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Turn reports

Turn 49:

Okay so you guys saw our predicament earlier:

[Image: t49war-1.jpg]

So I attacked the south warrior first and then the north one and we end up like this:

[Image: t49battlefield.jpg]

Which is great. The archer is at 2.5 health and has 2 XP so it can promote to combat 1 and get a bit of health boost. If the axe takes some damage while killing our warrior we'll have two archers able to attack it and we can make the decision then.

Also important is our little guy in the south:

[Image: t49warrior.jpg]

We can move him onto that hill and get into their view and remind them they can't send their other axe at us.

Home:

[Image: t49home.jpg]

I moved the warrior our of our cap just in case, but I don't think it can actually reach in time. But just in case we see the second axe next turn he can make it to the horse city in time to help one turn. If we don't see a second axe we can probably move him back to the capital. WW grew back to 2 and the worker will finish the wheat farm next turn so WW will be working that and grow to 3 in 3 turns, just in time to be whipped back to 2 for a chariot, if we can get it connected and protected.

[Image: T49demos.jpg]
[Image: t49power.png]

That power graphs not looking so great for our pirate-y friends.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Turn 50:

Okay so the situation:

[Image: t50sitrep.jpg]

After considering everything its just too risky to move forward attack or sit in place. We have no idea what could be in the fog behind the city and what could reach. Even if we attacked with both archers and won the archer could then be killed by a new axe and then we'd have no archers left to defend.

[Image: t50move.jpg]

So we moved defensively.

[Image: t50warrior.jpg]

Warrior moved back closer to their south borders.

[Image: t50demo.jpg]
[Image: t50power.jpg]

We're 4th in power which doesn't make me happy.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Turn 51:

As Krill said, better to hold than run. Done and done:

[Image: t51holding.jpg]

At home our two cities are inching closer to growth. Next turn both cities will grow. Originally I had our worker up there building roads so that the chariot whipped out of WW would be able to reach quickly but that doesn't seem to be happening so instead I am considering sending that worker to our copper site to being chopping a WB + roading to copper and mining copper. I'm going to look into maximizing all of that tomorrow. I'm considering teching sailing so that we don't have to road from that copper city to our capital and can simply use the sea trade to connect copper to WW and the capital and save us some time. Thoughts on that?

Demos and Power:

[Image: t51demos.jpg]
[Image: t51power.jpg]
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Turn 52:

We look okay in Losing:

[Image: t52battle.jpg]

At home we grew and will start a settler to be whipper in 3 turns. I originally thought the copper, but Krill mentioned getting the north horse. Take a look. Where do we dotmap that and how do we connect it with the single worker? The other two workers are about to try and chop the 3rd archer in losing.

[Image: t52home.jpg]

Demos + POwer:

[Image: t52demos.jpg]
[Image: t52power.jpg]
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Turn 65:

Okay. I've been playing. Everyone seemed to disappear and I was a bit disheartened by that. Well, that and having to sign a peace treaty that gave away the pretty sweet marble spot. But as I've said elsewhere this still puts us in place to have a shot. This turn we recieved our gifted city bringing our city count to 4 and even with the Trolls. We also discovered writing. Gillette and Trolls have both discovered writing before us, but not by much, just a couple turns.

City count:
Trolls - 4
Us - 4
Gillette - 3
M3 - 3
Pirates - 2

So... we're actually in fairly good shape. We have 5 workers. No city is working an unimproved tile. We're about to get a 5th city in 5T in the north that will get us copper. We have borders with the Trolls that, if I work on the relationship will be fine considering we can just go ahead and steal craploads of land from the underdeveloping pirates. Did I mention the pirates have 2 cities? That they also lost their Pink dot, and that their second city is for copper, behind their capital? They have no outward 1st ring cities. Trolls still have to deal with Gillette. And I'm betting they will focus their energies in that direction.

Let's take a look at the map:

In the North:

[Image: N65.jpg]

Good stuff here, The capital will whip after next turn and overflow into a Library. The settler will go to the PH next to the fish. You can also see the WB there is moving to that fish. The fish will be netted the turn that city settles providing immediate food. The workers I will explain when we look at individual cities.

