FFH2: Paradise Regained

I played from Stuge's save as suggested, taking 10 turns to build up more tier 4 units. During this time, privateers obviously in the pay of Sabathiel kept sinking our ships and fishing boats. This provided ample justification for restarting the war.

During the ceasefire the Bannor had made the mistake of splitting their main stack up and I encountered 3 smaller stacks of 15-20 units. Arquebuses/Cannons were the backbone of their force and they were also fielding paladins, war chariots, and heavy crossbows to try and counter our own high end units. The enemy had a promotion advantage as their units usually came out with 3 promotions, however meteors levelled the field out and our super flurry (str16 units with 13 promotions and innate blitz/first strike are better than heroes) was able to kill 3 units a turn.

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Once Sabathiel started losing his good units, the piracy stopped and we were able to start reclaiming the last part of the ancient forest. I traded life mana to Alexis for body at some point to get the haste spell to speed things up. Haste + Druid entangle allows you to get up to enemy stacks/cities quickly and pound them while being safe from counterattack and I was able to shut down the pesky War Chariots this way towards the end.

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Waited a couple of turns and:

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Thanks for the game guys, this one was fun although in hindsight domination was inevitable given the victory conditions. Anyone want to start the thread for the Perp game?
 
Another awesome effort by a truly skilled team. Fun read, guys, and very well played ! :goodjob:
 
Great job, Uberfish! My first victorious SG! And now I can say I played with one of the illustrious Acid IV team.
 
Good work finishing it out uberfish :goodjob:.

I was away for the last weekend and while I was away I played my first full 0.31 game (ended up over 700 turns). No crashes at all :D, so hopefully it was just a 0.30 thing (crosses fingers).

I think an Irrational Isabella type game is better for Perp. I'll post some thoughts and things later (including a link to Kylearan's original game).
 
Kylearan said:
Each player plays 3d6+4 turns (7-22 turns, determined by rolling three six-sided dice and adding four to the result). The variant for that player's turnset is determined by rolling two dice, taking their product, and consulting this table:

1 - Zealot: Must declare war on the civ that dislikes us the most (choose the one nearest to us if there are several disliking us equally strong). If this civ is already at war with us, declare war on the civ that dislikes us the second most, etc.

2 - Robin Hood: Must make one gift to the AI with the lowest score, with this order of preference: A city, a tech, a strategic resource, a happiness resource, a health resource, or our most powerful unit. That means: Try to gift a city first, if that's not possible, try a tech next, etc.

3 - Oaf: No diplomacy may be initiated in any way. If an AI offers us or demands something, decline.

4 - Anti-plutocrat: Must end each of your turns with less than 10 gold in the treasury.

5 - Trade Baron: All resources that we can acquire/sell must be bought/sold from every other civ. For example, if we have spare iron and the Japanese are the only civ which doesn't, we must sell them iron. If they can't afford it, we have to give it to them. Similarly, if somebody has
corn for sale, a Trade Baron must do everything in his/her power to purchase it.

6 - Hawk: Each city completing a non-military build (anything but a military unit or barracks) must build something military (unit or barracks).

8 - Sentimentalist: NO spending on science and no scientist specialists (long for the "good old days").

9 - Regent in Power: Player must "skip" 1d6 turns before beginning play. Skipping turns means click "end turn" without moving units or changing anything, and accepting default builds and pop-ups.

10 - Theocrat: Must change to a different religion (Paganism even) if possible.

12 - Builder: Each city completing a unit must next start a building.

15 - Revolutionary: Must change all civics to something different, even if that means adopting barbarism or despotism.

16 - Science Freak: Science must be run as high as possible, and every city has to be set to "emphasize science" with the governors switched on. Research has to be switched to the most expensive tech available immediately.

18 - Elitist: Every city that completes a building must start a wonder or project next.

20 - Hippie: Peace must be made with all civilizations as soon as possible, regardless the price. After peace is established, the strongest unit (unit with the highest XP) of every unit type has to be disbanded.

24 - Farmer: Every city not yet at its happiness cap has to be set to "emphasize food" with the governor switched on.

25 - Insecure: Every city's build order must change. The science and culture sliders must change. Any on-going deals (including open border agreements) that can be cancelled must be cancelled. All worker actions (or as many as can be reasonably found) must be changed.

30 - Industrialist: Every city has to be set to "emphasize production" with the governor switched on.

36 - Overloaded: Roll twice and do both, ignoring this roll if re-rolled. If the roles contradict (e.g. Hawk and Builder), re-roll the second until something possible occurs.


Important: Each player is only allowed one veto stamp for city build orders per turnset. When you get the game, you are allowed to change the build order in one city. And you can't just wait and change it later. If the previous player started a courthouse in the capital, you keep building the courthouse there - unless, of course, the variant rule says otherwise. You are allowed to change everything else, though.

Taken from this SG.

I think this could work really well with some adjustments to the traits and using a set roster instead of open. Most of them will still work well but there should be a Sorcerer trait, all cities completing a non-magical build must build magic oriented units or buildings, maybe instead of Industrialist.

Thoughts?
 
I am a lurker with a few comments on the variants:

Maybe make some rules about gifting and disbanding units (#2 and #20). Specifically exclude Heros, World Units and Arcane units. Your highest XP and most powerful units units are certain to be these guys. That or make it a very unlikely roll. Unless you want to fight Apocalypse Riders and Dragons with Swords and adepts.

With more Civics in FFH, unless you can avoid anarchy, too many civic switches at the same costs too many turns IMHO. Set a limit on switches required.

Those are the two modifications I would make to prevent getting too crippled militarily and economically.
 
What I'd suggest is we play according to whatever traits the Insane trait turns up for us (Spiritual - change all civics every time the option comes up, Financial - maintain treasury at a certain level, etc)

Then roll dice for Perpentach's whim for the turn which is just one random thing a player has to try to do, such as bribe an AI to attack another, move the capital for no reason, and so on

This should result in an actually playable game.
 
In .31, trait changes are way to rare to incorperate in a variant. I had none in one game that lasted +200 turns.
 
We could mod the trait change rate of course.

Checking the roster, I think only Darrell and Morgan of the current roster didn't want to continue in the next game, and Imhotep wanted to join? So we would have 5?
 
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