Turn 36:
Starting with Vanilla Ice, heâs still alive, tail intact, and running from the lizardmen.
He keeps on finding wonderful city locations, none of which Iâm ever going to have, and is currently sitting in a tundra forest.
I can either leave him there to heal (needs 3 turns), or take one final risky movement and move S-SW onto that forested hill.
Heâs still too close to the ruins in my opinion, the hill it is.
Operation: Defog coastline still going strong.
Over at Kwythellar, no sign of any lions in the bush, worker has 2 turns left to finish the incense plantation.
Clicking end turn produces a second warrior and Kwythellar grows to size 4.
Iâm now working two unimproved gl forest tiles, the blame for which I lay solidly at Conanâs feet (in the figurative sense of course, Kwythellar now does a storming trade in barbarian head-on-a-pike toy models).
The delay he caused me in getting my first worker out is costing some serious commerce.
I may end up switching one of the gl forest tiles to the glh forest, getting the next warrior out faster at the same growth rate. (Food box is currently 0/18, food overflow 15-8 = 7, switching to glh forest means 14-8=6, still 3 turn growth).
Demographics:
Where to start?
Letâs start with me.
My crop yield is now looking like Mt. Kilamanjaro, and along with Sarelnâs, ought to be scaring Bob and Selrahc witless. Good good.
On the other hand, my power graph looks anemic and has a big âkick meâ sign on it. Not so good.
Mfg Goods is starting to creep up due to the forested tiles, while GNP is middle of the pack and will take another turn or two to finally start busting out.
Best cities screen: Selrahc is still at 5 pop, Sareln and I are now at 4, Bob is at 3.
Meanwhile Cull and Archduke are still at 2 pop.
Ordinarily Iâd say thatâs fine, they grew one population to allow them to respond to emergency barbs faster *cough*, and are now building a worker to catch up.
But something I missed last turn was the the worst crop yield went from itâs usual 7 down to 2â¦
Itâs back up now, but a crop yield of 2 with a city size of 2 means 2-4=-2 ie starving at 2 pop? The worst GNP went from 12 to 11 for a turn also.
Iâm pretty sure this trailer is Archduke. He seems to be having a torrid time, having lost his starting scout, taking a -1 pop event in the face, and now I guess struggling with some barbs.
Iâve also just realised I can assign a warrior built this turn to Archduke, which explains the starving tile yield. Thus the unexplained warrior build on T35 is very likely to be Cull.
Iâm getting that from the Rival worst stats, the soldier count for which increased from 7k (1k pop + 2x 3k warrior) to 10k (+1 warrior). I know thatâs not Sareln, who courtesy of his pop 4 is 11k power, and Archduke fits.
Be nice if I could find Cull to confirm though.
Other stuff:
And last but definitely not least, letâs deal with Selrahc:
Last turn I was confused about a GNP rising to 18. Graphs show it was him, this turn someone (him) has risen to 22.
Itâs not hard once you remember his Pacifism switch after Mysticism, (Sage Councils, enables hiring of one scientist).
{8c (palace) + 2c (worked tiles) + 2b (sage council) + 3b (sci spec)} * 1.2 = 18, + 4cp = 22 GNP.
Itâs a good move, slightly surprised he didnât do it earlier though, considering he got Mysticism on T25, and could have built the 40h Sage Council in 4 turns.
Pacifism is understandable, but still yucky. It gives +50% GPP yield for a -20% military unit production penalty, and extra war weariness.
A scientist gives 3 gpp/turn, so with pacifism heâs getting 4.5 rounded down to 4 gpp/turn.
First GP comes at 67 gpp, so in 17 turns from now (T52).
Even taking into account the cost of a SC, Iâve still got (warrior last built T18 ) roughly 146 hammers of unaccounted for production. (7t*8h + 10t*13h = 186h, -40h =146h).
Either heâs got a worker running around as we speak, heâs building a settler, or heâs building Samhain (frostling ritual). Or, heâs doing something really weird.
Iâve been discounting Samhain because I donât expect him to build it, the frostlings and Mokka are uncontrollable and just as likely to negatively impact Selrahc.
But then, I didnât expect him to fire Stasis so soon either.
Clearly he has little intention of building warriors anytime soon though, and the PoW deadline just decreased to T69.
Yay.
Starting with Vanilla Ice, heâs still alive, tail intact, and running from the lizardmen.
He keeps on finding wonderful city locations, none of which Iâm ever going to have, and is currently sitting in a tundra forest.
I can either leave him there to heal (needs 3 turns), or take one final risky movement and move S-SW onto that forested hill.
