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[SPOILERS] Bobchillingworth is: Falamarrr- Sailor of the Swishy Seas

i says i want to settle here:


[Image: lanun%20final%20start.JPG]




Here's what my moves were-



First moved the warrior 1NW. Revealed more water (lakes) in the north, but little else of interest. Settling in place didn't appeal to me much on-face, due to the lack of sea resources and only space for two covers (albeit one on a nice, secure lake tile), so I sent the scout 1SE, 1S. This revealed a Pearls resource and cotton- much better, if I decided to settle on the silks of 1S of them. But such a start would lack for food, and my settler had four moves, so I moved him 1E since I could still move back from that forest to settle on the silks if I didn't like what I saw. The revealed tiles were perfect, though. If I settled 2E of the starting location I'd get a seafood resource, space for three coves (one in a lake), only the North exposed to an attack, and two 2H tiles to work. So that's where I founded Innsmouth.


Overall thoughts on the start:


This is certainly very lush land. It cries out to me "screw your stupid beeline, research calendar!" and "You fool, look at what you'll be giving away if you switch to Hyborem!". I admit that it's pretty tempting to change my plans, but we'll see. I really do want to play out a game as the Infernals, but I also have to confess that the very nice positioning of all this water makes defense seem a lot easier if I get Cultists. I probably also will go for Calendar soon after fishing, since I need commerce for the Hyborem plan anyway, and a lot of it here is locked up in plantation resources. Still, in the time it would take me to get Cultists and Stygian out (for surely those would be my main forces), I could have instead just stuck to the original plan and have eaten someone as the Great Satan.





Here's the always necessary F8 screen. Small map size is a little troubling, but the rest is otherwise what I expected:


[Image: lanun%20game%20f8%20settings.JPG]



Quote:I think SIP, going fishing > crafting > mining is a decent idea.


Sadly, if I do go for Hyborem, which I as of right now do indeed still intend to, I cannot research mining. This is because I'm going to want to bulb the Infernal Pact with a great prophet, and mining will make RoK the bulb preference instead. But I will have slavery for some production, and can detour to Archery if it's really an issue.
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Hey Nic-


Things aren't looking good for my computer right now. Going to have the University tech people take another look at it tomorrow, but odds are I'll have to purchase a new hard drive, which will take a while to arrive & install. If that's indeed the case, will you be able to play the turns until I get access back? Password is darkd23. I have access to the internet still via university computers, so I can provide "guidance" or whatever still. I'll let you know tomorrow what the situation is.
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Should be fine. It's just a case of working a 2/1 tile and moving units and hitting enter.

Shame about the computer, I hate it when that happens. What about your work then? What happens to your data?
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Hard drive is gone, so yeah you get to be in command :P


Sucks to have lost it, like 20 gigs of comic books, music, and pretty much everything I've written over the last 7 years is gone. I was able to save my resume and dissertation docs before everything completely fell apart though, so I'm not utterly devastated at least. And the music & comics were mostly backed up on CDs / other computers, just not ones I have with me, heh.



Anyway, you should probably go post your email to the tech thread so that people can send you the turns.



Here are my instructions:



Research Fishing, followed by Ancient Chants -> Myst.


Innsmouth should actually be working the forest hill until the warrior completes. Then switch to the 2 food 2 commerce silks tile. Gotta get fishing out ASAP, after all. Build order is warrior (defense) -> warrior (also defense) -> fishing boat X3. Work coves above all else, and the grass hill + silks to get the first fishing boat out quickly. After the fishing boats for coves, make one for the crab. And work the crab once all coves are being used.


Scout and starting warrior just do scouting stuff.


If there's some sort of Earth-shattering event which you need guidance on, post it here and I can provide instructions. I still have internet access, and so can handle any diplo (which we hopefully won't have for the 1-2 weeks I'll be without turn access), and can make major decisions (like whether to poach a worker or something).



Thanks a lot for taking over!
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Nothing cool yet:

[Image: IX%20T1%201.JPG]

[Image: IX%20T1%202.JPG]

Save still hasn't arrived.
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Anything interesting happen yet? What'd the two capital huts give?
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Huh I swore I wrote an update, did I forget to post it?

[Image: IX%20T2%201.JPG]

[Image: IX%20T2%202.JPG]

[Image: IX%20T2%203.JPG]

We got Agriculture from the hut, shame it wasn't fishing, we would have wasted beakers but I'd rather get my coves down asap.

I also made the executive decision to start working the 2/0/2 silks as soon as my borders popped, it speeds up fishing by 3 turns. I felt we had enough hammers to crash complete a warrior if anything showed up in the east.
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Yay hut tech and pittance gold! I should maybe hopefully have turn access tomorrow, so assume I'm playing it unless I post a dejected message here after Ichabod passes it on.




Thanks for covering the turns so far, btw =)
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No prob, I'd try and get the latest pics in, but I forgot to put them on my dropbox and I'm at work. Nothing interesting to report, met a poison weapon goblin with my warrior, blocked him off from my cap, and the warrior build will complete at end of next turn. I think it was worth speeding up fishing tech by a turn, that's always been the bottleneck as Lanun.

Also, our scout was caught torturing prisoners. He was disbanded to drop the armageddon counter by 2... just kidding, who gives a damn, we're going to burn the world down anyway.
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Ran a test game in SP to see how long it would take to get Hyborem w/ Falamar. Got a start which was pretty comparable- similar amount of gold & a tech from huts (crafting instead of agr tho), and the capital had space for 3 coves, a crab, and a pearls (but no calendar resources). Same amount of hammers, too. At turn 80 I had the Veil, the great prophet arriving in three turns, was in slavery (and had been for quite a while), and had three cities (both expansions kind of sucked though). Hyborem arrived turn 92, although in MP I should probably wait for Priesthood before making the switch if I can afford it, which in the sp game would have taken about 15 more turns (needing agr -> edu -> priesthood in total).


The prophet came from a priest I had been running from a whipped Pagan Temple, btw.


Game was played vs. Deity AI, who had about what I'd expect human players to possess- axes / swords, archers, and for a couple of them adepts. My defenses were pretty good, with the capital able to spam warriors quickly once I was in godking and had three coves going. Whipped a bunch of savants at the end, so that I'd have some manes fodder for Hyborem. Diseased corpses and Rosier were available for the final stretch, if I had really needed them.

Turn 92 is def. in the danger zone vs. human players though. Not much I can do about that, unless I take a big diversion to archery or something.


Being able to work an extra tile due to charismatic was nice, but I'd much rather have had +1 gold on every coast square. Settlers were very fast, but I didn't need (or want) many cities.
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