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darrelljs Wrote:A city with a training yard can still build warriors can't it? You get +1 happy under nationhood.
Hmm, I must have confused things with the Doviello then...
Btw, I would like to see that changed - Doviello still able to build Warriors after discovering Bronze Working.
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T35:
Darrell:
Newest city has been founded a couple of turns ago, and growing like a weed. I'm going to need that third Mud Golem I had Ithralia build!
See the Dyes? Remember where they are...
Ithralia:
Never mind the Granary build. I'll just provide Darrell with my Wheat. Dereptus can be built in six turns, for 20% extra commerce, and extra exp for units built here. Thoughts?
Demo's:
Bannor:
I founded a new city this turn:
Nice name, huh?
All hail the new Financial:
And my graphs:
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Ilios Wrote:Dereptus can be built in six turns, for 20% extra commerce, and extra exp for units built here. Thoughts?
Hrmph, diverging again, screw the Brewing House, I'll just park the overflow in a Settler, and switch to a Siege Workshop once Construction is in. After that finish the Settler, which I propose we keep on ice till our army is ready, then just send him off into the southern wastes and found on the ice copper.
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T37-38:
Construction is in, and Darrell's capital has started a Siege Workshop.
Meanwhile, I decided to take out that pesky Skeleton Barrow:
I win, predictably, getting him to 9/10 exp.
So I explore the Barrows for the extra exp:
Meh, I can live with that.
An overview mappe:
On my side, Torrelial will finish a fourth Worker next turn. Then two Warriors (an Axeman if too much overflow), grow to size 8, and build another Settler (or start spamming Warrior after switching to Conquest, not sure yet).
On Darrell's side, Ithralia will finish the Siege Workshop in a couple of turns. It will then finish the Settler, then spam Catapults.
Darrell city will finish the Market, then start a cheap (Arcane) Mage Guild. It will then spam Adepts.
After switching to Apprenticeship/Conquest, ofcourse.
I have realised we don't need a religion for medics!
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Ilios Wrote:I have realised we don't need a religion for medics!
Anyone care to guess how we'll heal our Axemen?
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I don't get it. Why did you name your city Dye City?
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Ilios Wrote:Anyone care to guess how we'll heal our Axemen?
Spirit 1?
October 10th, 2011, 03:00
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NobleHelium Wrote:I don't get it. Why did you name your city Dye City?
Silly reasons really.
You recall this is a Mirrorred map? By renaming my city "Dye City", I wanted to trick the opposition into thinking I had founded a city near the Dyes I circled in the screenshot.
Unfortunately, I had forgotten that in an Always War game, you can't click on an opponent's name to open the trade screen, so they can't even see the name of my second city...
Thoth Wrote:Spirit 1?
Man, give the others a chance.
Indeed, in addition to making your troops immune to fear, Courage gives them an extra 10% healing, just as a Medic 1 units do (eG. Thane, Zealot, etc).
October 10th, 2011, 10:56
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T40:
I'm getting pretty excited as all the pieces of the puzzle start coming together. I'm really curious as how Mist and Mardoc plan to take on our attack.
Here's a shot from Darrell's second city:
Don't you just love it when micro's are executed flawlessly? The city will finish the Market just in time for KotE to arrive, and will need just 40 hammers to finish a Mages' Guild. Not going to bother building a Monument. I'm going to try and get the city to size 7 at least, after which it will just spam Adepts.
I've been thinking about Adept/Catapult ratios, taking into account that Darrell's God King capital will be able to churn out more Catapults earlier. I think a 1 (Adept)/2 (Catapults) should do the trick. I'm estimating at least 4 Catapults and 2 Adepts to be ready for the assault. I need to remember to give my source of Earth mana to Darrell so his Adepts start with Earth 1 (not like we'll be using Wall of Stone, but you never know).
Over to my side:
I've been staring at my capital build screen for about fifteen minutes, undecided on what to build to get it to size 8. I don't want to build troops because 1) they'd only get 2 exp and 2) i don't want to alarm Mist and Mardoc too early. What good would an Elder Council do, we're already making close to 80 beakers/turn. Walls, nope, see Earth 1 adept. No Granary needed either, I'll stop growing the capital at size 8. So I decided on a Pagan Temple, which is a pretty good build for a Spiritual Civ (half-price). I've dropped the half-baked Gr Artist -> Drama -> Sanitation bulb. By the time I'll get the Artist most of our army will have been built. So, Pagan Temple - and run a Merchant and a Prophet. Once all of the necessary techs are in (we still need Animal Husbandry and Horseback Riding), we can decide wether we make a run for a religion (Order), or try and get to Sorcery. My vote is for the first option.
October 10th, 2011, 11:02
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What would you want Order for?
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