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(August 17th, 2015, 22:34)jalepeno Wrote: No time to get this tonight - will play tomorrow. Sorry for the delay!
That's fine. Our pace started off blazing, again - I think we can afford merely 'fast' ![wink wink](https://www.realmsbeyond.net/forums/images/smilies/wink2.gif) .
Looks like we have an early challenge to control our own territory. I think finishing Calendar into Crafting-Mining makes sense. After that, can we keep Archery in mind as an option? I've found Javelins to be surprisingly good units. I think they could definitely secure us against the barbs, and could even clear out the lairs for us.
It depends on how much difference increasing our warrior count makes, of course, and whether we have copper. Maybe the right answer is simply 'many warriors'.
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August 18th, 2015, 19:47
(This post was last modified: August 18th, 2015, 21:36 by jalepeno.)
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Turn 40 save.
Turn report to follow.
*Edit: and here it is!
Nothing worth getting excited over I'm afraid. I killed a skeleton and a lizard (which cost us 4? worker turns) on defense, no losses. Looks like someone else lost a scout to a bear though. I think the clam spot-mana spot in the SE should get our first settler. 3 farms and 5 mines without a border expansion will do quite nicely.
Finished our 5 warrior and decided to built a scout while growing 2 more sizes, but whoever's next can overrule me. I just figured more size = more commerce = faster mining. But maybe a faster 2nd city would be better. As you can see, I revolted to ag immediately, grabbing religion as well to prevent overflow rounding losses.
Demos; this one looks to be a challenge folks.
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(August 18th, 2015, 19:47)jalepeno Wrote: I think the clam spot-mana spot in the SE should get our first settler. 3 farms and 5 mines without a border expansion will do quite nicely. Makes sense to me.
Quote:Finished our 5 warrior and decided to built a scout while growing 2 more sizes, but whoever's next can overrule me.
I did overrule you. I wanted yet another warrior instead ![wink wink](https://www.realmsbeyond.net/forums/images/smilies/wink2.gif) . With two warriors escorting the workers, I feel safe enough to keep improving tiles - but I wanted two at home as well, and our new city is going to need some.
We got a free tile improvement!
Probably eventually want to pave that over with a mine...but it can be the very last mine we build for the cap.
I also built another worker and part of a settler.
Killed a lizard, and another has already replaced him. I couldn't see a safe tile to move the workers to except the city, but in retrospect I could have moved them 1SW and brought the warriors back to cover. No cunning plan there, just a mistake!
I figure the workers ought to get a road to the new city site, a road to the corn (health bites already!), finish the farm, maybe preimprove some tiles for the new city - lots of stuff they can work on.
So all in all, I made some progress, but this is already shaping up to be a more challenging game than the last. I still want to go Archery after Mining unless there's copper already within our borders - those lizardmen are exceptionally annoying.
The Save
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I agree that Javelin Throwers can be worth it. Still, is it too early to go for Archery right after Mining when we mostly want to build settlers/workers instead of archery range(s)?
We can easily clear the lizzylairs if we suicide one or two (if unlucky with first) warrior per lair. That'd only cost 25-50 hammers (warriors 25h with normal speed IIRC) per lair which is not all that bad IMO. Then we can either guard them to stay safe from lizzardmen, but then Griffons might become a problem, or just pop them if we feel brave enough. If the latter we need more warriors incase of Ogre or some other strong unit spawns from it.
August 19th, 2015, 13:50
(This post was last modified: August 19th, 2015, 13:50 by Dreylin.)
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Javelins don't need an Archery Range do they, or am I misremembering?
August 19th, 2015, 14:11
(This post was last modified: August 19th, 2015, 14:28 by Mardoc.)
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Yeah, Javelins don't require ranges. With all their bonuses, I consider them to be a bit more hammer efficient than non-copper warriors.
But I suppose you're right, a whole buncha warriors would also be able to get the job done, and there are more urgent techs right now. Like Education.
Edit: Oh, also. Qgqqqq, you're up. I know you're basically opposite me in time zones, so you've probably been sleeping ![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif) .
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August 19th, 2015, 15:12
(This post was last modified: August 19th, 2015, 15:13 by Aurorarcher.)
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(August 19th, 2015, 13:50)Dreylin Wrote: Javelins don't need an Archery Range do they, or am I misremembering?
Oops, I had forgotten that ![duh duh](https://www.realmsbeyond.net/forums/images/smilies/duh.gif) . In that case Javelins would be somewhat cheaper and definitely useful later.
But yeah, I think we need Education first to get our economy up and running.
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I'll try get to this tomorrow morning (test today, competition tonight, test tomorrow night), but might not be able to fit it in.
I think I would have headed west for the free connection with rivers and pig-farm, but what's done is done. Straight up Education after this? We could always go Fishing to unlock those sick-as coast tiles
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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(August 19th, 2015, 16:06)Qgqqqqq Wrote: I think I would have headed west for the free connection with rivers and pig-farm, but what's done is done.
Pig's on a hill and next to a ruin...not sure we're ready for that yet.
(August 19th, 2015, 16:06)Qgqqqqq Wrote: Straight up Education after this? We could always go Fishing to unlock those sick-as coast tiles ![wink wink](https://www.realmsbeyond.net/forums/images/smilies/wink2.gif)
I agree with education next.
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