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Abusing Spectres to the Maximum - Sheaim Succession Game

(July 24th, 2015, 15:39)Mardoc Wrote: Tentatively my plan for my turnset is to:
  • Improve the economy and keep researching. Looks like all that's really left in our plan is one turn of Math, then Engineering? Probably enough to take my turnset, but if I have any extra I'm going to start toward ...what, exactly? Iron or Manticores?

I think we'll want smelting soon to enable forges from the GoH. So I'd probably go iron first.
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You don't need smelting to get forges from Guild of Hammers smile
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(July 24th, 2015, 16:06)Qgqqqqq Wrote: You don't need smelting to get forges from Guild of Hammers smile

I've always had a feeling there was something wrong about that....
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really? I could swear I've played a SP game where I built that, and then did a double take because I hadn't researched smelting so didn't get any forges. I thought it was like the broadcast tower wonder in BtS
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I'm pretty sure it's true, you can get Forges without the tech.

That said, Iron would be pretty handy now that the military tap has started to flow. So it's not a bad idea even if not for that purpose.
EitB 25 - Perpentach
Occasional mapmaker

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Alright...here we go!

I'm going to try to take it easy on the whip this turnset, since we don't need to suppress our score anymore and have so much excess happiness.

T221: Ashen Veil spreads twice on its own. We hit AC10 jive

The Prophecy of Ragnarok is also ours. Now just to pump out 20 or so Marked warriors.

Math is in. I do *not* swap to Carto while saving, because we're back to 0 bpt rather than negative. We're going to pick up HBR real quick, since it's cheap and useful, before we head on to Engineering.

T222:
I do a survey of the cities, and my pious intention to hold off on the whip evaporates pretty fast lol. In particular, it seems worthwhile to whip in the partially complete granaries and smokehouses. I know a three-pop whip for +20% food only pays off after something like 12 city growths, but that no longer seems like an implausible amount of growing. Not with happy caps where they are, sanitation aristofarms everywhere, and lots of time remaining in the game. I also whip the settler - rather have the whip hammers doubled and food go toward growing.

T224: HBR is complete. That'll make at least some of our troops move at a reasonable pace.

I think we may be getting a war whether we want it or not. Arendel has swapped to Order, and civics of Conquest, Military State, Social Order. Not declared yet, but she's both down to Cautious and has not many other options to expand.

We're going to have to hope she's in no particular hurry, because our military is spread out everywhere - working on lairs, barbarians and settlement, or of course simply having been spawned somewhere inconvenient with a 1-movement speed. But I'll start consolidating an army on her border - I pick Bjoernlingburg as a centralish location.

Meanwhile, we burn the second barbarian city. 4-pop tempts me to keep it...but we can get a settler here pretty fast, and AC is more valuable in the long run. I check before and after, and it does increase the AC by a point.

T227: We meet Varn. He's in second place, possibly the one who gave us that slight barbarian peace margin.

We also pop an Order missionary from a lair. I'm tempted to straight-up delete the sucker, but close enough to the end of my turnset that I guess we can wait until discussion. But seriously - we can't fight with him, shouldn't use him for healing, and Order does us no good at all.

FYI: the first time that lair popped, it was the 'spider nearby' event. Not sure exactly how we can find and kill the spider, but it's there.




At the end of my turnset, we're still saving gold for Engineering - it's an expensive tech. Probably DaveV can research it on his turnset.

I've cleared out the barbs from the wilderness patch, and I have two settlers on go-to orders to arrive here in ~3 turns. I'd leave the defoggers there until the settlers arrive, but feel free to overrule me.



We have one dungeon left, currently being explored with units standing all around it. May be worth substituting lower value units like skeletons for the succubus and witch and so on.

The RNG was pretty good to us - we have an absolute ton of Witches, but also have a few new Marauders and Succubi. Of course it helped to get the AC up - 17 now, and it ought to keep climbing.



The Gates are definitely giving us a good military buildup - we ought to be able to attack any of our neighbors as soon as we consolidate. I'll leave that choice up to DaveV. I tried to consolidate some, but mostly I kept the troops busy working on barbs, so there are some of our units in awkward places still.



Demographically we're doing pretty decently, although we're no longer as dominant as we were in Crop Yield. I'd expect to climb back up now that we've got our military investment behind us, especially if we start hurting people hammer



The Save is Here
EitB 25 - Perpentach
Occasional mapmaker

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Looking good.

Some thoughts:
- Bannor is probably the #1 Soldiers.
- Lanun/Ljosalfar have very low soldier numbers, should be easy to take them. They love each other so we probably have to fight both of them at the same time. On the other hand Lanun doesn't have contact with other civs (except Ljosalfar) and Ljosalfar only know Calabim&Lanun, so won't destroy our relations with others if we fight them.
- Good work getting lots of Witches! I can see us having like 100 of them later crazyeye.
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Got it. My initial plan: declare war on Einion to make him spend Sanctuary. Kill Arendel and Hannah while it's wearing off. Two priorities: settlers to replace razed cities, and gambling houses so we can generate some revelers and take out the spiders that are tagged (and the elephants that are blocking us a couple places). I'm worried about Einion showing up with some spiders, too - he has some very highly experienced hunters on our border.

I'm the last one in the rotation: should we be switching to five turns per set, or stay with ten?
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Elephants are easy enough to manage with spectre + succubus. Spiders - yeah, we probably need revelers for that. Although reading their civilopedia entry says they see magically invisible, not necessarily recon-invisible - have you checked?

The turns were taking much longer, and I wasn't even at war or playing super carefully. I'd be happy to swap to 5 turn sets, although I don't think it needs to be per rotation. If you want to only play five, feel free - or if you and Auror and Jalepeno still want 10, I'm happy with that too. My next turnset will probably be only five turns, though.

Arendel picked up Gilden in my turnset, so he's probably short on XP still.
EitB 25 - Perpentach
Occasional mapmaker

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I'm fine with 10, although now that we are going to be in war-mode 5 turns per set could be more fun. I'm fine either way, though. smile

I have always been under assumption that "magically invisible" applies to recon-invisible, I could be wrong though as I haven't checked to make sure.
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