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Like a hot wind Varn Gosam of the Malakim [SPOILERS]

I can research either Warfare or CoL in 5 turns. Since I won't be able to switch to Aristocracy until turn 83 at the earliest, I'm going to tech to Warfare first so I can start FotT in Golden Hovel as soon as the current settler is done.

Tech etas: Warfare: t 79, Col: t83, Archery t87.

Eta on FotT now t91/92. Should be in the bag.

(note to those with limited FFH experience: Archery increases the value of forest chops from 8h to 13h (quick speed) and enables Lumber Mills)
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As of the moment, it looks like I'm up 95 posts and 1200 page views over the next contender....jive


More lurker spam would be appreciated. tongue
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Well what do you want us to say? "Give us screenshots of your empire naow!!!"? :-P

Seriously though, I would be interested in seeing a screenshot, and perhaps also a dotmap for future cities. Also, what is your tech plan after getting Aristofarms?
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Sodium Hydroxide Wrote:Well what do you want us to say? "Give us screenshots of your empire naow!!!"? :-P

smile "Give us screenshots of your empire and we'll send you money" would be better. tongue


Quote:Seriously though, I would be interested in seeing a screenshot, and perhaps also a dotmap for future cities. Also, what is your tech plan after getting Aristofarms?

Current tech plan:

Warfare (Military State civic, Form of the Titan, National Epic)
Code of Laws
Archery (increased hammers from forest chops, ability to build lumber mills, archers, mandatory pre-requisite for Stirrups)
Sanitation (+1 food from farms, allows construction of Public Baths (+3 happy, -1h, cost 100h)
Festivals (cheap markets)
Writing (libraries)
Fishing (ability to work coast tiles and build Work Boats)
Philosophy (activates Incense, pre-requisite for Military Strategy and Priesthood)
Military Strategy (Heroic Epic, Great Commander for the first to research)
Mathematics (Gambling houses and Bazar of Mammon)
Priesthood (allows the construction of Priests, enables my world spell)
Knowledge of the Ether (Adepts)
Horseback Riding (Stables + unlocks the Mobility promotion, pre-requisite for Stirrups)
Sailing (allows construction of Whaling boats, trade on coast tiles)
Trade (+1 trade routes per city, allows tech trading (since this is a no tech trading game this will only let me see the techs my opponents have, not let me trade for them but it is still usefull)
Stirrups (Camel Archers)
Hunting (Hunting lodges and hawks)
Animal Handling (Rangers)
Currency (+1 trade routes per city, Money Changers (cheap with financial trait, may come earlier in the tech path to ensure I can build them before turn 140) )
Alteration (Body, Enchantment and Nature nodes)
Elementalism (Earth, Air, Water and Fire nodes)
Sorcery (Mages)

I'd like to fit Masonry and Construction in there somewhere as well. wink

(dot maps to follow)
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Given my uber-elite MS-Paint skilzz the following are closer to "blob maps" than actual "dot maps" smile

[Image: southh.jpg]

Cyan blob will be my next city. Very good commerce site, but sucktastic in terms of hammers. I'll farm the floodplains (4 of them), plantation the incense, and cottage the plains tiles. Fog-gazing says that there is a forested flat grass tile to the south that will get lumbermilled.
This city won't produce much in the way of hammers but it will be a very good source of commerce. I might build it 1 tile east (gains the incense in the first ring, coastal for the ability to build an expensive Harbour and Lighthouse, can be attacked via the sea).

[Image: westernarea.jpg]

Green blob will be a very good utility city. Enough hammers from mines to produce stuff in reasonable time and enough commerce from rivers/Aristofarms to be commerce positive. City #7

Yellow blob is a pretty cruddy city, but it claims the Whales. Settle around the time I get Sailing.

[Image: eastb.jpg]

Pink dot is the barb city that Mr. Yellow and I have agreed not to take before turn 90. I'd like to have it for the Fire mana and the extra commerce, but it will have no production without Springed tiles or the Conquest civic.

The southern area will have to wait. Too many barbs for the moment.

