Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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The Kuriotates: A Tale of Centaurs, Hubris, and Unbridled Enthusiasm

What kind of GP(s) do you want, and for what purpose?
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NobleHelium Wrote:What kind of GP(s) do you want, and for what purpose?

Prophets, for our altar victory! mischief
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HidingKneel Wrote:Never!

Game continues. Plako's slowly destroying improvements, but we're still pulling in 250gp per turn.

That's...really quite annoying. I haven't opened a save in a bit, but could we really inflict damage on him if he went straight for our cities rather than this incremental stuff?

In any event, plako's in the driver's seat right now, but if he takes it too slow, I'm sure Ilios will catch up to him. Ilios has had the better econ pretty much all game, and he still hasn't burned Sanctuary.
EitB 25 - Perpentach
Occasional mapmaker

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Mardoc Wrote:That's...really quite annoying. I haven't opened a save in a bit, but could we really inflict damage on him if he went straight for our cities rather than this incremental stuff?

Possibly. We've still got a lot of firepower, and until he finishes dismantling our roads we can probably hit his archmages if we was to come close enough to hit our cities with earth elementals. And some of our roads [STRIKE]are[/STRIKE] were underneath our enclaves.

And who knows? Maybe he's positioning for an attack on Ilios.

Quote:In any event, plako's in the driver's seat right now, but if he takes it too slow, I'm sure Ilios will catch up to him. Ilios has had the better econ pretty much all game, and he still hasn't burned Sanctuary.

My money's on Ilios at this point.
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Turn 146. Status quo is holding. Plako's pretty much destroyed all our improvements to the south of Kwythellar and Naggarond. Avelorn basically intact.

Got a trait swap this turn. I was very, very tempted to grab raiders. But with so many roads gone, I'm not sure I'd get a chance to use it. So we're now philosophical. Next GP due in 4 turns in Naggarond, almost surely a prophet. A few turns later, another one in Avelorn, even more surely a prophet.

Commodore's suggested razing Cauldron Lake. I'm all for it. I queued up a settler in Naggarond that can grab nightmares for us once the infernal culture is gone. Meanwhile, Kwythellar's still building phalanxes, and Avelorn's working on shrine of the champion.

Teching towards airships. We should unlock them in three turns.
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We're saved!
[Image: Civ4ScreenShot1451.JPG]

Also, as should have been done the first time, BURNING.
[Image: Civ4ScreenShot1452.JPG]
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Excellent work.

Hawk flight reveals a lot of strong infernal units in that city to the north, though. I suspect all those wounded chariots are going to get angel-ified between turns. I positioned some Kuriotate units to take revenge, but I'm not sure if we've got enough firepower to make that a good idea.

On the bright side, we've got some new candidates for promotion to cool angel types. If you need cash for more repentant upgrades, just request it. And once astronomy is in, we can start teching toward some more top-tier angel stuff. If Plako keeps letting us live.

In other news, Avelorn's got unhappy faces again. I think that's because we lost all our cotton. Do the Mercurians have cotton to lend?
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Alright... I helmed the Mercurians this turn. Changed a couple of things:

We were two turns away from a Mercurian great person. But: we were one turn away from a Kuriotate great person, which would have incremented the Mercurian counter too. With all the great prophets the Kuriotates are going to be generating, the Mercurians might never catch up. So I set Junil's to working two prophets and an engineer. Got a great engineer at end of turn. I say we use that for the RotNK in Avelorn. (Transport carefully; don't end turn anywhere that isn't a city.) Next turn we should fire all those specialists.

Valkyries need their exercise. And they can get plenty of it: our road connection lets us hit Rabid Monkey from Avelorn. Killed Thoth's top defender this turn. Moved some more Valks and Basium into position to repeat the process (was a little worried about Basium; Bob's got some experienced beasts who could hit him after they heal up, and he doesn't have immortality at present). Sent one of our Valks in to fight Bob; it has 49 experience, so if it can just survive one battle, it'll promote afterwards.

Promotions: got us another repentant angel, and an Ophanim with a march promotion (gotta take those while still a melee unit if we want them). Will have enough gold to promote another repentant angel next turn, and I gifted some gold over from the Kuriotates to help out.

On the Kuriotate side: I've hopefully solved our happiness problem in Avelorn by building a gambling house. Since we'll probably be running the science slider low.

Got a settler moving out to claim nightmares for us. I covered it with three phalanxes, since those seem pretty strong yet disposable. I think it's safe, but who knows anymore.

Finished astronomy at EOT. What next? Mercurians have been teching rage for a long time. Is that an expression of a desire for seraphs, Commodore? Or would you rather have heralds?

So, airships are unlocked. And we can build us a RotNK for mounted units that start with 4 promos. Put those together, and we've finally got reach.
(If only I'd taken raiders, we'd be even scarier.) Maybe we can actually do some damage... (though it's too late at this point; Plako's got a great economy).
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Heralds please! I want a puppy!
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Booo! This thread used to be awesome! I want more updates! mischief
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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