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Uncommonly Good: A Story of Elves

On my phone and have literally 30 seconds, excuse typos.

I was honestly surprised decision was so conclusive last time, and you guys wanted to add festivals as well!

Two other things about mining path: gives us double discount on archery if we want it; allows mines, which can help build priests/swords etc when the time comes.

As i said, priesthood better for the long game, but much closer run thing for T100 or earlier defense.
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I am pretty in favor of Priesthood now. The thing about Priesthood is that if there ISN'T an attack, you're pretty much doing what you should be doing anyways. That is a big difference. And tiger summons are very strong at this stage, zombies or no zombies.

Also note that Copper can be borrowed, while priests cannot. If the Hippus are not attacking us (fairly likely), we can potentially borrow it from them. If we can establish contact with the Grigori with a hunter/hawk, that is also a possibility.
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I also favour Priesthood.

What will we do with twenty Bronze Warriors?
Garrison our cities while our cottages burn?
Strike out against poor odds and see our hammers wasted?
Suffer high unit costs while the world marches ahead?
(Are we even sure to have Copper?)

You'll note that Rawwking has yet to build a single Horseman.
How large a Horde can his coastal cities train in twenty turns?
Nicolae has precisely one Pyre Zombie.
He might well throw it against the barbarian city.

If either of them attack us, we can hold them off.
If both of them coordinate their attacks, we're doomed anyway.
If we are going to win this thing, it won't be in the short term.
We shouldn't sacrifice our future for the present.

(You want lyrical poems? I've got your lyrical poems right here. wink)
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I like your style, Azoth. I'll have to think of something comparable, yet different. For now, though, I'll reply in kind.
[Image: skald_recites_poetry.jpg]

Priesthood is the thoughts of the elders!
Yet still must all sides be heard.
Not for the Ljosalfar is the hasty judgment!
Nor do we earn the easy choice!

What does Bronze offer the tribe?
We could delve fair mines for building.
The people smile on the sight of the Yard.
Elves shall adorn our cities with Gold.
The Jungle threatens us no more.

What does Bronze offer the tribe?
We would have easier research.
We would gain sooner safety.
We would build fair markets for our goods.
We would enjoy the festival days.

What does Bronze offer the tribe?
We would have good things to drink.
We could see the way to the Earthmother
We could learn the ways of war.

What does Bronze offer the tribe?
The forest speeds the steps of the warrior.
The sword conquers the foeman.
The arrow pierces the foe.
Gilden Gilveric may yet arise.
EitB 25 - Perpentach
Occasional mapmaker

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Only have a few minutes right now to churn out a quick turn report, then I'll reply to the interesting conversation upthread later.

Another 22 points for the Balseraphs.

Rawkking converted to OO.

The Lizard moved one step closer to Hash Pipe, so I moved 1-2-3 back into the city. The Kill Team moved one step closer to Paradise City, I've reconfigured tiles after growth there to get a 3T warrior, which will be just enough to be there on the appropriate interturn if the Kill Team attacks the city. Taka will arrive there next turn, and another warrior is also headed that way. So we'll have 3 warriors in the city should the Kill Team attack. If they head back towards the capital, it has 2 warriors and it will be trivial to throw a 3rd in. I'll promote if it becomes reasonably certain where they're headed, but with culture and the city bonus, I believe that 3 Warriors will be sufficient in either case. I can't get 4 warriors to Paradise City in time without compromising The Chronic, so if we get extremely unlucky on combat rolls, then so be it.

Way of the Forests due T76. Hawk due next turn. Settler T78. Savant ready to spread AV on T76.

[Image: t74.jpg]

Demos & Power @ EOT:

[Image: t74demos.jpg]
[Image: t74demos2.jpg]
I've got some dirt on my shoulder, can you brush it off for me?
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3 warriors ought to be enough, yes, particularly if you can start building up a fortification bonus. They'll have at least +35% from city + culture, plus their own promos, vs the barb +20%. I would guess the most likely result to be 3 victories followed by a loss, leaving us with 2 wounded warriors to oppose 1 wounded barb warrior.

And, we'll have a Hawk next turn! I'm looking forward to seeing what Nicolae has to work with, what there is to the west, etc and so forth! jive Things are definitely getting more interesting than 'press enter', anyway.

And of course once WotF comes in, we can start hoping for ancient forests in appropriate locations.
EitB 25 - Perpentach
Occasional mapmaker

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Still owe you guys that post, but the next turn is in. Also, two quick diplo hits from RG and Nicolae:

Indecisive Apocalyptic Cult Leader Wrote:Hey Gaspar,

I see where you're coming from, but I'm going to have to hold put a hold on a definitive reply until Selrahc gets back to me.

Cheers,
Nic


Deadly Horselord Wrote:Clown lizardman managed to get into the tundra between the Hippus and Elohim, they will probably be able to catch a polar bear I saw earlier. Planning on getting hunting to try to wipe out as many animals as possible; there's sadly a very good chance of the clowns snagging the menagerie with their early dungeon luck.

In the immortal words of David Byrne, "You're talking a lot, but you're not saying anything."

