I've read through the whole thread (over 3 days) and I must offer my thanks for such an enjoyable read. So consider me a dedicated lurker PB.
[Spoilers] Defining the phrase "Hung Like a Horse": Pb & the Kuriotates
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Turn 118:
T118 opens with the splashscreen for Stirrups â I like the tech description for this one, so Iâve stolen it out of the xml. Quote:They had loops at the end of their saddles for their feet. And no, now is not the time to ask why Stirrups enables Centaur Archers of all things. Let's just pretend this is a computer game. :rolleyes: Iskender sent an email, along with the accompanying OB request: Iskender Wrote:Hi thereNo reason not to accept it, so I do. I also took a look around the map, and my roving eye spotted that the Khazad have at some point discovered the magic of roads: Not sure when he picked that tech up; doesnât matter, just glad heâs building them. You can also see in that screenshot that the most recent Hunter out of Kwythellar has been named Rosebud (Columbo anyone?), and she is heading North too. Pixiefoot and the Settler have stacked up and will settle c2 in two more turns. Which calls for a note to Selrahc I think: Pb Wrote:Greetings Winter King,Worker-wise, with only a couple of exceptions, the worker force is split 1:2 between Caledor and Kar Karond. Kwythellar and Caledor grow on ending turn, lots of units produced including the first Hawk! Pay attention to the name of that unit next turn, literary reference coming up... (hey I have to pretend to be intelligent somehow). Demographics: Nothing happening. So letâs have some more diplo and awful puns yay! Diplo: Selrahc Wrote:I meant to tag on a response to this in the turn email, but yeah, go ahead. Pb Wrote:Hey Selrahc,And sent late: Pb Wrote:Greetings Fleetfooted Riders of the South,Aren't I just a wonderful, friendly neighbour? You would want me next door wouldn't you? <<Crickets chirp as Tumbleweed bounces across the road.>> Wouldn't you? <<A bell begins to toll in the distance "dong...dong....">> And speaking of 'dongs'... let's catch up with some recent comments. (Sorry, busy weekend). Profane Wrote:Courageous Valorous Aggressive Water-walking Nightmare-Mutant-Stigmata-Sentry Raider Centaur Archers from Avelorn, of course!I see Profane has decided to compete with Ilios in the (still non-existent but one day to be created) AAA Major Cookie League! As well as being a funny and highly cookie-worthy post, he pretty much hit the nail on the head with all the possible promotions too. Running through them quickly:
The Melee line in FFH2 tends to be the dominant one (at least vs the AI, remember I'm a military MP noob) thanks to the Enchanted blade (+20%) and metal (Bronze/Iron/Mithril) buffs, as well as a superior upgrade path. The Ride of the Nine Kings can help redress the balance a little bit, and I’ve already identified it as a priority wonder. Problem is it comes quite late, at the Warhorses tech. Despite this, you can see I’m lining myself up to get the wonder in my positioning of c2. Selrahc doesn’t understand why I want Horses, quite possibly thinks I’m just using them as an excuse to set up a forward/mildly aggressive settlement plant. There may be some truth in that, but I also know that the Ride of the Nine Kings wonder requires a source of Horses, and I don’t want to be reliant on other players’ charity come that time. Moving to the present, the Form of the Titan is a possible goal I think. Producing these 4xp units from Kwythellar sucks, 6 xp would be much nicer. I could (and may) achieve this using Conquest, but the problem is that would require me to leave my nice +1 food-to-farms Agrarianism. The Form of the Titan would allow more flexibility, and is why I’ve prioritised c3 next to the Copper resource. Note that is my closest Copper resource! Still slightly unsure about the positioning, would prefer to settle on the Copper, but that area is quite flat and doing so would make c6 invalid. Could even settle c6 first before c3.We’ll see, still deciding on that. The other requirement, a 26xp unit, may be more problematic for peaceful me. Moving on to other matters: Ilios Wrote:Don't know about pimping, but I think your first Centaur should be called Priapus... :D Profane Wrote:Are Roman names fine too? Like Mutunus Tutunus or Biggus Dickus...Ewww! You’re suggesting this to a guy whose recent unit names were Pixiefoot, Cloverleaf and Rosebud... In truth I was wondering what naming scheme to use with the Centaur Archers (bear in mind I’m intending to produce a shedload). I had half a mind to continue the Worms theme, but now you guys have gone and foisted me with a theme based on an enlarged part of the male anatomy! I’ll leave it open to votes from other lurkers. And please people, don’t make me name my precious Centaurs after freaking penises… however well it may (admittedly) fit with the thread title. Brian Shanahan Wrote:I've read through the whole thread (over 3 days) and I must offer my thanks for such an enjoyable read. So consider me a dedicated lurker PB.Welcome! Glad to have you aboard Brian.
