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Square Leg is Garrim Gyrrrrrrr - An Angry Dwarf

Does look very impressive even if its just 3 units
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Proposed response to Bob:

NOT YET SENT Wrote:Hey Bob,

Well, what has changed since we had those discussion way back when? I have gained access to wood golems and shown that I am willing to build them as a deterrent whereas the Balseraph have gained the use of a burning axe. The Clan have crashed their economy and strangled the Wizards of the West and the Sidar have farmed their way to Agristocracy. The Sheaim on the other hand seem to be veiled in a cloud of gods knows what the hell they are doing!

Is this a world where a NAP to T100 with the Clowns is beneficial to the Luchuirp? Do the Luchuirp feel any threat from the Clowns? No, not at the moment - you are unlikely to march across the jungle to attack fortified Wood Golems with only warriors or Swords (by t100). I ask to same question if I were in your position and I get a similar answer - the Luchuirp are unlikely to march across the jungle to claim cities that will be indefensible and cost a bomb in maintenance. For these reasons I would say that we have no need for a NAP.

However, I feel that we have got on pretty well so far and supplied information of use to one another freely in the form of maps and neighbours intentions and I am keen for that to continue. You mention our "information pact" that my advisers value and would like to continue. We have reason to work together as in the future we will be sharing borders both with the Clan and the Sheaim whilst probably not being in direct conflict for land and so this has the making for a beneficial relationship.

On that note I would like to accept your NAP offer but also add that we have total confidentiality with what is said between our nations until 20t after the end of the NAP.

I did chat with the Clan the other day. I said that I thought they were going to choke you and not the Amurites but they said that they had more units available in the west for a choke. We then talked about the choke and how it was going and that was about it.

With Serdoa I have had some emails but he refused to consider a NAP and it is clear that he is going to be coming my way soon. Please don't assume that by not hearing the war bells soon that I am on the war-path for another player. I have considered my position relative to the Sheaims and am considering letting him come to me. I have my reasons that I'll be happy to discuss at a later date assuming the signature of the above proposal! wink

Cheers,
SL

Summary:

- In my opinion we have no need for a nap with the clowns.
- There are some benefits however seeing as we are unlikely to actually have border tensions for quite a while.
- I don't want the Sheaim getting buddy with Bob - although it sounds as if this is unlikely.
- the confidential bit is important as I know I can be quite forthcoming in chats and emails etc so I don't want him to have a bag of ammo as soon as any nap ends for whatever reason.


This will mean that I will have the following NAPS:

Sidar - t80
Clan - t100
Bals - t100

If nothing happens on the Sheaim front then a contingent of WG's could piss the sidar off maybe on T80... devil
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Few comments,

Seems the T100 figure was picked off the top of his head, why not stagger yours by making it 90 or 110?

Now would be a reasonable time to put tag ons in, does any of his palace mana interest you, maybe add a clause you can both request 10 turns of mana from the other?

The whole info relay thing is pretty informal, you happy to keep things that way or do you want to specify certin things he needs to tell you?
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Jkaen Wrote:Few comments,

Seems the T100 figure was picked off the top of his head, why not stagger yours by making it 90 or 110?

Now would be a reasonable time to put tag ons in, does any of his palace mana interest you, maybe add a clause you can both request 10 turns of mana from the other?

The whole info relay thing is pretty informal, you happy to keep things that way or do you want to specify certin things he needs to tell you?

Good point regarding the t100 figure... I'd err on t110 rather t90 though...

Palace mana... what do the clowns have: Chaos, Mind and Air mana...

Chaos has Dance of Blades, Mutation and Wonder, normally a great set of spells imo but mutation only works on living units and DOB doesn't work on Golems so not really worth it...

Air has Fair Winds, Maelstrom and Summon Air Elemental.... meh Maelstrom is nice for crowd control.

Mind (added benefit of +3% research!) Inspiration, Charm Person and Domination.

Inspiration adds +1 GS gppt and 2beakers per turn that it is cast. Useful for when adepts don't have anything better to do...

Charm Person

•20% Chance to resist
•20% Chance to wear off at the start
of each turn
•Unit may not Attack
Unit may still Defend, Move
and Pillage

Only affects living units.

I can see the benefit!

Domination
•Attempts to take control of a Living
Hostile unit within 1 tile
Spell targets the strongest unit in
range, with a small allowance for
resistance chances.
Unit will be Immobile for 1 Turn
•Mind 3 Promotion is lost to caster if
Domination Attempt is Resisted
•+10% Resist Rate

heh - High risk high reward spell!

I think I'll wait a bit for any mana negotiations but the only one I'm really interested in is Mind...

