[SIZE="6"]Turns 125-130: Tick Tock goes the clock as your time slips away[/SIZE]
This is a, laying down the infrastructure and build up, phase. Most of my cities are pumping out double Stonewardens to send off against the Vampires. My allies wanted it all done by turn 130 so I ran things into the ground a little.
While doing so I had four cities that were playing around with other things. Marking units to Ramp up the AC, Building Ashen Veil Temples and getting the Hero out late in the game.
[SIZE="4"]Turn 126: Can't see the nation for the Cities[/SIZE]
This turn we examine three of the main cities as we set up for the AC rush.
First we have Broken Entwash! It is our Prophecy city and can thus pump out marked units. Each one giving +1 to the AC.
It's currently close to unhappiness so the next turn I switched one of the grassland farms to the grassland cottage.
You can also see in the bottom left corner that the warrior build has a star, this means it will just keep on building those warriors.
Lonely Mountain is the site of the Ashen Veil holy city. A shame we couldn't have founded it in a place called "Moria" But oh well. I have a plan to use Moria for a introductory post for Krill instead.
It specs itself into pure production mode so that the temple finishes in 2 turns. We need to get things ready quickly for our lovely warrens to make super fast units. This city will build maybe one set of savants before building nothing but ritualists for awhile.
Last but not least is Fangorn Plains. This city pumps out another set of Settlers. Why you ask? Because those damnable vampires are still out expanding me! With their stupid little golden ages and flood plains and near compulsory courthouses! Curse them!
[SIZE="4"]Turn 127: Golden with Envy, Shadowed with Worry[/SIZE]
A busy turn. The Vampire finally get out of their Golden Age, but they manage to grab the Deception tech, letting them found Council of Esus, A truely horrible religion whose shrine makes all units inside the worshipers borders invisable. Thankfully the GNP from leaving the Golden Age is Significant.
As you can see it drops by nearly half. Unfortunatly Mackoti probably has everything he needs... actually no. From what I can see he still needs necromancy to truely make his Vampire Summons terrifying.
The Free Savant from the Corruption tech makes it to Isengard and it also starts building a temple. The New Stonewardens go join the Army stationed in Lonely Mountain.
Seeing as my naming scheme for the orcs didn't go anywhere. I stick to the ominious method of naming my marked unit by the number that they are increasing the AC in total. I plan to station at least one marked unit in every city freeing up the other warriors guarding them to be upgraded. Eventually though I will have so many I may as well station them on the borders of my empire.
In the West I found a new city, As the Stonewarden is so far away I simply settle him to keep my economy afloat. There is enough space for 2 more cities in the south which I will show later.
[SIZE="4"]Turn 128: Rantine, Sounds like what Bam-Bam Flintstone would name his kid.[/SIZE]
While a lot happens in this turn I'm cutting down on pictures as only one is neccessary. The rest of the information can just be typed. To start with Bronze Working was finished. Thus opening up Bronze warriors, axemen and our late-to-the-party hero, Rantine.
Dunlands is a good enough production city, With a bit of respec-ing I get the production time down further. Rantine at the moment merely has two uses, Barbarian city conversion and possible cannon fodder. I will probably just keep him back in the Empire in case I make it to the Wine Barbarian City in the West as well.
This turn I am also given 100 gold pieces by Mist for my part of the map-money. Prompting Sareln to "sell" the map to mist when he wanted to just give it to Mr Yellow was a good plan. Even If it's probably not taken much away from mist that money will keep me afloat. I'm also thinking of upgrading the first Savants as well.
I start on Warfare and grumble about only equalling the Vampire city count instead of over taking it. Soon. Soon my time will come.
[SIZE="4"]Turn 129: Rise of the Marked Ones[/SIZE]
Not much happens this turn, The Elves do get trade and switch to Foreign Trade and Military State. Interesting choice. Nothing surprising in the technologies that they have.
You can see here that my Stonewarden & Marked Warrior spam is starting to have noticeable effects. While I may not have a perfect economy or teching power I have one hell of a land advantage and now enough power to be a threat. Not to mention one hell of an Ace up my sleeve.
Marked units are now numbering seven and the AC is up to 17%.
[SIZE="4"]Turn 130: Religious upheaval to the stirrings of War[/SIZE]
A pretty big turn. I decide to take a hit and change over to Ashen Veil Early so that my two cities can start building Ritualists ASAP. The AC is still only 18%
The Turn 130 Army. A bit rushed but I got 12 Stonewardens ready in time. Turned out I didn't need to cut it so close. Mr Yellow decides that instead of using his Great Merchant in the Elvish Capital he will use it in mine instead. He spends the next few turns pestering me about keeping an eye out for barbarians. *sigh*
So now my army stands by uselessly. It does give me time to shift two more Stonewardens up to join them while waiting.
You can also see Fangorn Plains Settlers heading off to found some cities in the West.
An overview of the cities in my empire. Not bad. But not perfect either. I'm pretty sure that the Elves and the Vampires are running better city management then me and I suspect the Amurites are as well. I would mention the Bannor and Mist but he has so few cities now I don't care :neenernee
With all of the Stonewarden builds finished I switch to markets everywhere. This along with the Military state change coming up should keep me afloat untill the Infernals are in play.
This score graph confused me for quite some time. Untill Sareln sent me a picture of his spying on Vampire Lands. Mackoti has Vampires out! From the graph I would suspect he has one per city drafted and/or feasting.
This complicates things but hopefully he won't draft/feast so much that blight won't hurt him.
The revolution to Ashen Veil is going to hurt a little financially. All those Runes cities no longer giving me money. Shame. But this way i can upgrade the Savants built EOT into Ritualists and my two AV cities can instantly start building me my evil priests.
Thus ends the summery for these turns.