Turn 66 played. Let's have a look at Bob:
Still turtling in Cauldron Lake. Hyborem's got another drill promotion. You can also see that Bob used his sage to fire a golden age. I'm having trouble seeing how that can possibly be a good play. I mean... he could work all specialists and maybe generate another great person? Or work all tiles and net himself an extra 54 hammers, 27 beakers?
Anyway, he hasn't moved, which means I'll continue to ignore him. Our Bob-spying centaur took some damage this turn, though... lizardman came at him from the ruin. If that happens again we'll probably lose him.
Selrahc produced another two marked warriors this turn. I killed two warriors, bringing the AC down from 38 to 34. Will be getting another centaur up there next turn, and three more the turn after, so I think there shouldn't be a problem keeping him contained.
Well, we've got ten workers on hand, which is more than enough to build improvements for Commodore and a road to Selrahc (and to finish improving Avelorn, which we're mostly on top of). Killswitch will be prime real estate by the time Basium arrives. But for now, it's serving as a field hospital:
It says five turns to heal, but a thane will arrive next turn, so I'd expect quite a bit less. When this crew is ready to take the field again, we ought to be able to put Selrahc out of his misery.
In other news, my portal centaur located Ilios:
I renamed him to try and dissuade Ilios from attacking (the C2/S1 promotion and defensive terrain should help with that, too), and offered open borders. If Ilios accepts, I'll sprint through his lands towards Selrahc. If he declines, I might declare war and do so anyway, maybe stopping to pillage a bit.
At end of turn I got the following:
Hmm.... how long does that last? Looks like it means I'm not paying any maintenence in Avelorn; are there any other effects?
Still turtling in Cauldron Lake. Hyborem's got another drill promotion. You can also see that Bob used his sage to fire a golden age. I'm having trouble seeing how that can possibly be a good play. I mean... he could work all specialists and maybe generate another great person? Or work all tiles and net himself an extra 54 hammers, 27 beakers?
Anyway, he hasn't moved, which means I'll continue to ignore him. Our Bob-spying centaur took some damage this turn, though... lizardman came at him from the ruin. If that happens again we'll probably lose him.
Selrahc produced another two marked warriors this turn. I killed two warriors, bringing the AC down from 38 to 34. Will be getting another centaur up there next turn, and three more the turn after, so I think there shouldn't be a problem keeping him contained.
Mardoc Wrote:And having a preimproved capital for Commodore will be very handy
Well, we've got ten workers on hand, which is more than enough to build improvements for Commodore and a road to Selrahc (and to finish improving Avelorn, which we're mostly on top of). Killswitch will be prime real estate by the time Basium arrives. But for now, it's serving as a field hospital:
It says five turns to heal, but a thane will arrive next turn, so I'd expect quite a bit less. When this crew is ready to take the field again, we ought to be able to put Selrahc out of his misery.
In other news, my portal centaur located Ilios:
I renamed him to try and dissuade Ilios from attacking (the C2/S1 promotion and defensive terrain should help with that, too), and offered open borders. If Ilios accepts, I'll sprint through his lands towards Selrahc. If he declines, I might declare war and do so anyway, maybe stopping to pillage a bit.
At end of turn I got the following:
Hmm.... how long does that last? Looks like it means I'm not paying any maintenence in Avelorn; are there any other effects?