In this turns news, scary things are afoot and not afoot. Firstly, the Lizard, clearly on crack, decided to move away from the city again. On that note, with our first Hawk born in Hash Pipe, I decided getting a little intel on where Rawkking is located was what I was most interested in... I think getting that city settled on that hill there is a slightly higher priority now:

[Image: t75hawkmap.jpg]

Couple things there. First, Hippus are indeed scary close. Second, that city site is much better with the pigs. Third, you could make an argument for settling that city 1NE, given that Rawkking is likely to have Cultists, however, the main purpose of that city is to choke off any future invasion, so leaving a way around the city center seems silly. Not entirely sure how Citadels work, but if we built a fort on the tile 1W of the Remnants, it would cover both cities. But I think getting that city settled as city 5 makes a lot of sense defensively. Put Gilden in there in a city on a hill maybe with a palisade, and you're going to have to throw a lot of horsies at it to get at our core. Thoughts, team?

Unfortunately, less good news in the east:

[Image: t75home.jpg]

The kill team has moved to (sort of) fork both cities. The blue circles are our units. There are 2 Warriors in The Chronic. I'm regretfully going to pause the settler and bang out a pair of 1T warriors there, while still moving Taka and the other unnamed jobber to defend Paradise City. 1 of the 2 jobbers in The Chronic is on 0 XP, but the other can take C1. Stupid game, as if we need to be slowed down any more. Also, by moving to the 2H tile in Paradise City, the fastest we can get a Warrior done now is 3T, so if they go after Paradise City, there's a chance it could fall.

No additional settlements by other players this turn. Unfortunately, all this unit building is putting a serious dent in our gpt. We'll run a turn of 100% next turn, where the decision between Philosophy (4t), Festivals (2t) and Crafting (2t) needs to be made. Hitting end turn...

You've got to be fucking kidding me. This game is incredibly frustrating.

[Image: t75fol.jpg]

[Image: t75power.jpg]
[Image: t75demos.jpg]
I've got some dirt on my shoulder, can you brush it off for me?
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Gaspar Wrote:Also, two quick diplo hits from RG and Nicolae:

Maybe what we really need is to change our thinking around, and plan to go north/west into the Hippus instead of south into Nicolae's jungle. Blooming is much easier than chopping then blooming wink. At least, it appears that Nicolae might become an ally if we're lucky/good with diplo, while RG is probably already lost. At least this suggests Nicolae's talking with Selrahc, so he'll be well aware of what the Elves can do on defense...and presumably also what the Clowns can do if not stopped cold early.

Gaspar Wrote:Couple things there. First, Hippus are indeed scary close. Second, that city site is much better with the pigs. Third, you could make an argument for settling that city 1NE, given that Rawkking is likely to have Cultists, however, the main purpose of that city is to choke off any future invasion, so leaving a way around the city center seems silly. Not entirely sure how Citadels work, but if we built a fort on the tile 1W of the Remnants, it would cover both cities. But I think getting that city settled as city 5 makes a lot of sense defensively. Put Gilden in there in a city on a hill maybe with a palisade, and you're going to have to throw a lot of horsies at it to get at our core. Thoughts, team?
The answer to Cultists is Cultists. We've already got 1 coastal city...soon to add at least one more in the north; we'll need a defense against OO anyway. We've got Priesthood already in the works, and Message from the Deep is cheap. I'd say go ahead with the on-the-coast plan. Also bear in mind - he's mentioned Drowns, which would ignore a chokepoint, although be much less scary than Cultists. I can't see us being afraid of Drowns coming from the Hippus, mind you, not compared to everything else he could field (and especially not when we've got 2 Life mana to play with...), but don't forget about the possibility.

Honestly, if anything we should be looking to turn OO around on RG, sooner or later. *We're* the spiritual boys in town, he's the one apparently tied to the coast without being Lanun to make up for it, we shouldn't have that much trouble outproducing him therefore, and Cultists can be born anywhere and still be effective.

Frankly, of all the potential terrain to have on the border between us and the scary fast-moving Hippus - this is what the doctor ordered! Forested hills make us at least as fast as they are, and they don't even get defensive bonuses to make up for it.

Gaspar Wrote:You've got to be fucking kidding me. This game is incredibly frustrating.

No kidding. Maybe we'll get lucky with a natural spread, but probably we'll have to knock out a Disciple of Leaves from here.

Still, it coulda been worse - someone could have stolen it from us.
EitB 25 - Perpentach
Occasional mapmaker

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No need to build the fort west of the Remnants, can do it 1NW which is a tile that isn't usable by any city.
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Quick thoughts, in no particular order.

Leaves in paradise city is actually not bad long term. It was always going to be a commerce city, with the gold, so shrine there is in some ways better than hash pipe.

It does make it more important to defend it, though. Warriors will lose fortify bonus, but (it looks from here) you can cover both cities from same tile with double forest move.

Big decison needed on if we go for ”border agreement” or race for that city. Maybe asking the question will provide some more info on relations with Hippus?

Still don't know answer on priests vs bronze. Leaves in paradise maybe points more to latter?
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