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[SPOILERS] DaveV plays Furia: What, me worry?

(September 11th, 2013, 05:57)Qgqqqqq Wrote: Why are your mature cities building markets?

+2 per city to my miserable GNP; it gives them something to grow on that's not a unit. I still have some happy cap room.
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Turn 57. Building markets, lining up some units to explore once my (still not renamed banghead) city pops its borders.


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Turn 58. Someone popped a really early great bard. Lair exploration already (possible with the stupid axe, maybe)? Manual research of Drama?

[Image: 29-58_log.jpg]

Also, WLTDD in my second city. That boosts my economy enough to put me in a tie for last.

[Image: 29-58_demos.jpg]

Yay.
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Turn 59. My wolf rider has enough movement to move out of borders onto a hill and back again.

[Image: 29-59_west.jpg]
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Turn 60. More step-out, step-back exploration in the west.

[Image: 29-60_west.jpg]

During the barbs' turn, the lizardman stack moved from the gems to Spy vs Spy. Intruder alert?


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Turn 61 starts with a worthless event.

[Image: 29-61_event.jpg]

I send my scout out into the wilderness.

[Image: 29-61_north.jpg]

The lizardmen ae definitely chasing somebody. Go get 'em, boys!

[Image: 29-61_lizards.jpg]

I finished Education, and:

[Image: 29-61_revolt.jpg]

In retrospect, it probably would have been smarter to wait for Code of Laws and do a triple revolt.

After ending turn, demos actually look a little better.

[Image: 29-61_demos.jpg]
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Turn 62. The scout pushes further north:

[Image: 29-62_north.jpg]

Those tiles to his north appear to be shoreline, with breaking waves. So the land to my northwest may be a peninsula.

Demos are improving slightly. I finished my first cottage.

[Image: 29-62_demos.jpg]

My watchdog lizardmen are still chasing an intruder.

[Image: 29-62_lizards.jpg]
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Turn 63 starts with a new Freak.

[Image: 29-63_freak.jpg]

Light makes him a keeper. Extra mobility is worth the strength malus.

The scout finds a reason to research Bronze Working.

[Image: 29-63_north.jpg]

The barb lizardman stack moved out into the fog, and a lone chaser followed them.


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Turn 64. The scout stays on the hills, moving one tile west. Nothing interesting revealed.

[Image: 29-64_north.jpg]

At end of turn, the trailing lizardman keeps moving. Whatever they're chasing is still out there.

[Image: 29-64_lizard.jpg]
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Turn 65. A new freak is born.

[Image: 29-65_freak.jpg]

No mutations. There's about a 10% chance of that, but it means he's destined to be a Freak Show.

I have to call out the manual here. Normally, it's very good, but here's what it says about the Mutation spell:

Quote:8% Chance to receive each of the following Promotions (meaning the unit could easily receive none, and could rarely receive all 27)

Rarely? The odds of receiving all 27 promotions are one in 413590306276513837435704346035. That's not zero, but close enough. It reminds me of one of my college Physics profs who complained about how people don't understand probability. His example was the old story about a roomfull of monkeys banging on typewriters who eventually produce the Bible or the works of Shakespeare or something. The odds of randomly producing a coherent paragraph are so small that they're effectively zero; the odds of that paragraph matching an existing paragraph are nearly as small; producing a whole book's worth of paragraphs is just not going to happen, no matter how many monkeys you have.

Ahem, [/rant].

The scout moves one more tile west.

[Image: 29-65_north.jpg]

If that's a peninsula, it's longer than I was assuming.
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