September 19th, 2011, 18:35
(This post was last modified: September 19th, 2011, 19:42 by NobleHelium.)
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Played turn 81.
I founded the new city. I have no idea what Mist's naming scheme is since he never explains them. It appears to be some sort of popular culture reference related to songs, but Googling "Dream, Realised" and "Merry Tune" both came up with nothing (random blog posts mostly). And I know next to nothing about popular culture. So I was going to name the new city "Some Bannor City" but that was unfortunately one character too long, so I settled for "A Bannor City". It's just a placeholder name of course. Founding it gave us 7 bpt as expected, and cost us 2 gpt in maintenance.
The goblin did in fact move NW onto the flatland and was killed by the warrior at 97% odds or so. It's now at 9/10 experience. Another goblin has been sighted in the north. I welcome any and all goblins to come and convert themselves to experience for our warriors.
The great news is that we got a free RoK spread at EOT! :2dance:
This prevents us from losing gold at full research, and we'll soon be making gold again once we build a temple. I am hoping to get an event Prophet because getting one naturally is going to be a major pain in the ass. Not worth stopping research for a turn to gather gold though, we'll get it soon enough from temples.
I've tentatively decided to go with a Kilmorph temple in DR. A warrior will complete in two turns which is too fast for growth, and it needs to grow to 4 to work the incense before pumping out workers. A temple will do just fine, completing in 5 turns. I love Kilmorph.
Bottom-line research went up by about 11 bpt, which is great. Maybe we can do AH in 2 turns with help from the overflow. We're no longer last in land, although a lot of our land is not workable since it's from our capital's four rings of culture.
Oh and FoL was founded. Must be by Sareln. Nice to know we founded a religion 20 turns before the civilization that must have a religion, heh. Probably could've teched it before them after RoK if we wanted, not that there's any good reason to do that. I was thinking that I'd keep the forests intact because I don't know if Mist wants to lumbermill them since 3/2 tiles are quite good on this map, but we could just Bloom later if we want to. We're going to research most of the religions anyway.
September 20th, 2011, 22:56
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Played turn 82.
Goblin came next to the city, so I promoted to Combat 2 and killed it. It's nice to have some Combat 2 warriors to kill nonmelee units. BW finished and AH is showing 2 turns. I moved the worker onto the jungle. I put a sign up to cottage it but that will take 6 turns which is way too long. So instead I will road it and then pasture the cows, before roading the cows and then moving back onto the jungle to cottage. City 3 will need the cows before the capital really needs the cottage.
Our warriors in cities will get bronze weapons next turn. Need to move the rest into a city to get them.
Turn after next we can swap off the plains hill mine in the capital one turn early, which will still complete the granary and let us get more food in for growth.
September 22nd, 2011, 21:13
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Played turns 83 and 84.
We've got bronze on all of our warriors, which is convenient because there is a new barbarian warrior to the northwest. Right now our Shock warrior there is engaged in a staring contest with it. It paused this turn so it might very well attack next turn, at very unfavorable odds (somewhere below 1%). If it moves east I will attack and kill it.
AH finished and Drama is showing 9 turns. However next turn we will finish the incense plantation and get an additional 6 bpt, which is roughly 10% of our current bpt. So it's possible that Drama will get shaved down to 8 turns, I hope so. Growing DR also allows us to finish the RoK temple in 2 turns, and the capital's should finish in 4 with its own growth back onto the plains mine. City 3 will be able to finish its EC in about 11-12 turns, using the cows when it's pastured for +3 hpt.
Our useless tech of Philosophy will become a bit useful when we hook up the incense, since it's activated by the tech. We're not actually working the plains forest, that was after EOT. There's another barbarian warrior to the southeast, if it moves closer next turn I will likely need to get our Shock warrior there south onto the forest, to pounce on it when it moves to an adjacent flatland tile.
September 22nd, 2011, 23:03
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Yellow's power spiked a bit. Should I be concerned? Mist says we have an MDP, but he also sucks at updating me on things.