The real question is what do you plan to actually do with all those centaurs? Conquest would gain you nothing except settlements, while allowing all of your rivals to gain further power. Are they mainly to deter anyone from stopping your tower of mastery push?
You could, of course, go with classical centaur names from Greek mythology: Pholus, Chiron, Antimachus - see here for an extremely extensive list: http://www.kentauren.info/menu/index.htm.../Names.htm . You could even pick particularly appropriate names - Nessus for a centaur who poisons or is poisoned, Chiron for your longest lived centaur, Pholus for a bait unit who prompts an immense Centaur war once he's picked off.
I also am a new reader - I can't claim to be dedicated, though - it's too much fun figuring out if your ploys work. :neenernee So I'll have to confine myself to the more tangential of your questions, like this one!
Oh dear, four days since the last update.
Darkmantle Wrote:The real question is what do you plan to actually do with all those centaurs? Conquest would gain you nothing except settlements, while allowing all of your rivals to gain further power. Are they mainly to deter anyone from stopping your tower of mastery push?Mainly defense, but enslaving all of my rivals' cities into settlements is not...entirely... out the question and sounds like a pretty positive thing to me. Tower of Mastery? Nono, I'm probably not going for that. (Did I burble it somewhere?) I'm still umming and ahhing over what victory condition I should even attempt, I never entered this game with one specifically in mind (except not culture). Think my last idea was Altar of Luonnotar, which isn't really a good victory condition to go for (requires 6 GPros and some production), but why not. My attitude is one of 'crossing those bridges when I come to them'. Mardoc Wrote:You could, of course, go with classical centaur names from Greek mythology: Pholus, Chiron, Antimachus - see here for an extremely extensive list: http://www.kentauren.info/menu/index.htm.../Names.htm . You could even pick particularly appropriate names - Nessus for a centaur who poisons or is poisoned, Chiron for your longest lived centaur, Pholus for a bait unit who prompts an immense Centaur war once he's picked off. Hi Mardoc and welcome. =) Thankyou for a really nice first post. I also like your suggestion a lot, and have decided to make an executive decision on that being the new naming scheme for Centaur Archers (sorry Ilios, Profane, I couldn't make myself do it ). I'm currently behind on turn updates, stupidly busy and struggling to keep up. So motivating posts from new people like yourself and Brian, as well of course the regulars, are really appreciated. Quote:I also am a new reader - I can't claim to be dedicated, though - it's too much fun figuring out if your ploys work.And are they?
Turn 119:
Soooo… where are we? To the East of Caledor, Pixiefoot and her accompanying settler move into position in the river bend. No sight of any wildlife (except for Tubby in the SW), which is good. Cloverleaf heads NE. In Caledor the first Kurio Hawk, Kes, sets off for its maiden flight. I guess I should write something quickly about them. Hawks: Start (arguably) of the FFH2 broken-ness.
