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[SPOILERS] PB1- Mardoc buys a can of paint for Thoth and Ellimist

list of things ive mentioned: calibim coastal cities vs other - in the absence of pics i consider this GM
luchuirp attack/harrass: i gather this is your worry, but ive lurked in this sub-forum: harts, which is fairly unupdated (frown ), kyans until he left (frown ), the lurker thread, which has no map (or pictures thereof frown ) and stopped after setup phase, and this one for the past (2-3 weeks?).

I wont pretend to be dedicated but im not about to doan poly krill on you.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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ill stop if it worries you, though smile

Im sry but your not getting a nomination from me, i enjoy bewilderingly disjointed wot containing odd trains of thought begun and dropped out of view...



Wait this ISNT the perpy thread???
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(December 1st, 2012, 00:45)Qgqqqqq Wrote: list of things ive mentioned: calibim coastal cities vs other - in the absence of pics i consider this GM
luchuirp attack/harrass: i gather this is your worry, but ive lurked in this sub-forum: harts, which is fairly unupdated (frown ), kyans until he left (frown ), the lurker thread, which has no map (or pictures thereof frown ) and stopped after setup phase, and this one for the past (2-3 weeks?).

I wont pretend to be dedicated but im not about to doan poly krill on you.


lol lol

No worries mate, you were not in the land of OMFGHORRIBLEGAMECHANGINGSPOILERS.

You just seemed a bit close to the line with some of the free advice. smile
fnord
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(December 1st, 2012, 00:51)Qgqqqqq Wrote: Im sry but your not getting a nomination from me, i enjoy bewilderingly disjointed wot containing odd trains of thought begun and dropped out of view...



Wait this ISNT the perpy thread???

smile

Here you go then:

"A guerrilla should never seek combat. Moreover, he should avoid it. A guerrilla's purpose is to disrupt the enemy, not to fight him directly."

Mao Tse Tung Wrote:Enemy attacks, we withdraw

"be as a shadow. Hide your forces and capabilities from the enemy. Strike only when you have local superiority"
fnord
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http://youtu.be/nxHcx7FO8nI
fnord
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Oh and btw nabaxo has astack of baron duin halfnorn + 20 Greater werewolfs + 5 SotI coming next turn.

Just throwing it in before my previous spoilers get me banned from the forum wink
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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T99 played with some advice from Mardoc. smile

I fully indulged in some OCD worker signage. party Existing worker/settler moves for the next few turns are signed.

We should be able to finish trade t100 with Calabim and Elohim beakers which would give us an extra turn of +1 trs in Orcland. We don't want to revolt to Undercouncil until 101 in Orcland so we can synch the swap with the Calabim and hopefully vote in Jonas as Head and see about ramming the Smuggler's Port resolution through ASAP.

We'll settle two cities t100: one for the orcs getting us another port and an inner ring Fish. 2 chops complete t101 to finish the WB. Fish plus some hills and river grass mean the city will be up and running in a very few turns.

Plus one in the Far East for the Elohim. It's on a PH and and will have a farm and road connection the turn it's built. It has no food specs, but has lots of farmable grass plus it grabs us a third Silk and a third Incense. We'll want another settler in the area soon to grab the Sheep/Corn/Fish site.

We'll have an additional two settlers out of OSH at EOT 103. One heads East for the Elohim mega food port, one heads east and south towards the floodplains area for the Calabim. We can have road links and workers on hand for both by ~t107 which syncs nicely with the settler movement times.

Ice elementals have been sighted in clown lands and Yellow borders have been spotted to the SSW of the Orcs.

We should be on track to found 1 Island city on t103 plus a close by port also on t103. We'll have a 3rd settler on the galley and a 4th in the new mainland port ready to board the galley so we should be able to found Island cities 2 and 3 t 104 or 105 plus t105/106 for the third.

We'll have an Axe with the lead settler and a trio of warriors moving towards our new port to be ferried over ASAP. We'll be at a slight risk for a turn or two but I think we're fast enough into the water that we'll be alright. We'll have a griffon or two in the area shortly for some arial recon.

Also: We are about to explode our economies. We've already exploded our food and MFG and they'll be growing fast as well.

So we need more boots on the ground. I've got 6 Wolf rider pairs queued up in NBA. We need those units both as pickets and intel gatherers/raiders vs the Wizzzards. The cats queued in Zinfandel are the bare minimum we need at this point. We also need some more Moroi in reserve (6 would be a nice start) to back up the cats. We've got some queued in with the workers and infra, but we need a few more yet.

