Quote:Catacomb Libralus would be beyond awesome for us.
Would it really? If I understood your description of the odds correctly, it would increase the rate we get Witches, but not the cap on them. We should try to keep Witches out of combat anyway, so we won't need a constant stream of reinforcements, just a trickle fast enough to keep up with new gate building.
The way I look at it, any city that builds a gate would automatically be eligible to produce witches if we build CL. Even if we don't want to throw witches into combat (which I don't think we do, unless it's a 99% battle to get +1 XP), many of them should be able to produce summons who can do the killing. I think we want a bunch of witches so we get all the useful spheres. And the terraforming ones (scorch/spring) will probably be doing their work well behind the front lines.
Edit: oh, or does using summons break our "gate units only" rule?
Yeah, of course we want a lot of witches. But we don't need all our cities to be producing them
10 cities with gates, AC 10, is 40 witches cap, whether we have one Mage Guild or ten, right? Catacombs is 600h, plus a mage guild - so that's equivalent to 6 mage guilds.
Assuming no other factors, with the Catacombs we're producing 1 witch/turn (on average). With five mage guilds, we're producing 0.5 witches/turn. So we're only behind in witches from T40-80, at T80 either scenario has 40 witches and we're at our cap.
That's simplified, of course, but I think even adding in complications won't change the fundamental question.
Quote:Edit: oh, or does using summons break our "gate units only" rule?
In my opinion, a summon is really part of the summoning unit. So no summons from Mages, but I'm fine with summons from Mobius Witches
Edit: I guess the fundamental question is, do we think we'll be limited more by the cap, or the rate of production?
Hmm. Thinking about it, I'm not sure anymore, actually.
a) production rate per city will generally be divided. Most cities will have carnivals, etc. That stretches out the period where the Catacomb scenario is ahead.
b) The cap increases really fast if we manage to pump the AC even a bit. Or if we're building new cities and Gates. And especially if we do both. So if we're doing it right, we'll definitely be limited by production rate rather than cap
c) Having cities with Gates but no ability to produce units yet is a waste, assuming b). A city that produces Witches immediately takes pressure off the rest of our cities. Getting Witches to their cap earlier means the established cities spend the 2nd 40 turns producing Marauders, Succubi, etc, instead of producing nothing.
d) Ten cities with Gates is definitely on the small end of what we can expect for our empire size. Large map, dense dotmap
Moved the settler to the west site, it was the only close one with improvable food that didnt steal from what we already had. MR Worker is following since he's otherwise waiting on mining. we are at 4 warriors but settling next turn will increase the cap to 6 just in time for Cheydenhal's to finish. (Next city should be Fort Sutch as per this by the way). Southern warrior is healing, NE warrior is exploring til he gets wacked. The new cap warrior is headed towardsish that ancient tower area north. None of that is of monument importance.
I think we should definitely be allowed to use summons from Witches.
Also I think we need to think how we want to raise AC; I mean we can build our ritual but 300h is a lot and I don't think we can afford to build them untill later. Elohim AI will definitely try to lower it once the AC raises and they are able to build their ritual (requires Philosophy, so will be soon). I don't think we can think of the AC too much untill we have established some sort of economy and enough cities.
(July 14th, 2015, 13:02)BRickAstley Wrote: it was the only close one with improvable food that didnt steal from what we already had.
Not quite true in FFH. That dry corn will be a 5 food tile, only slightly better than a grass farm. And we won't likely have Animal Husbandry for ages.
That said, I'd rate the site about equal to the grass river areas, so I wouldn't call it a mistake overall, just I don't like your reasoning. The rest of your turnset makes sense to me, though.
Quote:how we want to raise AC
I would think a little of everything. Ashen Veil seems like an obvious target (Tar Demons). Spread that, build the heroes and shrine, bring Hyborem into the world. That should get us at least bootstrapped. Once we have a decent Gate army, razing cities is always fun. We can build the Elegy if nothing else is doing the trick well enough.
I guess the Prophecy won't be much use to us, since we're so limited on units we can build. Better to hope someone else builds it.
Agreed on Prophecy. Would be hilarious if Elohim built it.
Yeah, AV is obvious, it's a long way to that though. Getting AC to 10 when we have even some gates would be nice as it doubles the spawn chance. That one event sure could come handy .
Here's our poor, poisoned warrior. I guess he'll be healing throughout my turn set.
Note that I settled the new city where Brick planned, although it only exacerbates our commerce problems. I would have settled to grab the other two wine tiles. Desperate times, but I don't think it's worth marching across the map to grab that spot.
On his way to explore the ancient tower, the warrior stepped on the barrow. Apparently this frees the skeletons to go cause trouble:
Go kill our neighbors, boys!
Here's an overview at the end of my set:
Note the not-very-close copper.
Not much else happened. I'm trying to chop/farm some tiles for +1 commerce and same foodhammers as grass forest. Also mining the sheep, since AH is many, many years away.
I'm researching Festivals because I've done the "crash and burn on the way to Code of Laws" scenario many times in the past. Building Markets and even running some Merchant specialists will help us stay afloat economically.
Edit: I didn't rename city #3 because I'm oblivious about Oblivion.
(July 14th, 2015, 14:04)DaveV Wrote: Not much else happened. I'm trying to chop/farm some tiles for +1 commerce and same foodhammers as grass forest. Also mining the sheep, since AH is many, many years away.
Mines would help too. A farm + mine is strictly better than two forests at this point. (this comment isn't really for you, more for everyone to consider)
Quote:I'm researching Festivals because I've done the "crash and burn on the way to Code of Laws" scenario many times in the past. Building Markets and even running some Merchant specialists will help us stay afloat economically.
I don't object to Festivals, we'd have wanted to go there anyway for Chaos Marauders. But wouldn't Mysticism have been equivalent on the commerce front for us, and have the advantage of Great Sages instead of Great Merchants?