units hurt, units not hurt etc.

Not even sure if half the Tools I use are not bug related to be honest.


Cheers!
-Liq
 
hehe rrr, You impress a liq in that you are as fearless as the boff series when it comes to failures. Too many people constantly regen maps that aren;t hof score perfect or get a set back (like effing Hannibal getting shock axes) in the initial rounds.

One of the things that really pains a liq is when the hall of fame crowd won't even consider a warrior as a first build, seeing as they will just quit out a game if the odd bear or barb hut kills their one scout.

Imo, one learns how to play via losses as much as by victories, save state scumming gets one nowhere fast.

Cheers!
-Liq
 
I don't use bug and hence I'm an idiot on whipping.

Rename units by clicking their name in the lower left corner, just below the enlargened unit animation (TM). You need to have the unit selected.


Oops, didn't mean to insult :( I was talking more about myself. I just figured all the great players used this mod, but perhaps everyone is just much better at figuring stuff out than I am LOL

anyhow, lessons are lessons and I am awaiting the next one.

Thanks to all for the help on renaming. Who is up to take the reigns?
 
Imo, one learns how to play via losses as much as by victories, save state scumming gets one nowhere fast.

I can't agree more with this ;) Even If I like HOF threads :lol: ... i always play what I got, so there are some loss obviously :D

Cheers
 
Meh. Just got back from class and handing in a term paper. Will take a look at the save...
 
Oops, didn't mean to insult :( I was talking more about myself. I just figured all the great players used this mod, but perhaps everyone is just much better at figuring stuff out than I am LOL

Haha, you didn't insult. I am an idiot when it comes to whipping, I need babysitting to even do one right thing...

And the reason I am not using BUG is because I played (or planned to play, I forgot) in a SG that wanted no mods that erased the log, and now I play FfH mostly, and I won't bother installing BUG right now...
 
2800BC (48):

Preflight check. Ok, so we have a settler due in 7 turns for Izzy Dot. BW is in 3 turns, and we can't chop the hill until then, so I'm sending our worker to mine the southern hill. We'll need as many hills up and running as we can get to slow growth when the time comes.

The north warrior will take a peek around the area until the Izzy Dot settler pops. The south warrior is hurt, so need to stop and heal...

2775BC (49):

We do nothing this turn except move the worker onto the hill. Neither warrior moves, as we are waiting to ambush a Churchill scout, and the south one is still healing. Lions appeared though, so could be bad for us.

2750BC (50):

We punk the lion but take more damage. Buyout Woody 1 and stop to heal some more. Ugh.

The north warrior is still keeping tabs on the Churchill Scout.

2725BC (51):

We are largest due to fast popping borders from Hin. Nice.

set1largest.jpg


And Bronze Working comes in.

set1bronzeworking.jpg


Notice that I didn't copy over the copper icon onto the screenshot? Coincidence? NO! There is no copper anywhere in sigh. Usual Boff-0 map... Dial up hunting as we need archers.

I don't revolt to slavery yet as we are Spi and can do it whenever we want.

2700BC (52):

Ironically we are first in score. WTH are these guys doing? Oh and our power went from 0.3 to 0.6 with Hannibal, so clearly the guy is getting his scouts killed or something. We can also now see Zara's power, which is also 0.6 to us.

2675BC (53):

And Zara finishes some unit as we fall to 0.5 strength.

2650BC (54):

Our southern warrior finally healed and got to the southern tip of the peninsula of desert. We see a fish off the coast, but the area is still pretty marginal. Passable Moai city though. Will post maps at the end.

2625BC (55):

The ugly jungle from the SE landmass grows up towards Madrid. Not in the BFC yet, but ugly.

Settler is done in Madrid, and we dial for a 4 turn warrior. Still on Max food as the unhappiness is about to disappear.

Mine is done this turn, but I don't work it.

2600BC (56):

Our worker heads towards the forested riverside hill in order to mine it and put the proceeds towards a settler.

