February 28th, 2011, 09:52
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T-hawk Wrote:I was skimming through posts quickly, and thought I ended up in the Werewolf thread for a minute there
Hmmm... I'll take that as a complement!
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So we had a blitz session on Sunday and here be the report...
Turn 9
Our warrior that explored the Sephulcher moved north and discovered these two. Marble and Seven Pines. Both are useful as I posted previously and I would like to get a city out to claim them at some point. The land surrounding isn't great though so maybe one of the later cities depending on who is around.
Turn 10
Lion and furs.
Turn 11
Our warrior survives the Lion attack taking only 1 hit. I decide to press on and get back to our borders rather than heal in the wilds...
Turn 12
Our first splash screen of the game! Masonry allows us to do this:
Great Engineer due T35. By this point he will undoubtedly have Bronze Working as his bulb choice since I certainly won't have gotten to mathematics! I will most likely settle the 1st one and use the next to bulb. I haven't taken my sandbox that far yet so we shall see.
The additional hammers are really really useful at this stage in the game and help getting the Mud Golem out a bit quicker. I decide to grow 1 more size and then micro Agriculture and the Mud Golem to arrive within 1t of one another.
Bad times:
Turn 13
Not a lot
Turn 14
Nice overview shot of the lands so far.
Turn 15
Meh
Turn 16
Remnants of Patria! Once we get construction and can irrigate over this way (which shouldn't be too long), we have a decent city here. There is some more map information available later on...
Turn 17
Meh
Turn 18
Another splash screen!
our explorer:
I decided to fortify and take the wolf attack. The lion will probably advance and then I could assess depending on the wolf results.
Turn 19
We won flawlessly against the wolf and promoted to C2 to attack the Lion and get more xp.
Up to 9xp!
Time to run home!
Turns 20 and 21
Meh...
Turn 22
Mud Golem finishes farming th corn and City of Totoro looks like this:
The golem is farming the silk and he will then get on with farming the grassland rivers. Ignore that settler build - I want to grow to size 5 and build another warrior before getting that out.
Thats it!
I'll take a nice overview shot next turn to get some dot mapping done.
March 1st, 2011, 07:15
(This post was last modified: March 1st, 2011, 07:27 by Square Leg.)
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Something that has me puzzled is this:
What is the crack with the Clan culture graph???
Aha - got it - Clan are in a civic that gives + %age culture so every x turns they get an extra 1 culture! Interesting. I figured the roundings would just be lost...
EDIT:
Said Civic is:
Religion
Low Upkeep
+1 Happy From State Religion
+1 Happy From Religious Temples (Pagan Temple doesn't count)
+10% Culture
So every 5t the 2culture from their palace turns into 3.
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Time for all the lurkers to instill me with confidence that my thread is entertaining - I need love people!
Turn 23
Here is the scorpion I released from the Broken Sephulcher. Great name! Walgna Waltio. My 9xp warrior is coming home to heal up and hopefully pick off a goblin or skeleton to get to C3 at some point. He will then lead the settling party to the next city site.
Turn 24
Very interesting discovery this turn. A picture tells a 1000 words so:
I zoomed out and hit the culture button and low and behold.... THE SHEAIM are pretty damn close!!!! We haven't made contact yet but I know they are lurking in the mist out there in the East. They will most likely claim the Sephulcher too for a free death mana... great.
I was then titting about with flying camera and trying to get it to work. For some reason it wasn't playing ball and I couldn't get the shot I wanted. Then, all of a sudden, this happened:
Umm... well done Square Leg - you broke the game... What should I do? This is clearly spoiler information and I have no idea how I did it. I was getting really annoyed that Ctrl-Alt-F wasn't enabling flying camera and so I started bashing all sorts of combinations of buttons. Looks like I stumbled on some secret code! I couldn't turn them off afterwards either so I quit the game. I couldn't do it again either.
Advice?
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Not sure what the rules are with that spoiler info, but to be honest, what has been seen cannot be unseen. I can't really see what can be done about it now.
As for the death mana, can you not win the race to that spot. Still have not seen any sort of dot map, but surely it makes sense now to expand east asap (to grab land from them, and to get the marble spot you wanted)
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I'm following with intrest. I can't comment much because of my lack of experience. Overall land seems really poor. Even the Remanats of Patria are located on Desert so that they're not overly appealing early settling target. This is probably the same for everyone, but still frustrating. I think you should look for settling positions near the Corn in the SE or from the flood plains region that hopefully have several hill tiles. You should also find a way to generate beakers. Couple of silk tiles won't get us far in that respect. I would go as far as delaying some other essentialities in expense of researching something to get economy running. As Financial you could go for Education and put down few cottages to speed up early game teching. Other alternative is Mystisicm, but you would need to go through Ancient Chants and build Elder Councils.
