Thought we banned diplo
. Not that I see any way to object that doesn't make it worse
.
Well, even if they do dogpile us, we can probably handle it. Only Clowns currently have an army that's scary, and we're within 10 turns of opening the spigot on our own army production. And it's not like we'd have left the other borders naked while assaulting Team Clown - this just would mean a little bit more left at home for deterrence.
Quote:If they capture the spider, do you have defences to stop it?
Yes, probably, but it'd be a pain. We've still got a horde of CI/Subdue scouts, cause they refused to die in combat. In about, oh, 2-3 turns we'll have Hunting and shortly afterward, a Hunting Lodge; CI/Subdue Hunters ought to straight up have odds on a spider. We've enough of them for a pretty thorough screen - Thoth was paranoid earlier. And, ahem, it's only paranoia because as it turns out, they weren't out to get us
.
But, well - we'd do much better at stopping it from approaching and harming us, than we would at recapturing it. It's hard to catch a three mover that you can only see sometimes. Especially if they're careful enough to supplement it with Floating Eyes to spot the Hunters
Quote:When do you think they'll get sorcery?
Any turn now. They've all the mana for the first Tower of Divination, and a Great Engineer somewhere, they just need to pick a city and build the last few hammers that the Engineer won't. And in their shoes, I can't see any tech worth more than Sorcery.
Certainly within 5-10 turns, pessimistically if their GEng is in transit and they need some hammers to top up whichever city builds it. Could be next turn.
Quote:When do you intend to go on a conquering spree?
Don't think we're going to conquer much of anything - raze and replace, OTOH? Oh, yes! We can't afford to keep much unless it grows organically, city maintenance is already killing us. Although anything we keep, is probably going to the Elohim for Tolerant purposes.
Although, hm...offensive Sanctuary, anyone? Be expensive in city maintenance, but it would be downright painful to be on the wrong side of it. Particularly with Raider Vamps on the other side, and not a lot of care taken in road placement I think. Still, my gut says that raze and replace will serve us better - conquered cities just won't pay off fast enough, particularly if they kill our tech rate.
Besides, I honestly think that after we kill Team Clown, we'll have basically won. We might need to go through the formalities of conquering the other two, but an army capable of handling Team Clown will be capable of handling the others. Whether or not we expand into Clownish territory.
Anyway, current plan is to just keep turning up the pressure gradually. We won't be dedicated to it until a few turns after Vamps are in - tentatively T120 - but we're going to keep a steady stream of units heading east, and who knows, maybe we'll get lucky and catch them off guard somewhere. We're still focused on self-improvement at the moment. One last ring of cities to settle, still a good bit of infra to put up in the cores, and we don't yet have Feudalism or Iron Working for our core units, anyway.
Post Feudalism, the Calabim are going to be almost solely on Vampire production and Feasting, for a good long period. Post Iron Working, the Clan are likely to join them with Ogres. That'll give us a stack or two that ought to be able to smash some cities. It'd better be - otherwise when puppeteer Archmages show up and have infinite high Str units for free, we're dead.
I foresee the main debate on vamps to be a pretty simple question, actually - do we amass a stack, and aim for a surprise crushing blow somewhere? Or do we simply add them to the current harrassment forces, keep turning up the pressure until they start to crack? Pillaging would be a lot easier with summons, and so would killing off worker cover...but surprise is quite valuable too
Quote:What religions are you in?
Kilmorph, Kilmorph, and...Kilmorph. We haven't researched any others, and only AV is on our short list. Kilmorph may not be worth a ton in terms of military, but it's very good for the econ. Particularly when you're Spiritual and have Warrens. That'll only get better once we have Priesthood - 40 hammers for a temple and a spread? Yes please! Soldiers of Kilmorph are quite handy too - they've been helping get our new cities launched faster, and they're actually the more efficient way to build all buildings while we're in Military State - 60 hammers into SoK with a 15% bonus, provides 60 hammers of building that otherwise would have no bonus. We're not quite doing all buildings via SoK (for one thing, that's only possible where we have Kilmorph and a Warrens).
It's like the arcane line, or the mounted line...other religions would be very nice to have, but tech is so expensive, that we just haven't been able to afford it yet.
Quote:And, as always ... Pics?
Hey, I gave you one just last night!