In the South:

[Image: S65.jpg]

We have a solid border with Trolls now and we might be pushing on the deer there based on the accumulated culture from when we owned Losing. We did promise not to steal, but... staying competitive there would be nice for the future. Additionally we have the cow pastured the turn that we took Pidgeons (dirty beasts) and the city was able to work it from the outset. SobStories has the gold, sheep and a random cottage though eventually when pidgeons expands onto the west deer and north corn, SS will likely take the cow as well to help with working the gold.

Current Plan:

Settle the Copper. Settle West and Settle the city north of the marble that will compete for the 2nd ring sheep. Keep up with workers. Expand Smart. Tech Masonry. Tech Math. Chop the Great Lighthouse in WW! I think that this map is going make the GLH surprisingly powerful. Our competition? Maybe Gillette if the settled a city south on the coast. But Pirates are behind as are M3 as they have had to deal with both Pirates and Gillette settling up on them. Trolls don't have a Coastal city. I think we'd be the only ones really actively pursuing it. We also have Sailing already and I don't think many other teams do. So look at the coastline. There are tons of little jerky peninsulas and I think we're going to end up with close to 7-8 coastal cities + 1 or 2 island sites off the coast of both stone sites. I think it could be a huge boon. I'll try to establish TRs with Trolls and a sort of permanent alliance. They have Gillette who has been unmolested on their other side. I'm sure they would be open to considering a more permanent venture.


The cities:
Pitboss3:


[Image: pb3t65.jpg]

So here you can see I've gotten two cottages down and we're working them in preparation for the library and academy. We don't need to work the mine right now because it won't get us the settler quicker. We'll whip off the cottages and regrow while building the library. There's one worker to the south that will move West and start cottaging a tile that a city to the west will share with the capital.

WereWolves:

[Image: WW65.jpg]

So here we have my current plan in action. The city just grew to 4 this turn. There is a worker NW that is finishing a cottage. There are 4 forests in the BFC that we can chop into the GLH. The GLH is 200 hammers. With Math those 4 forests become 120 hammers. We'd only need 80 hammers into the GLH. The city is at 1 whip unhappy for another 5 turns. I can grow to 5 in 3 turns, start a worker as it grows into unhappy, build the worker to just under 30 hammers, 2 pop whip, overflow into the lighthouse, regrow while finishing the lighthouse and starting the GLH. Regrow to 5 again, worker>whip overflow into GLH, Chop 4 forests. Profit.

SobStories:

[Image: ss65.jpg]

Huzzah, This city is looking nice. It grew this turn onto the cottage. I'm considering either staying on the cottage or working the gold depends on how much commerce I need to be able to get through Masonry + Math. Do I tech Myst first? Get the discount beakers on Masonry? I feel like since we'll need myst at some point (soon since we need to get to Ziggurats) it would be smarter to just get Myst and get the extra beakers on Masonry. In which case I might go for the gold over the cottage during that stretch. Additionally to consider is that the 2hpt from the gold will help the granary finish faster. I moved a worker onto a forest N of this city this turn so a 20H chop will be come shortly. But if I get the extra 2HPT I may be able to finish the Granary the turn after the chop comes in. I think its worth it.

Pidgeons:

[Image: pid65.jpg]

Yay for the cow. There are two workers on the cow. Next turn I will move them 1W onto the Plains and Road. From there I'll go 1W again and cottage until the borders expand and I can get the workers onto the corn. At that point I can have the city work the corn and the cottage and SS can steal the cow to help subsidize working the gold tile.

Demos:

[Image: dems65.jpg]

We're a bit behind on hammers and we do have natural culture boosting GNP, but we aren't teching a tech with pre-req. Food, we're right up there. Land leader is the Trolls based on their forced plant for copper. They have fast workers and its definitely a bonus, but in the end, we're FIN.

Also to look forward to is the Trolls gifting us a Fast worker ~T85 should help.

Happy Belated Thanksgiving Report.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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T93 WAR!

