You also could have gone for the Chaosmagicians, because the Cult Bonusses are pretty good, and as CM you could have selected the 2 Worker, Sanctuary scoring round bonus card. This way you could have build your sanctuary in round 1 and get many Cult Bonusses.
I'm not sure exactly which cult bonuses you are referring to here with the CMs, Max. My hunch is that darklings or cultists would be better able to take advantage of those particular cult bonuses. E.g. Darklings could get the priest bonus card and get the 3-spots in both the earth and water cults.
By round 2 the CM could get 4 points in the earth cult with the favour tiles earth 1 and earth 2 and a priest or the round bonus card. by round 4 it would be no problem for them to have 8 points in the water cult. I mainly thought about a faction that can get benefit a lot of the double earth double water cult bonusses, and engeneers didnt pop into my mind beacause of that :D
I found your channel recently and really like it. I only watched 3 or 4 vidios and it already helped me a lot. I have some questions about aspects of the game that let's say "irritade me" and I'd like to hear your opinions on them because I maybe missed something: 1. The giants are really only good for there stronghold right? Because there special ability seems like a misadventage for me and they don't have any other advantages over other races. 2. On the games I played yet it established the rule that its better to litche (sorry don't know how it's spelled in english) as low power as possible. For an example it's better to litche 2 power for 1...( Prestige point? Idk) than to litche 3 power for 2 prestigepoints(?). So most times I try to only have exactly one power level adjacent to my opponents if possible. Do you think it's in the early rounds better to lose some prestige points for power? Because 1:1(+1) seems really off to me.(don't mean I don't litche 2 or 3 power when I got the opportunity but just 1 power seems like the best option for me.) 3.the "shape hangers" (formchangers? formwandlers?) are just a better version of the "ciltust" in my opinion. If you compare any aspects of the 2 races they're just better in nearly anything. For an example there abilitys: if the opponent decide not to litche the "shapechangers" still get one power and IF he litches you gain one new power token instantly instead of one cultpoint and in the early rounds you almost ever can change 3 power in a preast and therefore you CAN get the cultpoint but also could use the power for something else and even _if_ you use it for cultpoints you still have more power tokens to burn or use them for your stronghold. Besides the ability the only big difference is there stronghold and there the "shapechangers" clearly win for me. I know that some of the expansion races are a little bit to strong and the cultists have some _really_ small advantages like they can upgrade there digging but after all I just don't see a reason to play the cultists anymore (even tho they was one of my favorite races in the original game). I'm also interested in the mini expansions, like the new bonus tiles or new city tokens. Are they buyable expansions?
At 50:00 you place a priest to move up 3 on the fire cult. Why not the air cult, where you're tied, over the fire cult where you're ahead? Also, thanks for making these videos :)
Good suggestion, Jonas. My thinking at the time was probably to gain a commanding lead in that fire cult to discourage opponents from competing with me in that cult and increase my chances of winning the cult at the expense of the air cult. I probably though I wouldn't be able to win both the fire and air cults, but I did in the end.
I play mostly 2-player; I figure some aspects of 4p are different and some are the same. One that's the same is that it's better to narrowly win two cults (e.g. n+1 vs. n steps) than to tie one and win another cult with a comfortable lead (e.g. n vs. n and n+2 vs. n steps). Your leading contender in all non-water cults is the Halfling player, who has one Sanctuary. You have two temples, but as the Engineers you have to turn your 5 power from the second temple into a Priest using the power action in order to have the same Priest production as the Darklings with their two temples (but who has competing uses for their priests). You're guaranteed to produce at least as many priests as the Halflings and the (one-temple) Mermaids. So at current production rates, you can keep up with and probably overtake the Halflings in terms of priest production; if the Halflings get the 3-spot on the fire cult, you can tie them by taking a 2-spot, and then just match their priests; but they can't do that to you on the air cult. So, your slightly less deterring lead on the air cult still looks insurmountable, you get more cult leads right at the moment, and you have good fighting chances on the fire cult. This analysis implicitly assumes that the rate of priest production is close to being the be-all end-all of winning cults. But that's obviously not right; (cult-heavy) favor tiles also matter. In my experience, though, having a slight lead everywhere and a similar rate of cult-step production seems like a winning strategy. On the flip side of that, my experience is mainly versus my gf and I typically win >50% of whatever we play, not just TM, so maybe the strategies that work for me will fail against a stronger opponent. You're not the only one talking about deterring leads. I think what makes a lead deterring is the consequences of contesting it. Those consequences are determined not just by where you (both) are but also where you are going and/or can go. (cult position : priest production :: position : speed :: money in the bank : monthly income)
I was just watching the giant video and the AIs picked the exact same factions
thanks man, learned a lot from this
so taking your turn back after you finished your move. is that cheating? even against the ai? ;)
You also could have gone for the Chaosmagicians, because the Cult Bonusses are pretty good, and as CM you could have selected the 2 Worker, Sanctuary scoring round bonus card. This way you could have build your sanctuary in round 1 and get many Cult Bonusses.