Here’s why, let’s take a look at Selrahc’s capital and garrison: Relocating Hawks between cities only costs one of their two movement, so they can switch city and fly recon in the same turn. Rebasing to a unit (Hunter) fully takes up their movement however. So Kes relocated to Avelorn and took a flight over Mt Stelvio, turns out Selrahc’s only got two warriors there. No sign of the Priests. While I realise the hypocrisy of criticising another player for only having two warriors garrison, when I’ve only got one in Avelorn (and no river defense), he still needs to be careful. All it takes are three Centaur Archers located invisibly 1NE of Avelorn, and in two turns I’m 2:1 favourite to raze that capital. I’m also quite impressed/worried at how well developed those hamlets (some villages) are around Silent Night. He’s done a good job there, wonder if those GA turns where I focussed on working mines was a mistake. In the South the glfh is chopped, which combined with some tile trickery means that the Monument will complete in Kar Karond this turn. Wahoo. Vanilla Ice is also embarking on his second epic journey, this time to discover the crypts of the Calabim. The new worker produced in Avelorn, now named Bob Downey Junior, moves 2SE and will work on a road to Diso. I note that no-one has yet made a suggestion for what the settlement naming scheme is. I’m going to take that positively and assume none of you want me to jump off a building () and so are all waiting for the second settlement is founded before amazing me with your mindreading skills! (Clogz vs Clogs, I’m still picking my jaw off the ground). Demographics: 1111(3)11116 That 3 needs work. Diplo: Iskender Wrote:Hello wise King Pocketbeetle pocketbeetle Wrote:And no, now is not the time to ask why Stirrups enables Centaur Archers of all things. Ask and ye shall receive: His Royal Majesty's private secretary Wrote:The Kuriotate palace's waiting room was designed to impress guests - oversized fireplace, rare animals' heads on the walls, a large tapestry depicting the signing of the Pact with the giant Defenders of the Realm subtly reminding any foreign guests that right now, Kuriotates had the biggest clubs - three of them, to be precise.
For the naming of god forsaken outposts of the Kuriotates empire I humbly suggest Soviet closed cities.
http://en.wikipedia.org/wiki/Closed_city * Arkhangelsk Oblast: Mirny * Astrakhan Oblast: Znamensk * Republic of Bashkortostan: Mezhgorye * Chelyabinsk Oblast: Ozyorsk, Snezhinsk, and Tryokhgorny * Kamchatka Krai: Vilyuchinsk * Krasnoyarsk Krai: Zelenogorsk, Norilsk, Zheleznogorsk and Dikson. * Leningrad Oblast: Sosnovy Bor * Moscow Oblast: Krasnoznamensk, Zvyozdny gorodok, Vlasikha * Murmansk Oblast: Gadzhiyevo, Ostrovnoy, Polyarny, Severomorsk, Snezhnogorsk and Zaozyorsk * Nizhny Novgorod Oblast: Sarov * Penza Oblast: Zarechny * Primorsky Krai: Bolshoy Kamen and Fokino * Saratov Oblast: Shikhany * Sverdlovsk Oblast: Lesnoy and Novouralsk * Tomsk Oblast: Seversk * Vladimir Oblast: Raduzhny Don't they just sound perfect for tundra iceballs! As for victory, running a bunch of priests until you get some altars is boring. Your leader is posessed by a ancient and terrible golden dragon. Does the prospect of reducing the world to a bunch of client settlements while the mighty Kuriotates rule from their distant kingdom appeal to you or to Veez? With Engineering you can strike 9-12 tiles into anyones empire once you switch over to raider. Can you honestly tell me that wouldn't be more fun? Also I've been wondering for a while now, Is the road network specifically designed to deal with raiding forces. For example NE NE of Caledor, you have a road link up to the hill which would be a great place for some defending centaurs to dig in. Also the road link down south runs along the ridge of hills which would be perfect for speed bumping any strike force. pocketbeetle Wrote:And are they? Why, of course, mighty emperor! All live in such fear of your mighty warriors and ratmen (especially ratmen) that they wouldn't dare to doubt the face value of your words! Those who are not intimidated by your soldiers' pointy sticks are certainly intimidated by your sparkling wit or your regal posture! Of course, these foreign types know nothing of deception in any event. What does a Svartalfar know of lies? Vampires would never consider that someone might not tell the entire truth in their dealing with others! Heck, neither the dwarves nor the horselords even understand how to hide from a foe! And the frosty types are such jolly happy souls. |