Smackdown #4 Double Shipments

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United States of America SoldieR
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Re: Smackdown #4

Post by SoldieR »

Was SD4 played?
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Great Britain Interjection
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Re: Smackdown #4

Post by Interjection »

Not yet. Ede and I were hoping to do some commentary on last Saturday on the ESOC channel but Mitoe casted the recs we were gonna do haha. So instead we just put Mitoe on the big screens in the studio
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Re: Smackdown #4 Double Shipments

Post by Interjection »

Right then, let's try and schedule players for the Double Shipments Smackdown. Any volunteers?

Looking to play the games on Friday or Saturday. Let me know availability below.

FORMAT:
Gamemode: Ordinary Supremacy, but all shipments give their effect twice.
Patch: Smackdown Patch (available in the EP launcher 'tools')
Series: Best of 7 (first to four victories)
Civ Rules: Players will be able to use all 14 civs but cannot use civs they have already won a game with.

NOT FINALIZED. Will remove this message when is. Trying to include maps where TPs will be contested. And more non TP maps

Game 1: Deccan
Game 2: Cascade Range
Game 3: Malaysia
Game 4: Kamchatka
Game 5: High Plains
Game 6: Thar Desert
Game 7: Wadmalaw
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Re: Smackdown #4 Double Shipments

Post by musketeer925 »

Seems like shipment focused civs like Germany and Spain will be quite good.
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No Flag Jaeger
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Re: Smackdown #4 Double Shipments

Post by Jaeger »

Interjection wrote:Right then, let's try and schedule players for the Double Shipments Smackdown. Any volunteers?

Looking to play the games on Friday or Saturday. Let me know availability below.

FORMAT:
Gamemode: Ordinary Supremacy, but all shipments give their effect twice.
Patch: Smackdown Patch (available in the EP launcher 'tools')
Series: Best of 7 (first to four victories)
Civ Rules: Players will be able to use all 14 civs but cannot use civs they have already won a game with.

NOT FINALIZED. Will remove this message when is. Trying to include maps where TPs will be contested. And more non TP maps

Game 1: Deccan
Game 2: Cascade Range
Game 3: Malaysia
Game 4: Kamchatka
Game 5: High Plains
Game 6: Thar Desert
Game 7: Wadmalaw

Soo are there any smackdowns that you have filmed already that will be released this Sunday for sure?
last time i cryed was because i stood on Lego
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Re: Smackdown #4 Double Shipments

Post by deleted_user0 »

musketeer925 wrote:Seems like shipment focused civs like Germany and Spain will be quite good.


lol, what about india... this is quite insane :P 12 sepoy rush hard? what about 17 XD

LMAO... otto 8 mamelukes 4 falc push anyone? 10 spahi, 14 urumi ROFL... 4 heavy cannons... OMG... 52 rattans...

oi, what about forts? would u get 2 forts? and how does stuff like schooners work?
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Czech Republic EAGLEMUT
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Re: Smackdown #4 Double Shipments

Post by EAGLEMUT »

In the end all civs get insane stuff basically. Should be a lot of fun, from what I've tried.
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Tuvalu gibson
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Re: Smackdown #4 Double Shipments

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Post by gibson »

17 sepoy rush is ez to stop with a 16 xbow shipment
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Re: Smackdown #4 Double Shipments

Post by deleted_user »

16 bow shipment so ez to stop with 8 sowar shipment
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Re: Smackdown #4 Double Shipments

Post by gibson »

8 sower shipment ez to stop with a 6 dop pop
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Re: Smackdown #4 Double Shipments

Post by deleted_user0 »

EAGLEMUT wrote:In the end all civs get insane stuff basically. Should be a lot of fun, from what I've tried.


can you clarify how it works a bit more? I mean unit shipments and crates are straightforward and easy to understand, but how about upgrades for eco or units, trickles, etc. Does it literally just ship the shipment 2x when you choose one? Or have you doubled the effect of each card? Because it seems like there are some cards that don't lend themselves to this concept, church card being one of them, but colonial militia, schooners or advanced dock being another. Advanced market might even become attractive here lol. What about upgrades to speed? Iro warchief siege upgrade? Good Faith agreements?
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Re: Smackdown #4 Double Shipments

Post by deleted_user »

umeu wrote:
EAGLEMUT wrote:In the end all civs get insane stuff basically. Should be a lot of fun, from what I've tried.


can you clarify how it works a bit more? I mean unit shipments and crates are straightforward and easy to understand, but how about upgrades for eco or units, trickles, etc. Does it literally just ship the shipment 2x when you choose one? Or have you doubled the effect of each card? Because it seems like there are some cards that don't lend themselves to this concept, church card being one of them, but colonial militia, schooners or advanced dock being another. Advanced market might even become attractive here lol. What about upgrades to speed? Iro warchief siege upgrade? Good Faith agreements?

why think? just click
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Re: Smackdown #4 Double Shipments

Post by deleted_user »

*click*
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Re: Smackdown #4 Double Shipments

Post by edehollandsbrother »

Advanced Mill + Land grab should make mills build instantly and cost -320W. You can literally click anywhere to instantly build a mill and get wood in your account.
Similar for rice paddy/plantation.
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Re: Smackdown #4 Double Shipments

Post by ListlessSalmon »

edehollandsbrother wrote:Advanced Mill + Land grab should make mills build instantly and cost -320W. You can literally click anywhere to instantly build a mill and get wood in your account.
Similar for rice paddy/plantation.


