February 25th, 2011, 18:14
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(Hi, I'm a dedicated-so-far lurker.)
That is true, though I'm not sure saying it helps, because someone who hadn't left a warrior back might say the same. But I think the message is just fine.
February 26th, 2011, 13:18
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Okay, so as I understand it, we really want the Clan to know about our capital defence (and right, they shouldn't have any interest in going for a drawn-out choke if they can't take the capital straight away, since this is a 6 player game).
So then, there seems to be nothing left to add to message to me
February 26th, 2011, 14:26
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Nyktorion Wrote:Okay, so as I understand it, we really want the Clan to know about our capital defence (and right, they shouldn't have any interest in going for a drawn-out choke if they can't take the capital straight away, since this is a 6 player game).
So then, there seems to be nothing left to add to message to me
Great, I'm making it a touch less wordy and sending it along:
Quote:Greetings, and well met. We appear to be quite close together. Have any of your other scouts met anyone? With raging barbs active I judged it prudent to keep a warrior at home, so my own scouting is somewhat limited. Not something you need to worry about no?
With that said, as a show of good faith, I will openly share all other contacts I achieve and help facilitate contacts with other tribes. Good luck to your warrior on his explorations.
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February 26th, 2011, 14:27
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Sareln Wrote:[COLOR="Magenta"]Tredje, Mardoc,
Greetings, and well met. We appear to be quite close together. Have any of your other scouts met anyone? With raging barbs active I judged it prudent to keep a warrior at home, so my own scouting is somewhat limited. Not something you need to worry about no?
With that said, as a show of good faith, I will openly share all other contacts I achieve and help facilitate contacts with other tribes. Good luck to your warrior on his explorations.
Ciao!
-Sareln-[/COLOR]
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February 26th, 2011, 15:33
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Turns flew fast on Saturday, I moved my warrior back to the capital. No sign of goblins, so perhaps my simulation misjudged due to getting unlucky on the spawn rate stuff. Oh well. With aggressive clan afoot, I think it makes sense to keep both warriors back for now to prevent any opportunistic worker poaching/chokes as well.
Micro wise, when the worker is finished it moves to the first silk, does a turn of farm, then moves to the cow and farms there. That'll give me a 4/0/1 square to work. Then move back to the pre-farmed silk, farm that one, that gives me a 3/0/2 square. Then if there's <4 turns on calendar go farm the grassland before moving on to build a plantation on the unimproved cotton. After that's all done, probably switch the other cotton from farm to plantation 2/0/5 and then go start farming towards the corn. Since I'll be holding agrarianism at that point my grassland farms will be 4 food, the cows 5 food as I work in on crafting/mining/BW.
Turn 6:
Minor astronomical event that gives +1 relations with leaders. Irrelevant in MP.
Turn 7:
Nothing of note, almost done with the worker.
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February 27th, 2011, 10:32
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Blitz session in progress, though delayed by my inability to haul my butt out of bed in a timely manner
Tredje & Mardoc' Wrote:[COLOR="DarkOrange"]Salve Sareln!
Although my greeting is belated, I would like to profess the Clans joy of discovering one of its neighbors. I hope that our relationship will prove beneficial to both our empires. As you say, exploration is a bit safer for us, and one of my Goblins did actually just run into a Dwarf further to the East, and we have exchanged pleasantries with the Luchuirp. If it should please you, I could inform them of your location and how to get in contact with you.
- Tredje & Mardoc[/COLOR]
Sareln Wrote:[COLOR="Magenta"]Tredje, Mardoc,
That would be great, and I'd love it if you did so. Easiest way to find me is probably just to head left (west) straight on and you should hit my capital without too much trouble. Terrain is not a particular problem I think, though that lizardman ruin might pop a dwarf-eating barb.
Ciao!
-Sareln-[/COLOR]
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February 27th, 2011, 10:35
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Oh great, it's a knife-fight here in the early game I think . For now I'm going to assume the map is set up:
Ocean - Amurite - Clan - Luchuirp.
The Luchuirp could also be north or south of the clan, but I think that the most likely scouting pattern adopted by the clan is opposite directions out. So yeah, this is going to be tight.
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February 27th, 2011, 11:03
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I'm justified in bringing my 2nd warrior back as the goblin arrives on schedule as in the simulation. I'll fortify my second warrior on the forested hill just south-east of my capital, hoping the gobbo will take a shot at him. My worker pops out and I start a 4 turn scout, who will go north to the Mirror of Heaven. After that, it's all warriors and maximum growth all the time through at least calendar and mysticism.
Turn 8:
Turn 9:
Turn 10:
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February 27th, 2011, 11:13
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Turn 11:
Goblins are so fun and annoying! Worker moves to the cows and starts farming, hopefully the gobbo will take a chance on the cap or fortified warrior. I think the worker is outside it's LoS, though I also don't think that matters with the AI...
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February 27th, 2011, 11:32
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Turn 12:
Lurchuirp fire Gifts of Nantosuelta for 1. Maybe the barbs are giving them trouble?
The gobbo took a chance on the capital and got beat back. The now safe worker continues to happily farm the cow.
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