Turn 43:
This turn brought an interesting event:
The Mutate spell is a level 2 Chaos spell, has the following effect:
There’s roughly 20 positive and 6 negative promotions, and also the possibility of getting 2 or more positives.
Since I could see the lion had suicided last turn, I went with it, receiving a free Amphibious for Clogz. So so.
Something to consider: fortify units deliberately near unclaimed mana resources to encourage Chaos Flare events in a Living World game?
The other good thing to see in that screenshot: there’s no mention of Vanilla Ice dying, hurrah!
Let’s see what he’s doing:
I think the combat odds give a good idea of why he’s running.
No idea where Lizzie is, probably on the hill 2N from where we started.
Not sure about what to do with Vanilla Ice at the moment.
Initial plan was to heal up around Cull and continue heading South to where it’s looking like Bob is.
But the thought of trying to head back West is starting to appeal, given that the second Lizardman clearly came from a S/SE direction.
Back to Kwythellar, Bob finished the gl farm for a 3f plot.
Working that means the city grows in 2 turns.
Beefy moved NW onto the hill, and Clogz, uninjured from the lion attack, moved NE.
Meanwhile the new warrior Boggy B sets out from the capital, heading for the forest tile 1N of the cows.
He’ll either fortify in the silk forest to the East, or sit on the hill to the North, both of which give visibility on that important desert passage between the peaks.
Next turn Beefy will move 1NE onto the forest, and if the coast is clear Clogz will move 1NE also, heading for the safety of those plains hills.
I’m taking a slight risk as a 2 moving Griffon/Lizardman/Tiger could potentially jump Clogz, but then it’s up to Beefy to avenge him.
Demographics:
Cultural ownership takes 20 turns to produce a score increase.
This happened on T42, which lines up nicely with the accelerated border expansion at Selrahc’s capital back on T22.
Did a quick beaker check on Selrahc:
Estimate he’s at around 243b towards a tech that has a prereq.
Philo is 323b, so if my fears are correct and he maintains the current research rate, we’ll see an 11 point score increase in around 5 turns.
This turn brought an interesting event:
The Mutate spell is a level 2 Chaos spell, has the following effect:
- Randomly mutates all living, non-mutated units on the tile and applies the Mutated promotion
- 8% chance to receive each of the following promotions (meaning the unit could easily receive none, and could rarely receive all 27)
- Amphibious, Blitz, Cannibalize, Combat 1, Mobility 1, Sentry, Resist Cold, Resist Fire, Immune to Disease, Resist Lightning, Resist Poison, Empower 1, Heroic Defense, Heroic Strength, Winterborn, Strong, Regeneration, Stoneskin, Heavy, Light, Vulnerable to Fire, Weak, Crazed, Diseased, Enraged, Withered
- Units with the Mutated promotion cannot be mutated again.
There’s roughly 20 positive and 6 negative promotions, and also the possibility of getting 2 or more positives.
Since I could see the lion had suicided last turn, I went with it, receiving a free Amphibious for Clogz. So so.
Something to consider: fortify units deliberately near unclaimed mana resources to encourage Chaos Flare events in a Living World game?
The other good thing to see in that screenshot: there’s no mention of Vanilla Ice dying, hurrah!
Let’s see what he’s doing:
I think the combat odds give a good idea of why he’s running.
No idea where Lizzie is, probably on the hill 2N from where we started.
Not sure about what to do with Vanilla Ice at the moment.
Initial plan was to heal up around Cull and continue heading South to where it’s looking like Bob is.
But the thought of trying to head back West is starting to appeal, given that the second Lizardman clearly came from a S/SE direction.
Back to Kwythellar, Bob finished the gl farm for a 3f plot.
Working that means the city grows in 2 turns.
Beefy moved NW onto the hill, and Clogz, uninjured from the lion attack, moved NE.
Meanwhile the new warrior Boggy B sets out from the capital, heading for the forest tile 1N of the cows.
He’ll either fortify in the silk forest to the East, or sit on the hill to the North, both of which give visibility on that important desert passage between the peaks.
Next turn Beefy will move 1NE onto the forest, and if the coast is clear Clogz will move 1NE also, heading for the safety of those plains hills.
I’m taking a slight risk as a 2 moving Griffon/Lizardman/Tiger could potentially jump Clogz, but then it’s up to Beefy to avenge him.
Demographics:
- Score: Sareln and Archduke score increase of 5 points due to pop increases, sizes 5 and 3 respectively.
Archduke has risen from size 1 too quickly for him not to have an improved food tile. So I would say his extended time at size 2 while building a worker has paid off.
Sareln sure is getting all that food hooked up quickly.
- Mfg Goods: Rival Best 9.
I think there’s a good chance that this isn’t Selrahc.
Sareln’s clearly been focussing on warrior production in anticipation of Orthus appearing, and his production last turn reached 6. With the pop increase this turn, working a 3h forested ph could explain it.
pocketbeetle Wrote:I believe Selrahc’s score increase of 22 is due to the tiles claimed by his new city, but will check.Close but no cigar.
Cultural ownership takes 20 turns to produce a score increase.
This happened on T42, which lines up nicely with the accelerated border expansion at Selrahc’s capital back on T22.
Did a quick beaker check on Selrahc:
Estimate he’s at around 243b towards a tech that has a prereq.
Philo is 323b, so if my fears are correct and he maintains the current research rate, we’ll see an 11 point score increase in around 5 turns.
.