2575BC (57):

set1hunting.jpg


Archery is in 7.

Settler is in place with guard to found Izzy Dot next turn.

2550BC (58):

I start mining the forested hill this turn using a single action so we can stall the chop and put out a few more warriors.

Oh, and Zara passes us up in score :( :p.

Found Barcelona and it starts eating 3 gpt.

set1barcelona.jpg


We immediately dial a monument. It's not so bad because we are making 4 hammers already. But we need that monument as all the high food tiles are in the second row.

Dialing up Churchill and he wants Barcelona for peace, lmao.

2525BC (59):

We can start to see the edges of Hannibal's territory to the Southeast.

Warrior is finished and we dial another one in 4 turns.

2500BC (60):

Nothing except moving warriors this turn.

2475BC (61):

Zzz... Oh yeah, Madrid reaches size 5 and starts working that mine that I made way back in the beginning of the set.

BTW, we are first in score again by one point over Zara, WTH :p.

2450BC (62):

We find Carthage this turn.

set1carthage.jpg


And Zara passes us up by 3 points :p.

2425BC (63):

We are done another warrior in Madrid. Archer is next turn, so I will dump the overflow hammers into a Settler until we can start Archers.

2400BC (64):

set1archery.jpg


Dial up The Wheel in 8 turns because we need it for the centrally critical pottery. That, and we need roads for obvious reasons.

Yeah, so switching from the settler to an archer this turn.

2375BC (65):

Zzz...

2350BC (66):

We note that Hannibal just trained a settler in Carthage...

Oh, and I find copper and marble to the West. Along with seeing a barb from a hill, sigh... Barbs spawning already...

2325BC (67):

Sitting tight on a jungle hill while the barb comes...

2300BC (68):

So I micro the chop into Madrid by swapping out the archer (1 turn left) for the settler. We put the chop into the settler, for 7 turns left.

Oh , and a forest grows in the tile directly 2 West of Madrid. So extra forests to burn, yay.

The barbs don't attack, so I move onto another jungle hill to see more land.

We also spot Zara's borders to the NW in the water.

2275BC (69):

The barb charges this turn and gets wiped out flawlessly by our warrior on the hill. Yay.

We put the archer back into the queue so Madrid can grow to max pop next turn (along with finishing the archer).

Worker is generally done doing crap at Madrid, so running over to Barcelona to mine the gold.

2250BC (70):

Ok, so Madrid grows to size 6 this turn and finishes it's archer. We are back on a settler in 6 turns. However, I revolt to slavery and 2 pop whip the settler so it will be done next turn and we can start heading in the general direction we want to settle (I will pass off with Wheel).

Barcelona finishes its monument so it will pop borders in 15 turns. A workboat only takes 11 turns to build, and an extra turn to get to the clams. We may want to stall this if we are indeed crazy, but not a huge deal. We need the food here.

2225BC (71):

Madrid finished the settler, and a worker is only 5 turns. Since we are expansive, I work the riverside mine instead of the uber-truffle forest to squeeze an extra hammer out of the expansive trait (ostensibly for the overflow).

The Southwest Warrior has another barb in its face, so we flee into a jungle for defense.

The Eastern warrior has fully scouted everything that we can. Hannibal is on a crap strip of land so it should be easy to bottle him in. We are recalling him.

2200BC (72):

set1wheel.jpg


So the barb sallied against us last turn, and we won. Took damage down to half health though, ugh. Buying out Woody and stopping to heal.

England will take a ceasefire this turn, so do so.

set1churchillCF.jpg


Stopping here WITHOUT moving the settler or the archer that guards it. We need to discuss city locations, so going to throw up a map.

Next tech choice is also not chosen, so have to discuss that too.

Here's a map of the known world for your consideration...

set1worldmap.jpg


I'll drop down a dotmap in a bit...
 

Attachments

BW gives power; that explains our jump.

You said ZY was NE. He is NW.

