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Emulating Sir Robin: How to run away on Horseback

Turn 25

[Image: Hippus-33.jpg]

The RNG continues to disfavor the hippus banghead

With the +40% from the river and +25% from the hills added onto the ~27% odds when the bear itself had the hills bonus, that bear is now at combat 2 at the very least and will continue to be a menace for a very long time.

Ending turn completes our third warrior and Camelot's borders expand for the last time in the next hundred turns.

[Image: Hippus-34.jpg]

Border pops revealed a hill giant hanging out in the clown's northern desert, but this is the only real thing of notice for us. Another river! Scouting the west just got more attractive.

Actually that's a lie, we've got a very short amount of tundra to our north (ocean is now visible) and a furs resource. The furs unfortunately can't fit into the radius of the sheep city. Not sure why civ 4 didn't take screenshots of those when I told it to, they'll be shown in later updates.

Here's a mspaint sketch of that inland sea area, based on Kyan's reportings

[Image: Hippus-35.jpg]

The dragon is pure speculation as we haven't seen any barb culture (it WOULD be a nice place to put acheron :P). The inland sea could continue further east, I don't think that Kyan's scout has reached the end of it yet.
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Turn 26

[Image: Hippus-36.jpg]

Sir Gallahad leaves the safety of our borders (border pop kept him safe last turn even though he technically left them), heading to the forest hill. My deceased scout has been through here recently, and also revealed the majority of the tiles during his one turn on the ancient tower before the bear ate him so I'm feeling pretty sa-

Turn 27

[Image: Hippus-39.jpg]

Oh come on banghead

The game pretty much owes me a GP from a lair at this point, what with the way the barb spawns, hut pops, and the combat RNG has been treating me. The silver lining to this bad luck is that I haven't been harassed by the ruins lizardmen since that first one attacked the capital.

I think for a long, long time... and decide to build a (third!) scout instead of another warrior for my settler escort in order to get visibility on the spider and plan my moves to the site accordingly. I may or may not have both of my remaining warriors leave the capital with the settler while training a third warrior there. For now I garrison both warriors in the capital.

As shown in the event log I also got this event:

[Image: Hippus-38.jpg]

Anyone know what this does?

City Screen after hitting end turn:

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Mapping out my movement plants to keep an eye on that spider...

[Image: Hippus-42.jpg]

Can someone confirm to me that spiders will always try to end their turn in a forest (unless there is a unit to attack)? If so, only risks involved in this plan is

1. The bear being on the grasslands indicated on turn 30, leaving my scout a sitting duck. Might bring up a garrison warrior to potentially get revenge if that happens, not sure if it's worth it with the spider around to potentially revenge kill the warrior though.

2. A few areas where a gryphon could swoop in and ruin my day by killing the scout. According to my chats with Kyan and Sir Robin's death there are already two confirmed gryphons to the farish west, but of course a third could spawn around here :T

Don't particularly like running a 1 scout/1 warrior settler escort that far outside the city but I'm not quite convinced that delaying the settler yet another two turns for a warrior is really worth it. If worst comes to worst I can always settle in the old spot or 1S of it.

Other happenings

Someone who's not the clowns has a GNP of 22 which beats my current GNP of 20. Hoping that that's with a prereq bonus and not a raw GNP.

Demographicswise we are still fairly competitive. A solid #2 for MFG, #2 for GNP, #4 for crop yield but a fair bit above rival average so probably tied with some players.
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Wow that is darn unlucky... Evil Spider.

Well I'm not completely sure about the event, but the god that is referenced is Tali the god of irresponsibility or something similar. So maybe you get luckier events from exploring dungeons?
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Rawkking Goodguy Wrote:Anyone know what this does?
IIRC - puts down any forest fires you might have within your cultural borders.
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Mist Wrote:IIRC - puts down any forest fires you might have within your cultural borders.

Oh right, I think this happened in one of the other PBEMs. Might be minor spoilers but I don't think something on the level of putting out fires really matters.

I forgot to post this image last night (noticed it while downloading my save file):

[Image: googlead.jpg]

Uh...gee, thanks...ads by google.
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Turn 28

Not much to this turn. Due to hammer overflow going into the settler build our settler was only delayed by 1 turn for building the scout, which was a relief. 5 turns till it finishes.

Demographics

[Image: Hippus-43.jpg]

We're tied with the creative clowns for GNP, so we're really still #2. Nastily low soldier count due to all that bad luck with barbs. We still have the second largest capital in the world with the (presumably Grigori) having a size 6 one.

Hitting end turn completes exploration, ancient chants will complete in 4 turns.
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Hey Rawkking,

I have gone and spoilt myself...

Sorry - I don't really have the time to offer much in this game - I'll certainly keep reading your updates though and here's hoping you get some better luck soon!
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Gaspar's thread was just too tempting eh? :P Ah well, it is a bit crowded in here, maybe the regular lurkers will feel a bit more comfortable!

Settler completes in 1T. I've already discussed settling locations and decided my settling plan, and I'm curious if anyone can predict where will the town of Spamalot be founded?

It could be almost anywhere considering how barbs could force me to settle in a variety of places, depending on where they appear smile
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Given the spider and other friendly wildlife....I'll guess beige dot will be it. smile
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Optimistic aren't we :P
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