[Image: northq.jpg]

Purple dot may get moved depending on scouting in this area. As marked it will be an ok production city, but it's main role is to act as a front city/ crumple zone. City #6.
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http://www.youtube.com/watch?v=jDOzMvMqb...re=related

alternate version:

http://www.youtube.com/watch?v=vbddqXib8...re=related

Are you real lurkers? Or just a bunch of lousy scabs?


troll
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Thoth Wrote:Current tech plan:

Warfare (Military State civic, Form of the Titan, National Epic)
Code of Laws
Archery (increased hammers from forest chops, ability to build lumber mills, archers, mandatory pre-requisite for Stirrups)
Sanitation (+1 food from farms, allows construction of Public Baths (+3 happy, -1h, cost 100h)
Festivals (cheap markets)
Writing (libraries)
Fishing (ability to work coast tiles and build Work Boats)
Philosophy (activates Incense, pre-requisite for Military Strategy and Priesthood)
Military Strategy (Heroic Epic, Great Commander for the first to research)
Mathematics (Gambling houses and Bazar of Mammon)
Priesthood (allows the construction of Priests, enables my world spell)
Knowledge of the Ether (Adepts)
Horseback Riding (Stables + unlocks the Mobility promotion, pre-requisite for Stirrups)
Sailing (allows construction of Whaling boats, trade on coast tiles)
Trade (+1 trade routes per city, allows tech trading (since this is a no tech trading game this will only let me see the techs my opponents have, not let me trade for them but it is still usefull)
Stirrups (Camel Archers)
Hunting (Hunting lodges and hawks)
Animal Handling (Rangers)
Currency (+1 trade routes per city, Money Changers (cheap with financial trait, may come earlier in the tech path to ensure I can build them before turn 140) )
Alteration (Body, Enchantment and Nature nodes)
Elementalism (Earth, Air, Water and Fire nodes)
Sorcery (Mages)

I'd like to fit Masonry and Construction in there somewhere as well. wink

Why not just say "all of them." wink

Seriously though - Getting Archery and some lumbermills up on those plains forests is important if you are considering converting to FoL for a period of time (which you are) to get ancient forest lumbermills.

I would also bump up Currency for the reason you mention.

Lastly - I don't see Ways of the Wise or Ways of the Wicked in there. Are you not planning on going for the religions and priests on offer there? Or just saving it for later?

EDIT - or the FoL tech.
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Square Leg Wrote:Why not just say "all of them." wink

lol Those are the techs I can get in a reasonable timeframe. Sandboxes are great for sims, but they do tend to break down once HMCS Randomfactor sails onto the scene. wink

Quote:Seriously though - Getting Archery and some lumbermills up on those plains forests is important if you are considering converting to FoL for a period of time (which you are) to get ancient forest lumbermills.

Even bog standard forest/lumbermills are pretty good under the right circumstances. In GLT, each forest is worth 1/2 health = 1/2 food.

4 forests = 2 food right now + some hammers when worked.

I may pick up FoL at some point post priesthood (for the Tiger cages and Ancient forests), but it's not an urgent priority right now.

Quote:I would also bump up Currency for the reason you mention.

smile I'll fit it in when I can....my beaker/turn rate is going to be expanding rapidly from here, but there are too many random factors in play to accurately predict when I grab currency.

Quote:Lastly - I don't see Ways of the Wise or Ways of the Wicked in there. Are you not planning on going for the religions and priests on offer there? Or just saving it for later?

EDIT - or the FoL tech.

Not sure yet. There are a bunch of other priorities at the moment. Getting access to Order, Emperyan and FoL falls into the category of "want, but don't need yet". Actually founding Emperyan would be nice (the shrine provides Sun mana and +2 xp for disciple units) but it isn't necessary.

(turn 74 just arrived, so I'm going to wander off and see if I still have a military.....)
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Not sure why you need horse riding when you don't even have horses? Or at least I can't see any in your recent pics
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Sciz Wrote:Not sure why you need horse riding when you don't even have horses? Or at least I can't see any in your recent pics

no ponies visible (yet)

But HBR enables Mobility and is a mandatory pre-requisite for Stirrups (for Camel Archers).

It's also an optional requirement for Trade.
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