Why the research build?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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[SPOILERS] Suttree's PBEM XXX Pics: Dain of the Amurites
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Why the research build?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Probably to save some overflow for the settler? Just checking though, you know the conversion rate is 1h -> 0.5b in FFH?
Do you plan to check out the land to the north any time soon? I can't tell from fog gazing whether that's jungle or forest up there. It's quite probably a better site than your c5 though. Any other sages/gp being generated to fit around that research plan?
Yes - it caught the overflow out of the worker build. Looking at the map, I realize I forgot to hire a scientist - it shouldn't be working the plains forest, so that's dumb Otherwise, I'm just growing for 2 turns, then stagnating on fh builds, so I thought 4h->2c is better than 4h sitting around doing nothing for a gazillion turns. I didn't realize the conversion was 1->0.5 until this turn, so that's also dumb of me.
I agree that the northern city site (on the cottage plains hill?) is probably better. The guards warrior is headed up there to hunt a lion with the scout. So I'll check it out. 2 sages are in progress to bulb sorcery. If I knew what I was doing, I'd get the timing better. ![]() Had more time to pay attention this turn. Which is good, otherwise I would have missed this: ![]() So, ya. I have no idea what I should do about that. BW is up, then Arete. Bambur shows in the log, right? Hopefully that will signal that I taste yucky. GO SERVE YOUR ICE CREAM TO THE HORSIES OR VAMPIRES, MARDOC. City founded. Map: EOT Demos: ![]() Someone birthed a great merchant. Got a free Kilmorph spread in Nim at EOT. Borders in the cap popped at EOT. Map: EOT Demos: ![]() Updated map. Ude will send a settler to the plains hill cottage site, and the cap will build a settler for a site S of the forest windmill. After BW comes in, I'll send out some bronze warriors to scout the neighbourhood. Map: EOT Demos: ![]() Blerg. So I have visibility on Mardoc's borders. Also, I made contact with Yellow this turn, though I have no idea how. The main concern now is Mardoc's Priests of Winter. So here's the plan: three Bronze Soldiers of Kilmorph out of Cev built before Arete hits in 6T. Deruptus gives +2exp. If Mardoc attacks, they get upgraded to Paramanders and I load the warrior-pults. For now, I stage at the northern grass hill. Once I've revolted to Arete/Aristocracy I push behind Paramanders and settle the C4 chokepoint/gems city in the north. In the interim I'll settle the southern windmill site. Map: EOT Demos (no tech selected):
Nice plan, delaying the sheep site certainly seems like the best idea too.
Any way to tell if Mardoc has met/is pressuring someone else?
Well, that felt good:
![]() Mardoc: thankyou for teaching me that given the ample freshwater provided by my start, Aristocracy is the one true path. I could have had mages up and running in the 80's. Instead I went on Dwarf adventures and had the joy of tracking Mardoc's stupid Priests of Winter as they wandered about my territory. They were dead once they moved on to the sheep. 3xBronze Warriors per turn + 2 Haste Adepts + Bambur = dead Priests of Winter. Magic spreadsheet says C3 PoW on a hill die to 4 enchanted warriors and a Paramander ~95% of the time. Unfortunately this leaves me with only two adepts - both built without a Cave of Ancestors. If I had the adepts, I could have mages in 3 turns. The little joy I have left in this game is imagining a mage army throwing fireballs at Mardoc's defenseless cities, so that's the plan. |