I'm not sure exactly which cult bonuses you are referring to here with the CMs, Max. My hunch is that darklings or cultists would be better able to take advantage of those particular cult bonuses. E.g. Darklings could get the priest bonus card and get the 3-spots in both the earth and water cults.
By round 2 the CM could get 4 points in the earth cult with the favour tiles earth 1 and earth 2 and a priest or the round bonus card. by round 4 it would be no problem for them to have 8 points in the water cult.
I mainly thought about a faction that can get benefit a lot of the double earth double water cult bonusses, and engeneers didnt pop into my mind beacause of that :D
Hey GoldBug, I'd love to see some games from Board Game Arena against real opponents and your though processes as you go through those games!
Thanks for the comment, Dylan. I'm working on it, and I plan to produce a video on this in the near future.
I found your channel recently and really like it. I only watched 3 or 4 vidios and it already helped me a lot. I have some questions about aspects of the game that let's say "irritade me" and I'd like to hear your opinions on them because I maybe missed something:
1. The giants are really only good for there stronghold right? Because there special ability seems like a misadventage for me and they don't have any other advantages over other races.
2. On the games I played yet it established the rule that its better to litche (sorry don't know how it's spelled in english) as low power as possible. For an example it's better to litche 2 power for 1...( Prestige point? Idk) than to litche 3 power for 2 prestigepoints(?). So most times I try to only have exactly one power level adjacent to my opponents if possible. Do you think it's in the early rounds better to lose some prestige points for power? Because 1:1(+1) seems really off to me.(don't mean I don't litche 2 or 3 power when I got the opportunity but just 1 power seems like the best option for me.)
3.the "shape hangers" (formchangers? formwandlers?) are just a better version of the "ciltust" in my opinion. If you compare any aspects of the 2 races they're just better in nearly anything. For an example there abilitys: if the opponent decide not to litche the "shapechangers" still get one power and IF he litches you gain one new power token instantly instead of one cultpoint and in the early rounds you almost ever can change 3 power in a preast and therefore you CAN get the cultpoint but also could use the power for something else and even _if_ you use it for cultpoints you still have more power tokens to burn or use them for your stronghold. Besides the ability the only big difference is there stronghold and there the "shapechangers" clearly win for me. I know that some of the expansion races are a little bit to strong and the cultists have some _really_ small advantages like they can upgrade there digging but after all I just don't see a reason to play the cultists anymore (even tho they was one of my favorite races in the original game).
I'm also interested in the mini expansions, like the new bonus tiles or new city tokens. Are they buyable expansions?
Thanks for the video!
At 50:00 you place a priest to move up 3 on the fire cult. Why not the air cult, where you're tied, over the fire cult where you're ahead?
Also, thanks for making these videos :)
Good suggestion, Jonas. My thinking at the time was probably to gain a commanding lead in that fire cult to discourage opponents from competing with me in that cult and increase my chances of winning the cult at the expense of the air cult. I probably though I wouldn't be able to win both the fire and air cults, but I did in the end.
I play mostly 2-player; I figure some aspects of 4p are different and some are the same.
One that's the same is that it's better to narrowly win two cults (e.g. n+1 vs. n steps) than to tie one and win another cult with a comfortable lead (e.g. n vs. n and n+2 vs. n steps).
Your leading contender in all non-water cults is the Halfling player, who has one Sanctuary. You have two temples, but as the Engineers you have to turn your 5 power from the second temple into a Priest using the power action in order to have the same Priest production as the Darklings with their two temples (but who has competing uses for their priests). You're guaranteed to produce at least as many priests as the Halflings and the (one-temple) Mermaids.
So at current production rates, you can keep up with and probably overtake the Halflings in terms of priest production; if the Halflings get the 3-spot on the fire cult, you can tie them by taking a 2-spot, and then just match their priests; but they can't do that to you on the air cult.
So, your slightly less deterring lead on the air cult still looks insurmountable, you get more cult leads right at the moment, and you have good fighting chances on the fire cult.
This analysis implicitly assumes that the rate of priest production is close to being the be-all end-all of winning cults. But that's obviously not right; (cult-heavy) favor tiles also matter. In my experience, though, having a slight lead everywhere and a similar rate of cult-step production seems like a winning strategy. On the flip side of that, my experience is mainly versus my gf and I typically win >50% of whatever we play, not just TM, so maybe the strategies that work for me will fail against a stronger opponent.
You're not the only one talking about deterring leads. I think what makes a lead deterring is the consequences of contesting it. Those consequences are determined not just by where you (both) are but also where you are going and/or can go. (cult position : priest production :: position : speed :: money in the bank : monthly income)