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Like a hot wind Varn Gosam of the Malakim [SPOILERS]

Sciz Wrote:Ugh second Fawn appeared now too. Definitely gotta make another warrior now, maybe two, and I have to move away the worker, so no farm will be completed for a while banghead


It may be worth seeing if we can take them down in the desert again, they are strength 4 though.

I'll catch up on the blitz session now.
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Hey Sciz,

Nice turns there! Those Fawn's are a little concerning but I didn't realise that they were recon units so they are no worse than having lizardmen attacking us. They get -20% city attack so we should be fine behind our city walls!

I don't know how you feel about it, but did you consider popping the Pyre? The results can be really good (or pretty bad!) I wonder if I can find the code...

I am happy that the Elohim are there as our neighbours and not someone nasty like the Sheaim. Something that we should be thinking about is that they get water mana from their palace... a 10t trade would be enough to get a couple of Spring adepts running around sorting out all that baron land.
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I didn't know that about Elohim's mana actually! That would definitely be very helpful. And yeah i've been thinking about popping the Pyre, not sure yet. I'm talking a lap with the lightbringer past the guardians of the pass, and exploring the dark area down there before coming up to the desert again, so I'll decide when he comes up.
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What trouble has our disciple-scout gotten himself into now?

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He has been cornered! yikes By a foul skeleton, trying to intercept his westward scouting. The Fool can't do anything but turn back to the northeast. But what does he find here?

[Image: 33cumfq.png]

Oh no! frown It is that mean barbarian hill giant that we released from the big lair to the west! The Fool quickly scampers off further northeast to avoid detection. Now he has to be very very quiet, or the angry giant will catch him shhh

Back in the homelands one Fawn suicided against our fair walls, and the other moves in position to attack next turn. And a goblin has shown up in the south, no big deal.
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He is intrepid isn't he! lol

If only he were nails...

Have you had any thoughts on where to place the 2nd city?
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Yeah well it's going to the east of the capital as we have discussed. Not 100% yet exactly where but i'll figure it out when we get closer to the settler's completion
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So when I sent the save on last turn the remaining Fawn killed one of my defending warriors. I felt I had to kill it now, so it wouldn't promote and heal up and get even harder to kill. So i threw my first warrior at it with 68% odds... and it lost banghead

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Next warrior cleans up, but only narrowly, he survives with 0.8/3 strength. And since it was my last warrior, GLT is now unhappy, so until the warrior gets back next turn, it'll work one tile less, slowing down the settler production with one turn. I now finally made my warrior on the barrow move back towards the capital, because there's a goblin coming our way, and only having an 0.8 strength warrior defending the cap doesn't seem like a good idea, even though it has two promotions to take next turn. Ugh I knew those Fawns would come back and bite me in the ass. Maybe I shouldn't have attacked the remaining one this turn, but oh well.

In the southeast the disciple-scout moves northwest, is near the pyre now. Should I explore it or not? I think I will. What's life without a bit of excitement, right? smile
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Quote:In the southeast the disciple-scout moves northwest, is near the pyre now. Should I explore it or not? I think I will. What's life without a bit of excitement, right?

Exploring dangerous dangerous lairs with weak and squishy T1 units is always fun.

Doing it the turn after your civilization almost got wiped out by the last result of your explorations? Even better.
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I know right? All the more fun for lurkers, eh
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Disciple-Scout stepped into the Pyre today. He will explore it next turn. Stay tuned for the exciting results!
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