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[SPOILERS] ARRR Ye Scurvy Dogs! Hannah the Irin

Jkaen Wrote:Don't Giants stay out of your culture borders?

Hence if you can run a settelr past him and found you should be ok

Yes, they do - otherwise both Thoth and I would be in a world of hurt. The trouble is a few things. The settler is a couple turns away, so can't make a boundary immediately. And the desired site is right next to a Goblin Fort, so I have to get a garrison there in any event. I'll look at the save when it comes in to see if there's any way I can still manage this, but I'm not feeling too optimistic - especially against a Mobility/C4 Giant. If I'm lucky, there may be a way to let the giant keep eating warriors while the settler runs around him and still end up with at least one garrison alive.
EitB 25 - Perpentach
Occasional mapmaker

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It's also possible that he might just decide to not attack.


And hey, look on the bright side- if you ever get Domination on Hemah you could capture your own super giant! lol
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Bobchillingworth Wrote:It's also possible that he might just decide to not attack.

What? That's a thing? I thought Giants were all about grinding our bones to make their bread.

Yeah, I suppose I shouldn't panic until I see the save. If he wanders away, there's no problem.

On a totally unrelated note - we have admins now! Does that mean we get another FFH adventure?nod
EitB 25 - Perpentach
Occasional mapmaker

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Mardoc Wrote:On a totally unrelated note - we have admins now! Does that mean we get another FFH adventure?nod


I just sent Sulla a PM a few hours ago telling him I have everything ready and asking where I should email the materials to, so... yes =)
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Bobchillingworth Wrote:I just sent Sulla a PM a few hours ago telling him I have everything ready and asking where I should email the materials to, so... yes =)

Yay!

Now for the turn:
Bob turned out to be right, the Giant didn't attack anyone. After looking at the details, the settler can be in place in 2 turns, and found the next. I have 4 warriors in the area, so the Giant can't kill them all off before that, even if he chooses to. The only thing that could mess that up is if the giant gets in the settler's way, but I'll keep my fingers crossed and try for it anyway. Warriors are cheap, especially compared to a guarantee that Thoth won't be able to poach the site. And if the Giant turns hostile, several are going to be lost regardless of what I do, I might as well try for the best outcome.

Phoenix finished its Temple, and I debated going right for a Zealot, or to other builds. I eventually decided that using Priests instead of Zealots will save my empire 40 hammers/city, so I can wait 5 turns. Founding with a Priest is worth +6 culture/turn instead of +2, as well, so borders expand in 1 turn instead of 3, buying back some of that time. In the meantime, Phoenix goes to an Elder Council (coincidentally, worth the 40 hammers I'll save). This only makes sense because I intend to have temples in every city eventually anyway, but given that premise, it's worth going the cheap route.

Exploring up north we finally have some new tiles. Thoth has what looks like a pretty good city blocking me off from any land-based expansion, but of course I plan to either sail around him or conquer through him when the time comes, so I'm not too concerned about that. Fortunately, it does not and will not block my coastal access to the east.

[Image: FFH%20PBEM3%20T101%20north.JPG]

And, the island just gets rosier and rosier! I'm now 100% sure I can fit in at least 2 cities, and it's looking like it quite possibly can do several more than that! I'm actually a tad nervous this will turn out to be part of the continent instead of my own private island, given how much land I'm seeing. I may have to dial up Thoth in 10-20 turns asking for an extension, because it's looking like I've got the room to go from my current 6 cities to at least 13-14, all peacefully. We'll see - maybe the snowball will accelerate itself enough that I don't have to do that. I'm now up to 5 of my cities producing stuff for new cities, after all.
[Image: FFH%20PBEM3%20T101%20island.JPG]

I'm also debating what other infrastructure I should build. Unless/until I can go for Slavery, it makes no sense to build Granaries/Smokehouses. Lighthouses are in a similar situation, overall, although selected cities may benefit. I'm starting to seriously consider Sea Havens and Courthouses, though - both reduce maintenance, plus the Sea Havens boost naval production (which I expect to need soonish) and trade routes. Perhaps what makes the most sense is to see if I can get foreign routes, which would significantly boost the value of trade and hence Sea Havens as well. For now, the only infrastructure planned is Markets, Elder Councils, Temples, and more cities.