I tried that, cost just went to zero rather than negative cost.
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Re: Smackdown #4 Double Shipments

Post by deleted_user0 »

it's not working for a few cards. China still only gets 1 villager from its refugee cards, and also it gives you 4 hunts from the saiga card instead of 8 and only 9 redcoats instead of 18.

CM doesn't give another set of colonial miltia to call, and it doesn't increase ship attack 2x either.
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Re: Smackdown #4 Double Shipments

Post by edeholland »

Forts have a build limit. The age 3 cards doesn't increase this build limit, the age 4 card does. Sending a fort in age 3 gives you two wagons but the build limit isn't changed and stays at 1.

One of the most powerful shipments is advanced church, maybe there should be a rule of only allowing a civ once. Russia can build instant and free priests with the card. They don't have siege attack, but 5 melee attack is enough to make sure your enemy never gathers. Maybe you can even block a Town Center with them.

I think the most powerful civs aren't necessarily Spain or Germany. Civs that can send mercs (or other shipments that cost resources) are very strong because you get double the value. I am testing the patch right now, if you wanna know how something works, leave a post.
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Re: Smackdown #4 Double Shipments

Post by edeholland »

Spain
-Colonial militia gives your town center a strong 180 attack, but no second batch of 16 minutemen. Not recommend I think.
-Team Inquisition gives your units insane LOS. Fun, probably not too strong.
-Team cheap barracks reduces the cost from 200 tot 50. So the second time the shipment is activated, it's using the 100w cost to calculate.
-Cheap mill + land grab reduces the cost for mills to 36w. Good for farming xp, perhaps?
-Team Archaic Soldier Training lets your train pikemen and xbows instantly. You could already to this in the end game, but it's now possible in age 2. Still probably not too strong.
-Spanish gold gives you 800 gold for each shipment after, including that one. Interesting because it's an active/deactive shipment.
-Like I said, a fort in fortress age gives you two fort wagons but you can only construct one. Not too strong, but of course better in industrial.
-Spies becoming assassins have a multiplier against heroes of like 50.
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Brazil lemmings121
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Re: Smackdown #4 Double Shipments

Post by lemmings121 »

ListlessSalmon wrote:
edehollandsbrother wrote:Advanced Mill + Land grab should make mills build instantly and cost -320W. You can literally click anywhere to instantly build a mill and get wood in your account.
Similar for rice paddy/plantation.


I tried that, cost just went to zero rather than negative cost.


still, infinite exp?
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Re: Smackdown #4 Double Shipments

Post by deleted_user0 »

native treaties card doesn't work either

rofl interjection broke aoe
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Re: Smackdown #4 Double Shipments

Post by edeholland »

Advanced market is too strong, you can create resources out of thin air because the buy/sell values are lower than what you can in return.

Russia is broken with instant free priets and instant walls. You don't even have to walk to the foundation.
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Re: Smackdown #4 Double Shipments

Post by Interjection »

Hold up? Advanced market gives free resources for free?
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Re: Smackdown #4 Double Shipments

Post by Interjection »

Just gonna tag a few players who might be interested in playing

There is a prize of $50 up for grabs

@Diarouga
@tabben
@Hazza54321
@Kynesie
@Aykin Haraka
@Kaiserklein
@SoldieR
@Aizamk
@deleted_user2
@KINGofOsmane
@amiggo1999
@Challe
@Garja
@princeofkabul
@iamturk
@dicktator_
@koenigerik1

I'm sure I forgot someone, still welcome to play though
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Re: Smackdown #4 Double Shipments

Post by edeholland »

Interjection wrote:Hold up? Advanced market gives free resources for free?

Yeah what it does it lower the buy/sell values by 20%, and with the patch by 40%. That means you can buy 100 gold for like 80 food. But that 100 coin is worth like 120 food. So you can keep trading back and forth to create resources. This goes up to at least 20k, after a while the trade values aren't viable anymore, but it's enough to break the game.
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Re: Smackdown #4 Double Shipments

Post by Interjection »

So to be clear, it works to begin with but tapers off? Should I consider banning it?

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