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[no players] We lurk in the murk.

Ah, Ichabod, HK popped the BS and got another GP, that might be what you were thinking about.
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Commodore Wrote:Ah, Ichabod, HK popped the BS and got another GP, that might be what you were thinking about.

I think Kyan had 2 GP settled in his capital too. I realized my mistake and tried to fix it to be non-spoilerish. But I don't think I isucceeded. Sorry, everyone. banghead
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Me I'm going to live vicariously through the Sheaim conquest of Elfland smile
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I can't say that I'd ever bet on Mardoc over Kyan, Sheaim rushing Ljosalfar or not.
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More like Ljosalfar rushing the Sheaim now tongue They have only one mighty promoted Warrior, though.
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Or maybe the shieam's next city should be an agressive "towards Kyan" plant. Perhaps a plains hill near the marble? I think its just a bit north of the most direct path, and due to the grid system ... north/south exchanges as small as this make no difference in invasion (other than the fact that it doesn't completely synergize with currently built road ... but heck, 2 roads better than 1 and all that, even if it doesn't extend the road, having extra visibility can only help in this case I think ... especially since it will have the additional protection of the hill. That means +25% extra defense, and a potential +40% Guerilla as opposed to +20%combat2, for one defender only of course, but the potential is there in case it looks like Kyan might want to capture it)

Anyways, while either the gold city or Yggdrasil city would be excellent (and for reasons above, Ygg probably better due to being closer to Kyan) I can only wonder if an aggressive plant, albeit on a plains hill for the defense+production, as opposed to an entirely utilitarian road-extender, might be the best choice for this rush.

Thoughts?

Come to think of it, due to the complete early nature of this game, an outright abstract 'food focus' might be best. But the fact that Kyan already (as far as I know) has three cities could be cause of alarm. The question then, is wil the rush be possible with an aggressive city plant as opposed to a more economic one, when considering the economic realities of even a rush.
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So then ... it looks like Kyan tried to kill his stack prematurely, and then forced himself to use his world spell after killing off all his cannon fodder. His heroic hunter will likely survive the encounter, but as for the rest of his army? Ah well ...

I'm thinking either he should have been a bit more patient, or just (if he was impatient) bite the bullet and use the world spell first. (that way, he wouldn't have lost his army).

Still though, hindsight is always 20/20. Even so, I don't think I would have attacked across a river (if that is indeed what he did)
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Its worth noting that he was able to attack from 2 tiles away due to the forest movement. Next turn he wouldn't be attacking across a river, but he would have any PZ he killed blowing up in his face.
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Good catch.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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I see, it makes sense then. Unfortunate for Kyan frown ... still, I wonder what the warrior odds were, and if low, why he didn't still use world spell first.
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