TheBold in the banter thread Wrote:Your mothers are giant spiders.
Sounds like our friend from a few turns back has made life interesting for Team Reddit.
fnord
As a French person I feel like it's my duty to explain strikes to you. - AdrienIer |
[SPOILERS] PB1- Mardoc buys a can of paint for Thoth and Ellimist
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TheBold in the banter thread Wrote:Your mothers are giant spiders. Sounds like our friend from a few turns back has made life interesting for Team Reddit.
fnord
Thoth Wrote:Sucks about the Elohim delay. Hopefully the warrior will attack (and die) so we can still found t45.That would be ideal. Considered just attacking him this turn, but there was an unacceptably high chance of both warriors bouncing off. And then we'd have a real issue. Quote:I don't like the build queue changes in NBA. We had enough overflow hammers to 1t a pair of warriors (which we need to deal with the incoming barb warrior in the east). We don't need the PT until we grow to size 7, there was plenty of time to complete it the same turn we grew.Went back and forth on this one. I guess I was assuming that warrior would go south, to be dealt with by our newly experience warrior, because that's what I'd do with it if I were in control of the barbs. Should be able to 1-turn warriors from NBA anyway, what with God King. Quote:Why we no have a mine completed this turn? Ah, that would be disregard of God King. 0/4/0 didn't seem like a priority when the alternative was 5/0/1 while building worker. Should be able to finish it next turn, though. Quote:Moving the city costs us a 1f2h tile in the inner ring (whichever location we pick for the city it's going to have weak hammers) and a Forested Grass hill in the outer ring. We also don't have our workers in position to connect teh vamps to the city via road.I think you've convinced me. It'd be different if it were incense, or first ring, but Reagents just aren't that good a tile until you're ready for Archmages. Quote:We may want to move the Elohim city 1t south onto the Forested Plains hill. That picks up the Reagents second ring plus an additional riverside grass at the cost of a second ring hill. It also picks up the Sheep.I think I agree. But that guarantees we're next to a spider for a turn, so we can't consider anything less than a 2 warrior guard. Reminds me of a comic: http://www.giantitp.com/comics/oots0192.html Quote:Worker movesAgreed. What, did you expect me to object? Quote:In the meantime we can hammer out a Warrens and 4 settlers from NBA by t57 or so. And here's why I want that Orc-Calabim road, even with the river trade. Any turn orcs aren't making settlers because they're making support units instead, makes me very sad. Comparative advantage, man! Actually, if we earmark a couple of the settlers for Calabim and Elohim use, are we still sub par on workers? Especially if we forbid those two from building any more settlers themselves for a while? Thoth Wrote:also....tech path after Masonry. Well, alright. Ellimist has been very much in favor of them, and I admit they'd be handy, just don't think they're urgent. But I suspect we can get the holy city if we go now, and even if we don't Kilmorph is still useful. Any chance we can speed it up by partial bulbing? Or do you think a GPro would pay better by turning into a shrine?
EitB 25 - Perpentach
Occasional mapmaker
I'll have a coherent response up in the morning.....in the meantime...
http://www.youtube.com/watch?v=I_YUpEIKsmc and we need more http://www.youtube.com/watch?v=AQfGTDyjVSE
fnord
This is cool war music,
http://www.youtube.com/watch?v=b11-37Me_...re=related but this: just blows the doors off it. http://www.youtube.com/watch?v=UUePMPtcoUQ
fnord
Mardoc is away for a few days.
So the updates aren't going to be as thorough as they usually are. Sorry folks. It's Mardoc's fault. Really. Honestly.
fnord
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