As for the information pact - we have already agreed to share common threats from the Sheaim and Clan and so i'm quite happy with it really. As the game goes on we may talk more but for now I want to keep it flexable and easy.
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Square Leg Wrote:So Barnaxus is a Golem that can learn. The only one. I will have to dig out his back story as I don't know it - if some helpful lurker were to post it before I can then they win a Golem named after them! lol

Sciz Wrote:Barnaxus was beautiful, perfect. The pinnacle of years of work, of finding the right words to power him, of selecting just the right pieces, of lovingly sculpting every little detail of his joints and his features. Barnaxus was more nimble, more exact, more careful and more effective in everything he did than any of the other golems that were built in the empire of Khrad’Ke-zun. For many hundred years, this giant did as he was told, when he was told, and always did it better than anyone else, dwarven or golem. Barnaxus’s works were the pride of the Empire, and, when the ice sheets smothered the world, the name and reputation of Barnaxus passed into legend.

Perhaps it was this legendary status that meant that when, years after the Ice had pulled back and the Luchuirp embarked on their mission of rebuilding the Empire, a tall, weather-worn golem appeared at the gates of the capital, he was instantly recognized as the long-lost Barnaxus. For, surely, only a golem of such perfection and brilliance as Barnaxus could have survived so long without maintenance and protection?

It quickly became clear that Barnaxus was unlike any other golem. Barnaxus did not “take orders.” He cooperated, he discussed, and he made suggestions. Barnaxus was a thinking golem, a learning golem. No one could guess how he had managed to break the magical ties that bind a golem to the two-dimensional world of “order and execution,” and nobody really expected that they would ever find out. When asked, Barnaxus merely said: “A man spoke to me in the wastes and I awoke,” he would say no more.

True, Barnaxus could do what he wished, but what he wished was to help the Luchuirp. He wished to help them rebuild the Empire, to recall what was forgotten, and to perfect what was remembered. He appeared to harbor a love for the Luchuirp that mirrored that of a doting father, with a hint of a patronizing air to some of his advice. And the Luchuirp, amazingly, instead of rankling at being “taught” by a golem, loved him back. He was their link to the past and an amazing store of knowledge. Golems, after all, never forget. But most important of all, Barnaxus also taught the golems. What Barnaxus learned, the other golems soon copied.

And so it was that Barnaxus went from being the "King of the Golems" to being a true leader of golems and of dwarves.

So Sciz was the first to post this (Ahem - not here but in his thread) I have liberated it here and thus Sciz - Would you like to name a Wood Golem? It can be after yourself or whatever you like!
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Yes!

Sciz the Wood Golem I like it
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Sciz Wrote:Yes!

Sciz the Wood Golem I like it

Cool - then I shall make it so next turn!

I have another Wood Golem that lacks a name too. Have to set a challenge for that also...
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@The Sheaim: Would you care to elaborate on why you might prefer letting serdoa attack you? It seems to me that now is the time when he is at his most vulnerable. If you think war is inevitable, what do you plan to do that will improve the Luchuirp:Sheaim military potential compared to an attack now?

@Barnaxus: one thing that the story leaves out is that Barnaxus was given life/sapience by Mulcarn, the now-dead god of Winter and Stasis, who was impressed by the unchanging nature of Golems. Since the surface-dwelling dwarves were absolutely devastated by the Age of Ice that Mulcarn caused, it's understandable why Barnaxus would keep quiet about that. This is explored further in the scenarios that come with FFH. I have to confess I don't follow how it made sense for Mulcarn to be so impressed with unchanging Golems that ha gave one free will and thus allow it to change, but whatever.
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Great stuff Caustic Soda! My 2nd Wood Golem is yours! Once again, if you have a name in mind then let me know otherwise I'll name it after you next turn! thumbsup

Your question regarding the Sheaim is a good one. It would make great sense to knock them out before they get to PZ's but, and this is a pretty big but, it would take quite a lot of troops to do so. We are at t55 and my current military is 2WG and Barny plus a few warriors. I'm am not going to be able to get anything to the Sheaims door for at least 15t, in which time I expect he will already have PZ's. Also - in a chat to Iskender not so long ago I found out that Serdoa got a GM and used it for a trade mission in his capital. PZ's don't need a training yard so his military of warriors can upgrade to PZ's straight away... I have a feeling that I'd get smoked. A rush of fast movers may have worked but since WG's are slow it isn't going to work now...

As a defensive measure I plan to build a siege workshop in Totoro and get a couple of catapults out to bash any stack that approaches. If I am fighting on home turf I have added mobility in the roads that I am building, and my melee units get the homeland advantage. (FWIW)

Lastly - I have already compromised my early growth by getting 2 wg's and Barny out - I need more cities!
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Sciz Wrote:Yes!

Sciz the Wood Golem I like it

Who is this friendly chappy?!?!

[Image: Sciz%20the%20WG.JPG]
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