One suggestion concerning the screenshots. You could turn grid and tile yields on and take a shots zoomed so that we could see a bit larger areas, but not go too far out so that it is hard to know see where hills and flood plains are located.
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plako Wrote:One suggestion concerning the screenshots. You could turn grid and tile yields on and take a shots zoomed so that we could see a bit larger areas, but not go too far out so that it is hard to know see where hills and flood plains are located.
Sure - I have some zoomed out shots that I am going to merge together to help with dot-mapping. Will hopefully get them up shortly. Just fighting with paint...
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Dot map version 1. Not very happy with it yet...
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My initial thought is that the dot map has an awful lot of overlap going on.
Lets start at yellow and work round.
Yellow
Fish, Fur, Mana
Not a great site, but cant see it improving by moving around at all. comparing it to blue this looks to be the shipyard should one be needed (I believe we know nothing about the map right now, correct?)
Light Blue
Corn, Death Mana, Incense
My initial thought is 1E. it cuts down on overlap (although you wste a plains tile between it and the capital)
You lose 3 plain, 1 plain hill, 1 plain forest, 1 desert to gain 1 plain, 4 plain forest (reading tile bleed), 1 grassland forest
Green
Mana, Silk(shared), Cow
Depressingly this seems to be your most productive city site, see no argument for moving it
Pink
Has 4 floodplains, and reasonable land, but would like to see what is SE of it really incase there is an argument for moving it
Red
Sheep, Patricia
Very squished in. And quite a few tiles in its BFC are not shown yet. cant really judge fully till they are, but dont like sharing so many tiles.
Blue
Fish, Fur, Silk
Not great land, but with all that financial coast, I dare say it could be turned into an ok financial city.
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The overlap is on purpose. We have a very immobile army of Golems that cannot be hasted so we need a fairly tight-nit empire. I also don't mind overlap since in this game, I very much doubt we will have size 20 cities wanting to work all their tiles. This dot map does create a pretty nasty fork point 2E of the silk. If an invading army sat there it would fork 3 cities in Light Blue, Totoro and Green. on the flip side, we can station an army there to re-inforce any of the 3 cities and so as long as we don't let the enemy get there we should be fine!
Going through the sites in the same order:
Yellow
Fish, Fur Mana
I agree - I can't see what else to do in this region. It needs the food from the fish to be workable. That said - depending on where the 7Pines/Marble city goes may mean that it can be moved 1N or 1NW. It would make a good Heron's Throne city if I was Beeri and Industrious.... Maybe - with no Pirates in this game that wonder will be available for some time.
Light Blue
Corn, Reagents, Death mana
For now I think it is fine where it is for the following reasons:
- Easier to defend
Like I said above - we can station troops on the tile 2E of the silk to defend 3 cities. If we move it 1E it will need a larger permanant garrison against the Sheaim. I don't want to be founding cities on desert tiles either since they incur -25% defensive bonus. Thats significant, especially in the early game. If you have access to water mana you can spring the tile to sort it out, but we won't have access to water mana... ever I don't think. Those 2 desert tiles also mean that if Serdoa was to move his army there, we can potentially hit it before he attacks.
- More hills/production
All of those grassland tiles will be 4/0/3 with sanitation and agristocracy meaning that the city will be able to work all those lovely hill tiles. Eventually I'll throw workshops down on the plains tiles... maybe cottages. Not sure.
Green
Mana, Silk(shared), Cow
I agree - a good financial city with moderate production from 3 plains hills. Anything attacking it will have to cross a river from all southern directions meaning it is quite defensible.
Pink
Agree. I am tempted to move it 1E (yes - even more overlap! ) because it will be very hard to take out on a hill behind the river. Worth it considering that the Clan are down there somewhere and they won't be going for a peaceful victory condition!
Red
Sheep, Patria
Actually - not a bad production city. At Education the Remnants are a 5h tile yield. There are plenty of hills and sheep/Grassland farms to fuel them. Another option is 1N of the Remnants... Not sure it is such a good city though.
Blue
Fish, Fur, Silk
Agree - again - not a bad contender for Heron's Throne. It will has reasonable commerce potential but I don't see us getting Hunting early for the beaver.
Having looked over the map again - I like the dot map slightly better.
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