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[SPOILERS] DaveV plays Furia: What, me worry?

Turn 18 started with one of my least favorite events:

[Image: 29-18_event.jpg]

Thank you sir, may I have another! This hoses up my second city, but I still think I have to settle for commerce.

In the south, my scout had to turn back after finding a hostile animal.

[Image: 29-18_south.jpg]

At least he had movement left to run away, but his path is pretty messed up now.

The other two scouts are still healing. What happened to the snooze smiley?
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Turn 19: dancing around the bear. Actual exploration will start next turn. The other scouts are still healing.

[Image: 29-19_south.jpg]
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I hate that event. I sometimes think its worth taking a Body Civ just to stop it (in SP of course tongue) - I once played a OCC where it hit three of my 4 river grass tiles.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(August 2nd, 2013, 06:50)Qgqqqqq Wrote: I sometimes think its worth taking a Body Civ just to stop it (in SP of course tongue)

Body mana stops the sickness event, which gives -1 population otherwise (not as bad as Muris, IMO, because it's temporary instead of lasting for the whole stinking game). Nature stops the Muris clan.
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Crazy fast turn pace: turn 20. My scout found what I was hoping to find: a goblin fort.

[Image: 29-20_south.jpg]

I can hire units here, at the bargain rates of:
  • 20 gold: scorpion clan goblin
  • 40 gold: scorpion clan archer (requires Archery)
  • 40 gold: scorpion clan wolf rider (requires Horseback Riding)
  • 80 gold: scorpion clan chariot (requires Trade)

I'll pop for a goblin next turn; he's stronger but slower than my scouts. The archers are the real prize here; one of them in a city means it's safe from any unit without good collateral damage. They'd also make good explorers or chokers. So Archery, a tech I usually avoid, becomes a priority for me.
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Hmm no wonder that hasn't been working out for me lol
If your goblin kills a wolf, will you get a wolf rider as well?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(August 2nd, 2013, 15:16)Qgqqqqq Wrote: If your goblin kills a wolf, will you get a wolf rider as well?

From a quick Worldbuilder test, the answer appears to be yes cool.

Turn 21: I now have three scouts (and a goblin) exploring.








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Turn 22 started with an event.

[Image: 29-22_event.jpg]

+1 relations with all the other civs. I don't expect that to be any help.

Exploration continues, no new huts found.

[Image: 29-22_north.jpg]

[Image: 29-22_east.jpg]




I bought another goblin at the eastern fort. I could attack the bear at 3:3.33 odds, or let him attack me at 2.7:3. I chose to defend. The game won't give me mouseover odds on animals, presumably because I'm a Barbarian civ. Grrr.

[Image: 29-22_barbs.jpg]

I should have attacked. 20 gold down the drain.
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My close-to-home scout revealed the last fogged tiles, in case there was something interesting on them. There wasn't.

[Image: 29-23_east.jpg]

In the south, my goblin bought another goblin, bringing me down to a balance of 4 gold, then killed the bear. My scout killed yet another wolf that was standing where he wanted to walk. The new goblin moved into range of wolf #1.

[Image: 29-23_south.jpg]

And, after the barb turn:

[Image: 29-23_barbs.jpg]

Kind of a rip off that he didn't get to keep his poisoned weapons (after looking at the code, it's what I expected, but still). And he took a lot of damage from a strength 2 unit (strength 1.14, really, with terrain and animal bonuses). But it's still a nice upgrade if I can get him back home safely.
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Here comes another double turn report.

Turn 24: exploring in the east:

[Image: 29-24_east.jpg]

Healing in the south:

[Image: 29-24_southeast.jpg]

[Image: 29-24_southwest.jpg]

Turn 25, things became a little more interesting. My southern scout healed and went back to exploring.

[Image: 29-25_southwest.jpg]

The goblin healed while the wolf rider explored:

[Image: 29-25_southeast.jpg]

And the far eastern scout explored some more, while the near eastern scout moved onto defensive terrain before further exploration.




And it's a good thing he did. I heard the victory clarion after ending turn, and checked back to discover:

[Image: 29-25_barbs.jpg]

You can't win more narrowly than that! He has a good chance of sneaking back home to heal.

My scouts are doing a great job of staying alive and exploring, revealing lots of good terrain. I haven't found any more huts, though.
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