It was in the year 550 BC when first we realised who our true opponents were.
Under the fell guiding of the false prophet HitAnyKey, the scouts of the Animal Kingdo betrayed our generosity fleeing to the hills north of Loud Noises, rather then taking our offer of a retirement on the shores of Lake LN.
[Image: waruy.jpg]

Meanwhile the our Great Overlord Lewwyn deemed it appropriate to send out a crew in search of holiday homes for our people.
After a great race across Exes Bay(for all sought the glory inherent in this task) was held, it was the underboat Seasickness that was chosen, for the courage its crew held against the storm.
It was quickly felt by all that the Overlords choice was wise, as Seasickness found a great shoal of fish - food that in time might come to feed a multitude of peoples.
For it had been perceived that in this bay was space for not one city but many, each fed by the seas bounty, and opening up great trade oppurtunities for our people.
[Image: explorations.jpg]

Those who failed in Lewwyns eyes did not share this glory, however. The tug Spies refused to partake in the festivities, angry over their failure. When the Overlord discovered, he was furious (for the feast was held in honour of his daughter) and sentenced that they would be allowed to explore the far-off shores, but instead be exiled to tending the needs of TEAM's far off expansions - a fisher where they had once hoped to be a fighter.
[Image: fisha.jpg]

Meanwhile, all was NOT quiet on the western front, as a storm of opponents gathered threateningly around Heartburn, each desiring to be watch on as the events unfolded.
Though some urged apathy to these invaders, Lewwyn in his wisdom chose to protect our humble workers.
Any seeking blood in these forests would find more then they bargained for.
[Image: westfrontk.jpg]

- From The Annals of the Thirteenth Q, the only remaining record of the TEAM nation in the Years of Silence
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Turn 94 - The Merest of Touchs

The western front, showing the vulture and workers/archer going ahead of the settler.
I believe we are founding on the GLH marked.
[Image: westernfrontt94.jpg]
The war front. Moai settled this turn. We should have cultural dominance in this region, even if we don't settle it.
[Image: warfrontt94.png]
LAME CITY NAME!!1!
Ahem.
Sourthern Front, showing the culture battle ongoing (an earl slot for drama might be good + SOZ(? is it banned)).
[Image: southernfrontt94.jpg]
Our Archer exploring down there (with the slightest hopes of circumnav).
[Image: sourthernexplorationst9.jpg]
Spies making its way along there. Also the galley for settling the ICTR dot.
[Image: northernfrontt94.jpg]
Ol' Seasickness exploring these islands. Pretty much an exact mirror of the others.
[Image: northernexplorationst94.jpg]

Cities:
PB3 The capital and shaping up to be a real beaurocap.
Currently working 2 villagers and a hamlet, slowbuilding a market (not true slowbuilding, I presume a 3-4 pop whips soon, whough it could of course work the two mines for a reasonable build time).
[Image: city1t94.jpg]
Werewolf Currently stagnated while working the two scientests. GS due T98
[Image: city2t94.jpg]
SobStories: Mostly stagnated on the mine with a surplus of two. SHould pick up another cottage when the fur comes online.
[Image: city3t94.jpg]
Pidgeons: Slow-building a monument to try and regain its (other) deer.
Working 2 villages and a hamlet.
[Image: city4t94.jpg]
Exes: currently working the copper while building a settler.
Settler should be whipped soon and settle on the grass hill mentioned earlier.
[Image: city5t94.jpg]
Compy: Growing in preperation for the furs+loss of whip anger. Not sure why we're building a library here tbh.
Probably just something to grow on.
[Image: city6t94.jpg]
Heartburn: one of our newest cities. Its sacrificed its population for culture in an attempt to protect against the trollish Delhi.
Stolen the wheat from compy.
[Image: city7t94.jpg]
Loud Noises: ABout to pop its border. Sorely neeeds workers as you cantell from 4 turns without cows hooked.
[Image: city8t94.jpg]
Finally our Moai, Slow Drivers: Settled last turn, working the whales while waiting for work boat/workers.
[Image: city9t94.jpg]

All in all, looking good.
A bit lacking in workers though.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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