As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
Team [REDACTED] as [REDACTED] of [REDACTED] [SPOILERS]

Turn 13:

Not for teammates:


Moved scout, turns out there doesn't seem to be any more land to the west. Uh, we seem to be stuck on an island.



Moved worker to farm that riverside tile. Immediately regretted it after seeing that lizardman.



The lizardman moves in! Fortunately, the warrior is at 10/16, which means we can speed it up a turn and have it pop out on EoT14.

...but wait, what's this? The Ljosalfar Civilization has been destroyed!? What? Must have been a lizard barb. Welp. This game is a clusterfuck already!
Reply

Turn 14:

Not for teammates:



Reconfigured tiles to pop out an emergency warrior.



Scout runs SE, to elude the lizard. Yep, it does seem that we're pretty isolated. Good for NTT games, not so good for screwing with our opponents.



The Lizard didn't attack this turn. Well, we'll go max food and try to grow asap. Might want another 2 warriors before we go for a settler.
Reply

Turn 15:

Not for teammates:



Being chased by lizard. Run away I guess.



Wait. Why did I only move 1 tile space? Oooh, this is FFH, deserts cost 2-move and give -25% defence. Whoops. Welp.




RIP in peace my inquisitive friend. Prince Harry finally lured David Icke into a trap and gutted him like a fish, feasting upon the succulent flesh.



Capital fared better, that lizardman was stupified by short hairy men blaring out bizarre and confusing sales pitches, charged into a poorly thought out location, and stabbed to death with many amazing little knives and matching kitchen tools.
Reply

Turn 16:

Not for teammates:



Not much to report this turn, we're sending 2 warriors south to cover our worker as he finishes he farm. I took a risk this turn, as a lizard can at any time barrel out of the southern ruins and murder our precious mud golem. Next turn he'll be covered, as would our capital, by 2 warriors and they'll be safe.
Reply

Turn 17:

Not for teammates:



Not much this turn since scout karked it, farm finished, as a nice surprise, borders popped showing nothing to worry about. My plan is to grow one more size and start working on settler #2.
Reply

Turn 18:

Not for teammates:

Ah, a nice peaceful turns of no real consequence, just move worker towards river tile, in anticipation of a farm...



Wait jesus christ, three lizardmen. And one of them is C1, so he was the one who ate David Icke. So much for that. This is going to be a colossal pain in the ass. And it will not get any better: I am alone on this continent, and will have no neighbours to helpfully barb-bust or barb-bait for me.
Reply

Turn 19:

Not for teammates:



Nice, we got even more nigh-useless gold. Unless we get a good event early on, gold isn't that useful.



I have seen the light, I do wish we had exploration. Otherwise, not much to deal with, build a 5th warrior to keep ourselves safe, and farm safe tiles. Shame those safe tiles aren't riverside.

Qqg, the game is now your responsiblity. Good luck and have fun with whatever the hell this is!
Reply

Thanks Nic.

Turn 21:

Not for teammates:

So not the most optimistic of starts. We have I think 4 ruins around, which is pumping a steady stream of Lizard-men at us, and no immediate commerce resources. I intend to grow to full size then push out a settler to settle on the plains hill near the wheat (I will give pictures with the next report), and research straight towards bronze working, as that's our only chance for soldiers that can match them. Exploration first though, as we need the roads for both commerce and military.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

Turn 23:

Not for teammates:

Turn 22 a Lizard sacrificed itself, and more moved up yawn. Same again this turn, but this time I have time for pictures and silly renaming.



Situation at the capital. City grows to size seven and then pushes a settler. Second city will go where indicated, 1W of wheat. Tech is exploration->Crafting->Mining and then probably on to Bronze working depending on placement. I'd send a kill squad to butcher the Lizards to the south if we ever get 9 warriors (3 garrisoning the second city, 1 at the capitol and 5 at the ruins to ensure victory. Would only need 3 if we wait for there to be only one lizard, so might even get a chance to move in during the set). South lizards are the obvious priority as that means we can empty the capital.
Some cheese happened overnight...





The ruins that are so annoying. Yes, 4 of them, and I'm pretty sure no neighbors so we can expect a constant stream of lizards.



Renamed all the units based off a Random Word Generator. Acoustic killed another lizard at EoT. Funnily enough, the worker is called Combat smile

Then I had to redo the whole thing, names and all, because I quit too quickly banghead

Really pleased with everyones civs tbh. Would've favored either of the other two first, as Perpy is likely to get strong mages first, and Lanun have a lot of options available while Luchuirp are sort of pigeonholed, but still pretty good compared to what we might have had rolled.

Can I change the name (from Ron Popeil)?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply

Turn 24:

Annoying event this turn:


Ugh. That delays the settler by 2 turns or so.

Based off this (meaning we are going to have more warriors then expected), a general desire to have some fun with the game and the fact that a lizard just moved up from the south (meaning less defence down there) I moved 3 units out to take out the barrows - Response to sacrifice, Acoustic to kill, and Grave to make sure.

Then I realised that the ruins actually only has 3 tile on which demons can spawn (azers only spawn on land, even though they CAN fly, and land ruins don't pop water demons), so I can actually explore the ruins with no risk. So I slap a 4th unit onto the stack. However, I realise I have misjudged the combat odds - Acoustic (my combat II warrior) actually won't be able to get odds on the lizard garrisoning because of the +25% fortify bonus, so I don't have enough to explore. banghead
However, this leaves us with 2 units garrisoning, each with full fortification and health. There are two lizards that can attack this turn, and next turn we'll push out another warrior. So, defence is fine currently. However, one warrior has a promotion available. If he takes Guerilla I, he defends at 8.4, giving a lizard 0.7% odds against him, so very good odds of killing them both. And I don't think both will attack, as I vaguely remember barbs waiting a turn. So I promote him, and move the other warrior out, giving me 5 warriors so enough to take out the lair.
So in the end, this was the assault team:



*End Turn*



Umm, 0.0 health??? yikes
Checking the log, it looks like they each lizard got quite lucky, but I still probably had a 10-15% chance of losing the city with that garrison. In other words, a small chance of losing the entire game, so not a gamble I should've taken.
What should I have done instead? Simply put, I should've moved the mud golem in (eventually, his two moves means he could wait) instead of that last warrior - he's currently not doing anything but farming tiles I can't even use for ages (the other tiles aren't safe from lizards), and that would have left us with easily enough garrison. Alternatively I could've moved a few warriors to protect the golem as he farms dangerous tiles, but that isn't worth it as that will lose us warriors. So right move, wrong execution.
Got to be more careful about this, thankfully we didn't get more unlucky
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

Reply



Forum Jump: