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The Orc Clan: Following the Princess Rule

Quote:Got the places set. Might change once i've uncovered the black spots. What's the status on the settlers?

[Image: Mr_Yellow_Cities.jpg]

Quote:[COLOR="Orange"]Depends how you want to get them.

I have two settlers already created and four being built, the two I have now can get there in 5-7 turns with two more created in 3 turns and delivered 7-9 turns after that. Or you can get 4 settlers all at once in 10-13 turns. Either way works for me but if it's 4 at once protection for them will be thinner. I can only spot bears in that area though so as long as Mackoti doesn't speed in with some Chariots it should be fine.

I'll try and get exact times for moving now that I know the area you want. [/COLOR]

Quote:[COLOR="Orange"]I'm going to assume you want the 4 in one go if I don't hear from you. I'll finish them in 2 turns and send them up. Due too wanting to avoid the spider it will take 8 turn of movement to get this settling squad to Odio's prison and then a number of turns to settle the cities. I'll keep them together in a stack so it's easy to defend from the bears and loop round Odio's Prison settling them and handing them over. Once settling the last city I'll need open borders to get my troops out of there.

I can of course settle the furthest one away first and then backtrack to my own lands so that I don't have to pass through any of your borders but it will take longer. The choice is yours. [/COLOR]

Quote:Yeah, do all 4 in one go. I'll also send an escort to meet up in Odio, so no need to march your military units after that.

Can you sense the trust and love here? No? Yeah me neither.

Okay so he's gone for the 4 settlers in one go, easier for me, and means I can use the 2 I already have out to fill the gap in the White Mountains, I also have a spot picked out in the south that can get me the Hunting resources. Extra cities are good for my financial situation.

I need to remember to take pictures when I settle the cities, get exact figures, see how long I can ride this "more cities equals less unit maintainance" stuff.

I'm still thinking Mr Yellow might stab me, but so far I don't have any reason not to go along with this. By the time the settlers get there I should have summoned Ichabod.

Ichabod this does mean that Mr Yellow will have four new cities right next to you on the Western empire.
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No problem. By the way, I never ever played with basium, so I don't have the slightest idea of what will happen lol

Anyway, am I right in assuming that angels can attack the cultist in the water, since they fly? I hope so. And look at that charming mountain pass from which I can station the angels and attack Mist or something. smile

Good thing is that the best thing Yellow can get is HA's. He'll never get anything past that, I think.

By the way, summoning Basium will probably kill our economy, due to the tech increase cost mechanic that everyone talks about. Anyway, what do you plan to tech next?
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Ichabod Wrote:Anyway, am I right in assuming that angels can attack the cultist in the water, since they fly? I hope so. And look at that charming mountain pass from which I can station the angels and attack Mist or something. smile
I think most angels can't fly, actually.

Quote:By the way, summoning Basium will probably kill our economy, due to the tech increase cost mechanic that everyone talks about. Anyway, what do you plan to tech next?

But, on the other hand, the tech increase is an Erebus in the Balance thing. Doesn't apply to base FFH.
EitB 25 - Perpentach
Occasional mapmaker

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Yep EitB nerfed the angels because they are AWESOME.

Usually you want to beeline unlocking one of their tier 4 units but Orcs don't have the tech power. Most of the tier 4 units CAN fly. But I can't see us getting there... We don't even have the mana nodes to pull off a Divination Tower Slingshot! If we did manage to get our economy afloat the easiest tier 4 to grab would probably be their beastman equivalent. It would also open up the possibility of Werewolves.

Basium does have the ability to create Axemen who will die and come back as angels. Plus you will have the Runes Religion for priests and parad- whatever they are called. I THINK you might be able to keep the Warrens but I havn't checked yet.

Man I need to do a lot of checking. Maybe I should run a Test game to check.

Best defence against horse archers is still to attack first and have collateral.
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Quote:Yep EitB nerfed the angels because they are AWESOME.

Actually it nerfed them by accident, in an attempt to make team games a less turbo charged version of FFH. If Sareln ever makes another update, the angels are going to return to not increasing tech rates.

Although the Angels are pretty awesome

Quote:Most of the tier 4 units CAN fly.

Only Ophanim, the Knight equivalent.
Heralds have the generally similar, but slightly less useful in this situation, terrain walk. This lets them run on mountains, but not water. On the plus side they can still use roads which flyers can't. With Mob 2 and commando, a Herald is probably the fastest unit around.

The others? Seraphs, Angels of Death, Valkyries, Repentant Angels... No special locomotion. Just damn strong units.
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Angels are second only to the Demons in the cool department wink



You might want to hold up making any plans based around them for the moment though, until at least XVIII resolves the dilemma of how to implement a human-takeover. Right now it looks like doing so is significantly more difficult that placing a human in control of Hyborem.
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Damn Okay I really need to play a test game to figure these guys out better.

And Thanks for the warning Bob smile Although with the game speed on this one it might be another few weeks until they get summoned. It says everything where 1 turn every 2-3 days regularly was a fast speed. Save seems to have gotten lost again. Will try giving the tech thread a kick again if I don't spot it soon.
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First attempt at a test game I nearly cried from AI stupidity. My old Orc nation under the hands of the AI was so bad it was horrible. I won't scare you with the details.

But on the Angels, At least with human players we will be able to swap cities around and give them a good economy straight away. But for the most part the bit that will be best will be the free military units in the Angels. Selrahc is correct only one angel can fly and only one can go over "impassable" terrain. Orcs may be able to build the gate quickly but the Elves and Kuriotates are still the best to get them, They both progress up the path to some tier 4 angels naturally while giving a good city to the angels.

It's a good thing that the Grimore pops after the Angels come in. In case we want to change our minds about grabbing Malevolant Designs. Any big decisions will have to be made then. I'm thinking it might be best to use the teamwork and land grab potential to try to take over the Bannor and Hippus. We'd need to make an agreement with Sareln if we want to go after Amelia by land. *sigh*

Yes I'm not talking about attacking the big two. I can't see us kicking one of them without help or a bigger empire.
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The Luchuirp is the best Civ for building the Mercurian gate.
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Better than summoning him as the Ljo, so that Basium gets his own Elven economy going?



Plus Luchiurp regular units mostly don't even give Angels...
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