Techwise, I'm planning to finish Priesthood, of course, and then I'm debating on the next path. Right now I'm leaning toward picking up at least Masonry before Optics (it ought to be a 1-turn tech by then, and I do intend to start the Heron Throne shortly); there are a number of other techs that would be nice, and I'm debating where they belong in the path: Hunting, Horseback Riding, Knowledge of the Ether, Archery, Trade, Construction, Mind Stapling - all would benefit my army and several would also benefit my economy. As will, of course, Optics - being able to have speed even on Drowns has obvious military implications as well, not to mention the value of knowing everyone. Fortunately I've got 5-6 turns left to decide, since I have both Priesthood and regaining my treasury to account for first.
EitB 25 - Perpentach
Occasional mapmaker

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Wow, yet another turn of no killing from the Giant! Which also, of course, means that I can count on nothing at all when it comes to having them defend me from Thoth. I thought they were a lot more bloodthirsty than this. Just in case, I made sure to have 2 warriors guarding the settler, but *fingers crossed* I should be able to have both the eastern settler and the treaty settler in place next turn, to found the turn after that. Looking at wikipedia, my next two names are probably Electron and Samy.

I did discover something annoying and contrary to the manual - apparently Pirate Coves do not, in fact, allow you to change crews on them. My trireme had to go into Mindphasr to shed its longshoreman crew and pick up a skeleton crew in its place - its current cargo is Warrior, Settler, and Worker, to be followed on a second trip by at least 2 warriors. After that, I'm not sure what I want to do with him - keep him in the area for further ferry duties, go explore around Brigit, or head over to the east to help settle across the sea. Speaking of the east, more revealed tiles this turn, and empty space:

[Image: FFH%20PBEM3%20T102%20north.JPG]
Now that the coastline is heading south, I'm getting nervous that the 'island' is no such thing, but is instead part of the continent. Although it might be worth settling on anyway? I suppose I'll know either way in a couple more turns, as both workboats continue scouting a steady 3 tiles/turn.
And, for the island (or 'island'):

[Image: FFH%20PBEM3%20T102%20island.JPG]

Lots of promising stuff here - food, pearls, coastlines - as long as I do in fact have a monopoly on the area I'll be happy wink. Of course there is a lot of jungle that needs to be removed, but I can do that for free land!

And, sadly in foreign news, I note that Sir Yellow has lost a city, while Thoth is up one. I have got to pick up the pace on my expansion so that I have time to prepare for potential conflict.
EitB 25 - Perpentach
Occasional mapmaker

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I'm a bit surprised you can't change crews on a pirate cove, but I'm pretty sure the fully upgraded version will let you do that. Not sure about the intermediary.
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I'm pretty sure you can't on any pirate cove, actually. Sorry about that.
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Mardoc Wrote:Warrior, Settler, and Worker, to be followed on a second trip by at least 2 warriors.

Lots of promising stuff here - food, pearls, coastlines - as long as I do in fact have a monopoly on the area I'll be happy wink. Of course there is a lot of jungle that needs to be removed, but I can do that for free land!

And, sadly in foreign news, I note that Sir Yellow has lost a city, while Thoth is up one. I have got to pick up the pace on my expansion so that I have time to prepare for potential conflict.

Beware of overextending yourself. You can support more cities economically, but make sure you can defend them, especially the cities that will have to be reinforced by boats or water walkers.
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I suspect, due to the power of coves, I'll always or almost always be able to support more (coastal) cities economically. You've got a good point about defense, though; if this is an island, and particularly if it's an island that requires Optics or sailing through my coastlines to reach (or even to see), then it's quite defensible. If it's part of the main continent, then you're right, there's no way I could hold it against anyone without much more of a navy than I have, so it's not worth dangling temptation out there.
EitB 25 - Perpentach
Occasional mapmaker

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