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Team [REDACTED] as [REDACTED] of [REDACTED] [SPOILERS]

Turn 33:

No players

Warriors shuffle, hurt warriors heal. First lizard attacks city and dies.
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Turn 34:

No players

Lizard suicided into city, new lizard appears to NW. Forgot to mention I am popping Sepulcher again as it didn't disappear last time. As I said in the now dead elf thread, my natural inclination is to go for the lair pops since if you don't and others do and get good results you'd fall behind. Then horrible things happen that have nothing to do with the lairtwirl. Q at least must feel the same as he started popping it the first time. I think second city should go to the NW by the wheat, thus I'd like to be roading that way. The constant flow of lizards from that direction may hamper this.
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Turn 35:

No players.

I should be in bed, but my freezer is having issues and the turn came around again while I'm messing with it so may as well play it. Sepulcher one turn closer to spawning something that will kill us a great person. Roaded mana node N of city. Three new lizards to the NW so that will be the extent of roading in that direction for a while. Depending on what happens with the Sepulcher pop may need to grab all the warriors from down there if I want to road towards my preferred city site.

Also, I wish we would meet someone. The other two teams have obviously met given they are posting back and forth in both threads. I look forward to the incomprehensible diplo messages in this game. However, given how many barbs I'm seeing, I have no intention of sending any units off on a suicide mission any time soon. Unless one of them happens to have an incredibly lucky scouting unit still alive, contact may be a ways off for us. Hopefully this doesn't mean they get all nice and friendly and end up working together against us.
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Turn 36:

No players.

Lizard siege continues. One more suicided into the cap, the three others moved into position to do so next turn. Popping the Sepulcher gave us a golden age. Not the best result that could be hoped for at this stage of the game, but it certainly beats a a big bad. It did speed up the settler, by a turn or two? Turns have been going so fast tonight and I haven't been taking any screenshots so I'm not positive on the change. Shuffled all southern warriors except custard toward the cap, he needs one more turn to heal.
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Turn 37:

No players.

All three lizards attacked and died. No new lizards to be seen.
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Turn 38:

No players.

Moved non-injured warriors in the capitol towards new city site, moved mud golem to road towards it. Settler comes in at end of next turn, so it will be Dave moving it not me, so he may have his own ideas about where it should go. No new barbs thankfully. Scorpion King and friends sitting on our rice is really a drag.
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Azarius - let me know when you've played turn 40, and I'll take my set.
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Shouldn't take long if it's anything like last night. Just confirming that you want me to play 40. I know it would be 10 since Q played 30, but I could stop at 39 if you want to get it back to how it was. I'll plan on playing 40 when it comes in if I don't hear otherwise.
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Turn 39:

No players.

Roaded PH between cap and wheat, moved warriors and settler onto wheat. Debated what to set build to. Another mud golem would be nice, but there really isn't that much work to be done yet. Education comes in 9, but with so many forested tiles until we have mining we can't cottage much, at least at the capital. I had actually debated swapping research to mining when I took over, but I figured Q must have had his reasons for going education so I was hesitant to change it. Considered a granary but we are at the happy cap so seems a bit of a waste. We have something like 8 or 9 warriors atm so more seemed excessive. Settled on a Dereptus. Finishes 3 turns before growth so the cap can get to 8. We have rice and soon to have wheat, so the commerce boost will be nice. Well, ok, we have to exterminate the scorpion and his friends before we can hook or work the rice, but it's there. Also, unless it was taken out in EitB, the xp from it will come in handy.
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Turn 40:

No players.

Settled PocketFisherman on plains hill north of the wheat, had it start on a mud golem. Existing golem roaded the wheat. We can see the ruins that is the source of at least some of our lizard issue to the NW of the new city, as well as many bears. A lizard moved to the tile W of the city after turn roll, so Dave will have to deal with that before he can farm the wheat.

Swapped tiles in Guinsoo Knife so that city will grow on the same turn Dereptus finishes.

Seeing snippets of a civ like this is definitely a different way to play, it will be interesting to see what it looks like the next time I see a save, assuming we're still alivedancing.

All yours Dave, good luck! thumbsup
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