I think Pink Dot should be one north, actually.

Going to get something to eat :p
 
Yeah, S.ilver fails with directions... Was still thinking about Hannibal. Will fix that...

I just spammed that sign based on Liq's dotmap. Was just talking to him about it, and we also concluded it would be better 1 north, as it would make for less clutter for a city in the jungle. Great minds think alike! :p

EDIT: Yeah, ok going to save a post and put the dotmap here...

dotmap1.jpg


Pink was discussed heavily, and it is good to move it north by 1 to reduce overlap and such. We also win the dyes.

Red Dot avoids the 3 nasty peaks and picks up the pigs and 2 calendar resources.

Blue Dot is for picking up the shiny stuff. Can possibly move it 1S, but we'll have to scout first. We'll lose the riverside health bonus though.

Yellow Dot is... well... Yellow Dot. An aggressive attempt to block Zara if he is not already coming this way. It is a decent town despite being 1 tile off the coast as well.

Orange Dot is hilled and has food, and is the primary position for blocking Hannibal into his cozy 3-fishy start. Purple and Black pick up the resources in that general area. If Hannibal manages to get by Orange, it's not a huge deal as we still have our capital basically sealing Hannibal into a low production area.


IMO, we should go for Yellow first, to get a block of Zara going. Although, keep in mind we haven't found Alex yet, and he could possibly be lurking to the south, in which case a Yellow Gambit would be bad. However, if he's past Zara to the west, Yellow cuts them both off to fight in an enclosed space :p.
 
Alex is from south.west of capital... I agree that if we could get the Yellow running, it would be cool, but Zara is simply a horrible AI to fight culturally.
 
Preturn:2200 BC
ok so should be a fastish turnset barring the unexpected. goal is to rush yellow dot with the settler archer pair , 7ish turns to get there.
9ish turns on Pottery 9ish turns on that workboat in Barcelona whose culture pops in 13ish so hmm mass whacking enter for 8ish?

Izzy has such a pretty border color.

[1]2175 BC
Ok southwest warrior... uh Benny! needs to heal some more.
Nothwest warrior... Freddy is heading towards yellow dot


[2]2150 BC
Ok so interesting score changes. zara +22, hanni -14

2150BCbarb.jpg

Barb archer pops near pigs... this could suck hehe.

[3]2125 BC
zara up 17 again... uh WTH, how do we have trade with zara


[4]2100 BC
So the Barb archer is jerking around south, looks like he might feat on a Hanni scout.
2100BCBarbculture.jpg

Note the barb town culture hehe.

Worker pops in Madrid get to work on a barracks in 11ish
2100BCworkerz.jpg

And so A New Worker Naming Convention starts!

[5]2050 BC
2050BCZaraCulture.jpg

ok so see that zara has a town 5 west one north of yellow dot, this is perfect as he cannot fit another town in. yellow getting settled next turn.

Gold mine gets built so workboat is in 2 now... 7 turns extra, so I slot in a barracks for 4 turns.

[6]2025 BC
Big news!
2025bcSeville.jpg

Monument gets started, growth in 11. -4 gold at 80% a turnish but pottery in 1

2025BCbennybarb.jpg

The land to the south is indeed a dead end looking like. Benny gets to fend off a barb first.

Also notice we have trade lines with Hannibal. Zara and Hanni must have sailing.

2025BChannisettler.jpg

oh and here comes a hanni town!

Moving Howie west so he doesn't get trapped.

Barcelona gets roaded to Madrid, going to push a road to Seville over the gold hills.

[7]2000 BC
2000BC.jpg

So Pottery comes in yay. Move Madrid to a 7 turn granary running those hills..

I go for priesthood in 8 as we can surely use the temples if only for the great profit points.
Barcelona also goes on for a 9 turn granary, expansive for the win. put the workboat in first in 2 turns on account I'd rather not be bothered.

huh no idea where that warrior near benny went.