Also, I'd like to spend the cash to upgrade our two Elite Elohim Warriors to Chariots. 270g for the pair isn't cheap, but it drastically increases our defensive capabilities. Once currency is in we should be able to fully fund the Calbim research machine via orc gold (or at least close to it). If we get the GL then a few turns of cashing the Elohim post currency should see us home here. If we miss GL then the failgold will help subsidize the military buildup.
fnord
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We're up for t100 smile

I'll be available a little after 9:00 pm EST to play.

I took a quick look ingame: We got away with our worker gank. jive There is a WG we can kill this turn, but I think we should relocate the Spider before we strike again. South and East somewhere. If we kill the WG on the same tile we killed the workers on, they'll smell a rat. And all they need to do is move the scout 1t and Spidey gets smacked by an Ice Elemental and then pwned. Let's see about stinging them somewhere else. smile

We will have enough beakers from Calabim at 100% plus Elohim at tbd % to get Trade at eoElohimTurn so Orcs should get their extra tr this turn (I think we can guarantee it by holding off on founding the Fish site until after the Orcs have trade).

Looking like some good turns coming up. jive
fnord
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(December 3rd, 2012, 10:14)Thoth Wrote: We're up for t100 smile

I'll be available a little after 9:00 pm EST to play.
I'm not 100% sure on my plans for tonight, but either that'll be a good time for me, or you should play without me. All depends on what plans the wife has for the evening. If I'm around, I may log in early and do some of the more obvious worker moves.

Quote:I took a quick look ingame: We got away with our worker gank. jive There is a WG we can kill this turn, but I think we should relocate the Spider before we strike again. South and East somewhere. If we kill the WG on the same tile we killed the workers on, they'll smell a rat. And all they need to do is move the scout 1t and Spidey gets smacked by an Ice Elemental and then pwned. Let's see about stinging them somewhere else. smile
Makes sense. If we're doing that...let's make sure to not use every movement point on spidey, leave one for 'oops, that's a scout, run away'. He's mob II now anyway, so that shouldn't slow us all that much.

I would like to keep the spider near the border, so it's plausible that we could do what we do with wolf riders. Just...extra lucky wolves who always spot workers wink. I'm fine with either NE or SW for that, although NE probably makes more sense - it's where we'd be harassing with wolf riders if we had the WR to spare.

If we choose to go into their core, then we need to skip attacking unless they provide a super juicy target, one worth losing the spider for. But I don't think exploring their core is worth it, better to keep hurting them on our front. It's a choice between knowing what they can do to us but not hurting them, or hurting them and staying a bit in the dark. I'd rather be surprised but make their hit smaller.

Quote:We will have enough beakers from Calabim at 100% plus Elohim at tbd % to get Trade at eoElohimTurn so Orcs should get their extra tr this turn (I think we can guarantee it by holding off on founding the Fish site until after the Orcs have trade).
Excellent. It's funny how it always seems to be Orcs who want to end turn last wink. Will be definitely the case once we get them into 100% gold production, of course.

Is Great Library still untaken? We're getting close on that one, I believe.

Quote:Looking like some good turns coming up. jive

Ayup! Trade, then island, then currency, pretty much in that order, right? So nice to get all these per-city bonuses smile. Particularly the ones that don't cost many hammers. Then, IIRC, Festivals, Hunting, Animal Handling, Archery, and then we break for IW or Feudalism.

Quote:So we need more boots on the ground. I've got 6 Wolf rider pairs queued up in NBA. We need those units both as pickets and intel gatherers/raiders vs the Wizzzards.

Pickets are probably a good idea, even though we're pushing toward Hawks we're not there yet. And with our forces mainly on the other side of the empire, warning will be even more vital over here. Are we sure we want to raid, though? I don't think they're going to be nearly the threat T1 is, we'd rather they focus on T1 if we can arrange that, right? And they have Floating Eyes, so we're not likely to manage any nice worker steals.

And, of course - if we're not going to be raiding - are we sure we want wolf riders and not axes? Axes would do better in defense, and they're less likely to be munched by a passing animal.

Finally, a note for Q - T100 means that I'll try to find some time to report. May not necessarily be tonight, but milestones deserve pictures and overview plans and such.
EitB 25 - Perpentach
Occasional mapmaker

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Relevant pictures and overflow plans are always a good thing :D
-- Don’t forget.
Always, somewhere,
someone is fighting for you.
-- As long as you remember her,
you are not alone.
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