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

Considering the heavy curbstomp going on, how much land do you have left for Domination victory?
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Mr. Yellow Wrote:Considering the heavy curbstomp going on, how much land do you have left for Domination victory?

I haven't looked at the F8 screen in awhile, but I'm fairly certain that I need some of WK's land for domination. Since we have a NAP until turn 195, I think it would be faster to get the ToM built than to go Dom.

Nyktorion will be dead next turn (174) and I should have Mardoc's mainland cities captured by t176. He's already lost his best chance to use his world spell, but he can inconvenience me with it (I'll loose some tile improvements and some units, but there is no longer any risk of loosing more than one city).

He burnt Golden Shanty (my Heron Throne city) to the ground last turn and has a decent stack in the south (outside my Remnants city).

OTOH, that southern stack is Blind for another turn and is steadily shrinking. He can probably burn the Remanants city but he no longer has the forces to pose a serious threat.

Mardoc really should have used Raging Seas on the first turn of the war. Between WorldBreak, Tsunamis and Raging Seas he'd have been able to walk into Golden Shanty and my Remnants city without any opposition. Taking Golden Shanty with his forces intact would have put him in a position to take Golden Hovel and threaten Golden Lean To. Taking the Remnants city would have put a serious crimp in my ability to project power around the Island.

As things are....he'll probably survive until t180 or so simply because it will take me a few turns to get some troops over to the Island. His army is largely destroyed and his empire has been split into three separate pieces none of which can support each other.
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Thoth Wrote:I haven't looked at the F8 screen in awhile, but I'm fairly certain that I need some of WK's land for domination. Since we have a NAP until turn 195, I think it would be faster to get the ToM built than to go Dom.

Yeah, but ToM is so anticlimactic. You so rarely see a Dom victory around here, where's the stylish Thoth from 50T ago? cry
I've got some dirt on my shoulder, can you brush it off for me?
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Gaspar Wrote:Yeah, but ToM is so anticlimactic. You so rarely see a Dom victory around here, where's the stylish Thoth from 50T ago? cry

Well, I might yet grab a Dom victory....we'll see how things play out.

I've started construction of the Tower of Necromancy and will begin the Tower of Elements in a couple of turns.

WK has already completed his Tower of Divination (slinging to Strength of Will) and so has access to Archmages (assuming he has some level 6 mages which is quite likely after his takedown of the Sheaim) and Ice mana.

A toe to toe slugfest would be fun, and I think I can win it (4 Archmages plus 4 Liches vs unlimited Mages....interesting matchup wink ) but a ToM victory would be faster (I think....I've still got a lot of cities in revolt so it's hard to tell just how good my economy is going to be once I get back to some better economy civics.)

We'll see how the next few turns play out. I want the four minor Towers for their innate benefits regardless of victory condition so I'll have options either way.
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Reactions to recent events?

Your use of assassins in this game is making me heavily question my fondness for mages and archmages.
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Selrahc Wrote:Reactions to recent events?


Initial reactions.....I'm not going to post what I was thinking. smile

After a bit of thought.....I should be able to grind WK down through mass mage spam + summons. I'm currently up to ~30 mages plus I'm not sure how many (but it's a lot) Ritualists. Blinding light + RoF + mass Sand Lions (none of which can be seen unless I choose to let them be seen) is a very strong combination.

I'm two turns away from Mercantilism and the free GM. Golden Brothel triggered the Harpy Event a couple of turns ago and GLT will be producing a great person in 3 turns. That will let me trigger yet another GA (#5 for those of you who haven't been counting) to keep the economy turbo charged.

I finished up my Summer Palace in the former Elflands, which saved me ~30 GPT in maintenance costs (after inflation) and the Winter Palace is due in about 9 turns in former Lanun territory. I've got no worries on the economic front.

It's currently looking like all of this is moot however. I got an email from Mardoc this morning indicating that he and WK are willing to concede the game. Assuming WK agrees, then it's game over in my favour. smile If he doesn't, then I'll aim to build the Tower of Elohim bodies wonder. wink


Quote:Your use of assassins in this game is making me heavily question my fondness for mages and archmages.

Mages and Archmages are very good, but

Vlad Taltos Wrote:No matter how powerful the wizard, a knife in the back will seriously cramp his style

They need to be protected by Guardsman units (easy for the Bannor and doable with Royal Guards for anyone else who wants to spend beakers on Feudalism) or kept out of range of enemy assassins. It's a lot easier to mass produce assassins than it is to mass produce mages. The -50% city attack penalty means you're going to have a high attrition rate (around half of my assassins died in their first or second fight)
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and that would be game.

WarriorKnight is also willing to concede.

I've had a lot of fun with this game, actually winning is just icing on the cake.

GG everyone.
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You're pretty close to wining it through a victory condition. Would be fun to see this played on till that kicks in.

Also would love to see the Malakim hero get some action.

Either way, congratulations!
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Mr. Yellow Wrote:You're pretty close to wining it through a victory condition. Would be fun to see this played on till that kicks in.

Also would love to see the Malakim hero get some action.


smile I'm just as happy not to have to play it out. Turns were taking me about 2 hours to play (including smoke breaks) towards the end and it was only going to get worse as my mage count increased.


I didn't have any plans to field Teutorix mainly due to the cost of getting to Blasting powder. I'd have needed Smelting, Ironworking and BP in order to build him. Not really worth it considering that I was already fielding 4 very well promoted Eidolons, Mardero (also quite well promoted) and Hameh my uber Assassin (who finished the game with around 80xp, Aeron's Chosen, Orthus's Axe, The Crown of Command, The Jade Torc and the Timor Mask).

Adding a low exp hero to that mix wouldn't have made enough of a difference to justify the tech cost. smile
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Thoth Wrote:OTOH, that southern stack is Blind for another turn and is steadily shrinking. He can probably burn the Remanants city but he no longer has the forces to pose a serious threat.

Mardoc really should have used Raging Seas on the first turn of the war. Between WorldBreak, Tsunamis and Raging Seas he'd have been able to walk into Golden Shanty and my Remnants city without any opposition. Taking Golden Shanty with his forces intact would have put him in a position to take Golden Hovel and threaten Golden Lean To. Taking the Remnants city would have put a serious crimp in my ability to project power around the Island.

As things are....he'll probably survive until t180 or so simply because it will take me a few turns to get some troops over to the Island. His army is largely destroyed and his empire has been split into three separate pieces none of which can support each other.

Yeah, I probably should have used Raging Seas earlier; I was overoptimistic, I thought I could save it for taking out the city where you built the Mines of Gal-Dur. Obviously that never happened.

If I'd used it with Tsunami on the first turn, I'd have at least wiped out your stack in the remnants city and I might have been lucky enough to wound your frigate surprise in the west enough that I could have held out another 5-10 turns.
EitB 25 - Perpentach
Occasional mapmaker

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