Hanni settler gang is one east of rice, lets see where he's going.

[8]1975 BC
So hanni settler heading north.

[9]1950 BC
And so there's hanni's town.
1950ADhannitown.jpg

Ok well, guess he can work the clams form the get go.

Howie starts west to help fog bust

Barcelona's workboat finishes so onto it's granary.

[10]1925 BC
Hmm benny might be dead!
1925BCbarbtown.jpg

WTH indeed on barb town location.

[11]1900 BC
Yup benny is dead but he took one of those archers out. How come the barbs didn;t beat down on the scout of hanni's?

Baiting that barb archer from the first screen shot to attack Freddy sitting on a jungled hill, across a river.

[12]1875 BC
Madrid pops to size 5 and Barcelona pops it's borders. Workboat is go!

Freddy powns the archer. Only 1 exp hehe.
[13]1850 BC
Clams good to go so Barcelona is growing in 3.

[14]1825 BC
Snooze

[15]1800 BC
Alex will open borders so that means he has writing.

[16]1775 BC
Madrid finishes it's granary so finishing barracks in 3

[17]1750 BC
1750BCPriesthood.jpg

Priesthood comes in so I move to AH for the cows in 11ish. Notice we now get a 30% discount on writing.

Seville grows to size 2 so I whip the monument. Overflow going into a granary.

Hanni will open borders as well.

[18]1725 BC
Hanni comes looking for open borders, I decline.

[19]1700 BC
Barracks in Madrid finishes, I put in for a 6 turn temple so we can curb growth running a priest spec as growth again is in 6. Once temple is done, pop at least one archer before making a settler for pink dot.

AH is in 7 turns so the worker roading the gold north of pink dot should head on over to seville's cows when the road is done.

Barcelona is working the gold hill for now, cottage on that flood plain will be done in 6ish so might want to work that instead to promote growth. That town should be pushing out archers so Madrid can concentrate on workers and settlers.

There hasn't been a single wonder built so far nor has jew been founded.


What the south looked like before benny got punked (spoilered due to large size).
Spoiler :
1700BCmap.jpg


Stopping on an even number here so a few thoughts.

Need militry hehe. At least one archer from madrid and put barcelona on archers once its barracks is done and seville on a barracks itself.

Need pink dot online, have madrid push that settler out once its built an archer or two. The center area is pretty well fog busted so an escort is optional.

Need more workers from madrid after pink dot is out the door. Hook up the animals as soon as AH comes in, hopfully we have a few ponys. Town after pink will be blue. A road from madrid to pink direct is a nice idea but meh, so much for the workers to do.

Next tech after AH is open for discussion.
Sailing, Iron Working and Writing are all important but well...
Can stall writing since we need to pop a priest from madrid first.
Sailing can wait a bit since we only have two coastal towns for lighthouses and both need to build other crap hehe.

Iron Working is critical so might as well bite the bullet and research it. 19ish turns is a far cry better than the 29 at the start of the turnset!

Have not seen a single alex scout this entire turnset, other than the one that was exploring Hannibal's wonderful maze. Safe to assume he;s west of zara.

Make sure Madrid is running a priest spec when its temple comes in; we need that shrine to help push hin.

Cheers!
-Liq
 

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Yeah, I like Liq's revision to the dotmap. Blue Dot 1S of the position on the map reduces the hideous overlap and gets us the marble. So semi-decent hammers in that town.

Speaking of which, we need Blue and Pink to finish the seal on Zara (Pink so he has nowhere to sail boats to in the north, and blue so he can't get boats by in the south). Pink is obviously profitable very quickly due to have 2 golds and various food supplies to work them, so that gives it priority over Blue.

We need Blue for the copper though, and that all important seal. Blue is also fairly free from jungle, so it would get on its feet fairly rapidly (although distance maintenance would be a pain).
 
Will play tomorrow... Uhm, some questions:
@BUG: can #4 be disabled? I hated it like the plague when I played with it.
And... Can it work without crashing my game when I play FfH without me having to adjust it everytime?
 