Oh and you can see the horse in the north there, I actually missed that before. I was hoping to get a coastal city next to the deer to potentially claim the Dragon Bones island in the future, but it might be better to shift that 1SE and get the horse. The city would be on the desert though. 1NE of the horse is also a possibility, heavily fogged at the moment. We'd be wasting that grassland SW of the horse (not so great) and a bunch of plains tiles (which probably isn't a big deal). Definitely need to think about the dotmap in the north some now.
South of the horse might be good. The flood plains probably won't be enough food (and it'd be shared), so we'll need to farm most of the riverside plains tiles, which isn't that bad under Agrarianism with Sanitation. Lots of overlap but it would catch all the missing tiles. It'd also be a very interesting city defensewise against the northeast with all that desert in front of it.
There's a suspicious lack of mana on the map besides the special islands. Trying to nerf the ToM victory Mardoc?
September 25th, 2011, 11:43
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I'm back, thanks for taking over and doing a good job of it.
We do have an MDP with Yellow, that power spike is supposed to hit Sareln before he gets Leaves. The general idea is that he makes a nuisance of himself by going aggro on everyone in sight while I refund half of the hammers he spends on it with hard cash. Think of it as us waging a war on the world by proxy, with units that can actually cover the distance and on the cheap.
The naming theme is based on a loose translation of non-english punk song ( link for the curious ), third city would be called Dream of Freedom.
I'm still big on the Marble city, Hippus are far away, seem to have some good land closer to home and nobody other really has this area scouted in any detail.
We need more scouting to the north, a horse, fp, wheat + something city would be a good candidate for cultural. Maybe on a river desert hill?
September 25th, 2011, 19:06
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I looked at the turn but did not make any moves that revealed any tiles, since I don't know if you'd want me to play it or not.
We have moderate level barb issues in the east, in the form of three warriors. I would move the Shock warrior 1S onto the forest[strike], and the C1 warrior 1N[/strike]. We can do Drama in 8 turns with the incense! The cottage also grows into a hamlet at EOT.
It appears Merry Tune will grow from 8 to 9 in only 4 more turns, so I do think after the Kilmorph temple (will complete one turn before growth) we should dump a turn into a warrior or pagan temple (probably a warrior) before starting the settler for the marble site. Right now a settler is showing 9 turns, but with the additional pop working a forest we'd get 15+5 hpt on a settler, finishing it in 8 turns. So we lose no turns on settler completion by growing to 9. We can then finish the warrior after the settler, without suffering any decay. Obviously we will need to hook up the incense as well as the cows to allow us to grow to 9.
City 3 grows to size 2 one turn after the pasture finishes, so you could swap over to the cows for one turn before regrowing onto the silk. This costs us 5 commerce, but we would grow to size 3 one turn earlier, letting us take the mine from the capital one turn earlier. This would cumulatively let us finish the EC two turns earlier, which would give us 4 beakers, almost cancelling out the commerce loss, and we can move onto other projects two turns sooner (probably a warrior or popping borders). We'll definitely be able to finish Drama at the same time, because the 8-turn ETA was before the hamlet growth. The capital can still complete the settler on the same turn working a plains forest, which is only 2 food-hammers less with God-King. We'd have four turns invested into the settler, which is 80h, with 65h remaining. 65h / 20h = 4 turns, and 65h / 18h = also 4 turns.
Disclaimer: this math is all in my head and I could easily have made an arithmetic error.
September 25th, 2011, 19:15
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Actually it's probably better to keep two warriors in the city and not move one north. We'd still have to attack across the river if the barb warrior goes SW, and this way the second warrior will be in range for a counterattack if the warrior gets a lucky roll on attack.
September 26th, 2011, 19:18
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Ruh roh...
Cursor is over the northwest stack. I blame Ravus riling up his cousins.
September 27th, 2011, 05:27
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That's not a kill team, it's two normal orcs and Ravus' archer. We'd have to be extremely unlucky to loose anything there, even with Ravus declaring on us right now.
I also killed the northern warrior in the east bringing our warrior there to 12xp.
September 27th, 2011, 08:58
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I was exaggerating for dramatic effect. I'm surprised you went for the attack in the east though, since the warrior might have been significantly damaged and vulnerable to the other warrior.
Oh wait, you mean the warrior in the forest. That makes sense.
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