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[Spoiler]Capria Crusadin' Crew - Bannor

Right then, brief report. We're building our second settler in the capital.

[Image: mt67.png]

There's three warriors in here. I assume Mist will send out all or most of them to escort the settler over to the marble/gold/cows/wheat site to the east. It'll be a long trek.

[Image: dr67.png]

Apparently growing to 2 and then starting on a worker. We desperately need more workers, at least two more ASAP I say. Probably 3-4, need to send two over to the third city whenever possible to hook up resources if nothing else. Two warriors in this city at the moment, one needs to move out and head off a goblin before it gets too close to the tile improvements.

We're currently teching Philosophy. Philosophy does next to nothing by itself unless you're the Illians (enables Bone Palace which we could definitely build, but certainly not right now). I think we should go for some of the economic techs next before getting Way of the Wicked, since we can't really build the Prophecy right now even if we wanted to. And we can't adopt Slavery until we research one of the eviler religions.

[Image: demos67.png]

Doing well on GNP obviously. CY and MFG really need some work though. Dead last in both. lol
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When are you going away again, the 15th, the 22nd or the 25th? I feel like it's one of those dates.
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NobleHelium Wrote:When are you going away again, the 15th, the 22nd or the 25th? I feel like it's one of those dates.

This Friday, you were close enough wink I should be able to play next two saves and after that it's all yours.
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Let me get the EOT saves of whatever turns you play before the vacation so I have a better idea of what's going on.
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Hmmm, it seems FFH borders are a little different?

[Image: borders77.png]

That tile NE of the silk really shouldn't be in our borders from what I remember of border rings. Or maybe I'm just smoking something. Who knows.

P.S. I hope that barbarian warrior doesn't kill our warrior on the hill. I'm not sure I would have kept the worker on the hill myself.

And you can see Ravus's scout (an archer) to the west there.
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Played turn 78.

Our biggest problem right now is the damn barbarians. We've had persistent barb problems for like 15 turns. This turn I killed that goblin next to the warrior on the hill you see in the previous screenshot, at 90%ish odds. Warrior didn't take any damage and can promote to Shock next turn to heal a bit more (it was still healing from the previous fight).

[Image: overview78.png]

The remaining barb warrior is a huge annoyance and moved to the forest this turn. Obviously I returned the warrior that killed another barb back into the city, but the barb warrior was still getting something like 16% odds to take the city which was not acceptable to me. So I retreated the other warrior off the hill as well, and that meant I could not build the road on the copper. So both workers moved to the river plains tile and put turns into a cottage. Dream, Realised has an 8 food surplus with the sheep, which will feed the copper mine as well as 6 plains tiles, so I don't think we need another farm anytime soon. Obviously we will want to work the incense but we can't plantation that either right now. banghead Hopefully next turn the barb warrior will move 1E and then I will kill it, at the possible loss of a warrior.

You can see some of the dotmap signs I've put up. I actually want to plant the nearer silks/cows city, but settlers in FFH are so damn expensive and I am not sure when we can get the next one out. So I'll probably go with the farther marble city simply because that site is so awesome in the long term. I checked Ravus's and Yellow's trade screens and they each have four cities right now. The problem is that we need workers, we need temples, and we need to generate prophet points in the capital on top of needing another settler. bang

The capital will obviously finish the warrior so that we have some semblance of a garrison, and then I'll probably build a Kilmorph temple while growing to 7. After that we'll see.

...And the next turn just arrived.
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Played turn 79. Barb warrior is just sitting there, and attacking out would have cumulative 81% odds. Not acceptable.

Also the granary in the capital is starting to get hammer decay, so I will build that first. I really don't know why Mist worked 1/2 forests over 2/1 forests only to dump the hammers into a granary.

In two turns I will need to decide whether to plant the cows/silk city or crawl to the farther site.
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Played turn 80. The barbarian warrior helpfully impaled itself on our sticks pointing out of the city, and we got a helpful event as well:

[Image: event80.png]

I moved the settling party onto the cows/silks location, and was scared a bit when I saw a large figure come out of the fog. But fortunately it's only a jumbo. smile

[Image: overview80.png]

I am inclined to settle the city next turn. Moving to the other site will take another 6 turns, and settling here will get us an immediate 7 bpt (working the silk) which we can use to tech Drama faster. We want Drama to pop borders easily, and I think we have a good shot at the Bard. But assuming I settle next turn, we'll be teching AH first, which will only take 3 turns.

The southern worker will go onto the jungle 2SE once it finishes the road, just in time for BW to come in. Or maybe it'll road the mine in preparation for hooking up the cows. Other worker will plantation the incense after roading the copper, should be just in time for city growth. I've moved one of the warriors to cover it, just in case.

As you can see, another wild goblin has appeared, but it's no threat since it cannot pillage and can be easily killed at leisure. If it moves onto the cows next turn I will kill it with the selected warrior who will be fully healed. If it moves onto the jungle I'll just ignore it.

Settling the closer city has the added benefit of needing fewer warriors, otherwise I'd definitely want a couple more. I think after the EC in DR another warrior would be good, but that should be enough for now. Capital will finish the granary then swap from the mine to the remaining farm, growing to 8 while building a Kilmorph temple. Then depending on things it can build either a disciple for spreading, a worker, or a settler.
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AlphaParticlePlusElectrons, thank you from a lurker for spending the time to give detailed reports. smile. I think we might be learning more about the Bannor from you than we did from Mist lately wink.
EitB 25 - Perpentach
Occasional mapmaker

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I don't think these reports are all that detailed, but you're welcome. smile Now if only you'd given us more grassland tiles...
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