Unit filtering (#4) is default vanilla by default. You have to click on the Icons below the unit listing to change anything.

As for running ffh and bug, you can install bug as a mod itself though not sure how that all works.

The one thing to keep in mind though is don;t start an SG with Bug as a mod active, else everyone needs the same mod.

I personally just use bug in my custom assets folder though you can use the line

NoCustomAssets = 1

in the ffh .ini maybe?

No idea to be honest, Liq doesn't bother with mods. :D

Cheers!
-Liq
 
This all is obviously longish term but here goes..

Well we need to build 1-2 archers from Madrid before popping a settler for pink dot. After that, we need to spam a pack of izzy's "embarrassed" workers as they are easy to build up (keep in mind that expansive worker build bonus is based only on hammers, not food)

When temple in Madrid builds, put the extra population on a priest spec as we need the shrine for spreading hin to freaky hair and loverboy.

Have Barcelona take over archer duties from Madrid once it's finished it's barracks as we want to be on par power wise with Loverboy at least. Hanni is so hurting for hammers though, we shouldn't have too much issues and evil england is just plain screwed. Zara is locked in with alex so expect the festivities to start soonish (hopefully). If we can get Zara hin'd he's a sucker for religion dip to keep him pleased+. If freaky hair gets jew or confused though before he and alex are at eachother's throats, uh watch out.

Seville is sort of dead in the water until it can get unpacked from all that jungle. The moment it gets hin, have it on a temple for the culture. We are a full 5 tiles away from freayhair's town though so we should be ok culture wise. Make sure the worker roading pink dot's gold runs to Seville's cows as soon as the road is done, as AH will finish about the same time. Once Seville's pop fills up it can push out a few workers too if we need more.

Overall town utility...
Madrid is our cash cow obviously so wall street. When spare worker actions are available, we need to put up cottages on all those grass tiles. Other than than the mystery shroom forest, most of those forests need to go to make room for the cheese.

Barcelona is Heroic + West point. Feel free to farm the nw flood plains eventually as it has a ton of hills, and forests to work. For now that worker should hop on the cows the moment AH comes in.

Seville is cottage cheese once it gets that jungle cleared.

Pink Dot is cottage cheese as well though it's going to need a few farms to support the gold + plains.

Red dot is Ironworks + red cross town from hell as there's a total powerhouse hidden under under all that effing jungle.

Blue dot is uh... whatever its resources dictate. It's going to need civil to work all its shinies so it's prolly a mix of hammers and whatnot.

Mystery dot (two west of the rice near that craptastic barb town) is decent hammer town for one of those "one tiles off the coast" jobs as there are just as many lost tiles from peaks in that area as coast.

The crap towns near Hannibal are just that... crap competing for the moia stone.

For Techs, there's a ton we need.

Iron Working advances the age and is critical for locating iron and being able to clear all that jungle. Imo hammer that one home as soon as AH finishes.

Writing will be super cheap by the time AH comes in and is only stall-able due to us needing a Great Priest. Writing opens Math (Which is critical for us with Calendar Currency and Construction) and alphabet.

Back filling we need masonry before blue dot comes online and sailing for the light houses + being able to use those many rivers for easy trade hook up to capital. Meditation is required as monasteries are culture and free beakers.

Code of laws is going to be required sooner rather than later and since we have priesthood it's open now. If we can settle and unearth red dot in time, beurac might be worth the pain to move capital to it for strong arming a few stone wonders.

Early Wonder wise, not much really interests us that I can see as stalling astronomy and scientificM is dangerous on this sort of map. The religious wonders of UoS and SM are interesting but no stone is ugly. The wonder we might actually have a shot at is the beloved MoM since we have most of the calendar resources laying all around us and researching it early benefits us. Bluedot will have marble online hopefully for the fast build.

Cheers!
-Liq
 
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