Heâs still too close to the ruins in my opinion, the hill it is.
Operation: Defog coastline still going strong.
Over at Kwythellar, no sign of any lions in the bush, worker has 2 turns left to finish the incense plantation.
Clicking end turn produces a second warrior and Kwythellar grows to size 4.
Iâm now working two unimproved gl forest tiles, the blame for which I lay solidly at Conanâs feet (in the figurative sense of course, Kwythellar now does a storming trade in barbarian head-on-a-pike toy models).
The delay he caused me in getting my first worker out is costing some serious commerce.
I may end up switching one of the gl forest tiles to the glh forest, getting the next warrior out faster at the same growth rate. (Food box is currently 0/18, food overflow 15-8 = 7, switching to glh forest means 14-8=6, still 3 turn growth).
Demographics:
Where to start?
Letâs start with me.
My crop yield is now looking like Mt. Kilamanjaro, and along with Sarelnâs, ought to be scaring Bob and Selrahc witless. Good good.
On the other hand, my power graph looks anemic and has a big âkick meâ sign on it. Not so good.
Mfg Goods is starting to creep up due to the forested tiles, while GNP is middle of the pack and will take another turn or two to finally start busting out.
Best cities screen: Selrahc is still at 5 pop, Sareln and I are now at 4, Bob is at 3.
Meanwhile Cull and Archduke are still at 2 pop.
Ordinarily Iâd say thatâs fine, they grew one population to allow them to respond to emergency barbs faster *cough*, and are now building a worker to catch up.
But something I missed last turn was the the worst crop yield went from itâs usual 7 down to 2â¦
Itâs back up now, but a crop yield of 2 with a city size of 2 means 2-4=-2 ie starving at 2 pop? The worst GNP went from 12 to 11 for a turn also.
Iâm pretty sure this trailer is Archduke. He seems to be having a torrid time, having lost his starting scout, taking a -1 pop event in the face, and now I guess struggling with some barbs.
Iâve also just realised I can assign a warrior built this turn to Archduke, which explains the starving tile yield. Thus the unexplained warrior build on T35 is very likely to be Cull.
Iâm getting that from the Rival worst stats, the soldier count for which increased from 7k (1k pop + 2x 3k warrior) to 10k (+1 warrior). I know thatâs not Sareln, who courtesy of his pop 4 is 11k power, and Archduke fits.
Be nice if I could find Cull to confirm though.
Other stuff:
- Rival best GNP: 22. Deal with that below.
- Rival average GNP: 16
Assuming Archduke is the worst at 12 and using everyone elseâs GNP from the graphs tells me Cull is around GNP 15 (still).
- Rival Av soldier count: 11.6k
Increase of 0.8k courtesy of Archdukeâs warrior (0.6k = 3k/5) and Sareln increasing in pop (0.2k = 1k/5).
It just took me 5 minutes to realise my pop increase doesnât count in the rival av soldier count.
- Bobâs tile yields settled down to the usual 3 x 3f/1c.
No warrior produced so guess it was just barb activity.
And last but definitely not least, letâs deal with Selrahc:
Last turn I was confused about a GNP rising to 18. Graphs show it was him, this turn someone (him) has risen to 22.
Itâs not hard once you remember his Pacifism switch after Mysticism, (Sage Councils, enables hiring of one scientist).
{8c (palace) + 2c (worked tiles) + 2b (sage council) + 3b (sci spec)} * 1.2 = 18, + 4cp = 22 GNP.
Itâs a good move, slightly surprised he didnât do it earlier though, considering he got Mysticism on T25, and could have built the 40h Sage Council in 4 turns.
Pacifism is understandable, but still yucky. It gives +50% GPP yield for a -20% military unit production penalty, and extra war weariness.
A scientist gives 3 gpp/turn, so with pacifism heâs getting 4.5 rounded down to 4 gpp/turn.
First GP comes at 67 gpp, so in 17 turns from now (T52).
Even taking into account the cost of a SC, Iâve still got (warrior last built T18 ) roughly 146 hammers of unaccounted for production. (7t*8h + 10t*13h = 186h, -40h =146h).
Either heâs got a worker running around as we speak, heâs building a settler, or heâs building Samhain (frostling ritual). Or, heâs doing something really weird.
Iâve been discounting Samhain because I donât expect him to build it, the frostlings and Mokka are uncontrollable and just as likely to negatively impact Selrahc.
But then, I didnât expect him to fire Stasis so soon either.
Clearly he has little intention of building warriors anytime soon though, and the PoW deadline just decreased to T69.
Yay.