February 27th, 2021, 11:09
Posts: 6,758
Threads: 60
Joined: Apr 2004
Turn 45 started out with a bad event:
I paid the 25 gold protection money.
Two barb warriors showed up at the same time; the northern one is messing up my worker micro. One of the problems of playing Kurios is that you have to defend a larger than normal amount of territory.
February 27th, 2021, 15:37
Posts: 2,109
Threads: 12
Joined: Oct 2015
One of the features of FFH is that worker micro doesn't typically survive contact with the enemy. And one of the other features is that the world is your enemy .
It may have looked easy, but that is because it was done correctly - Brian Moore
February 28th, 2021, 09:29
Posts: 6,758
Threads: 60
Joined: Apr 2004
(February 27th, 2021, 15:37)shallow_thought Wrote: And one of the other features is that the world is your enemy .
A lucky enemy, at that. One of the barb warriors won at 12% odds attacking across a river, so I had to counterattack at less than overwhelming odds to keep him from promoting:
I won, and now have two warriors at 4/5 XP. Bad management of my warriors, I guess.
Mackoti is in God King and Religion, and is cranking out an obscene number of hammers. He's also putting culture into his pink dot city of DealuNegru.
Posts: 6,758
Threads: 60
Joined: Apr 2004
I settled my third city and popped my world spell. Exhibit one on why it's a bad idea to settle up on the Kurios:
I obviously still don't understand how culture bombs work. I expected to get 50 culture in my 4th ring and either 250 or 1200 in the third ring. But it's showing me at 63% culture on a tile in my third ring where mack has 8 culture, so I have 14? In any case, I probably have permanent control of that gems tile unless he wants to burn a great sage for his own culture bomb.
In the south, I went for a decent city right now instead of a theoretically better city some distant time in the future:
Posts: 6,758
Threads: 60
Joined: Apr 2004
I'm way behind on my reporting, partially because I've been squeezing in the turns at awkward times and partially because I didn't want anyone to steal my toys. I present:
I tried to hide the build in my screenshots, but a keen-eyed reader can see the thumbnail in the first picture of the previous post.
Now I have the three strongest units on the board. Not enough to wipe out another player, but it gives me a pretty good sense of security. Also, the free sentry promotion should help with exploration.
I popped a great sage a couple turns ago, and used him for a golden age. I had been waiting a few turns to revolt into God King, and it helped speed up the Pact of the Nilhorn. I plan to switch to Nationality and Apprenticeship on the last turn of the GA, since you can do two free switches if you swap on the first and last turns.
Posts: 6,758
Threads: 60
Joined: Apr 2004
Mack popped his world spell at five cities. One of the five warriors hunkered down in his border city is now clutching a golden hammer.
Posts: 6,758
Threads: 60
Joined: Apr 2004
Current garrison in mack's pink dot city:
So, hunters? Faster than golems, anyway. At five strength with a hammer, they have 12% odds against my unpromoted giants, less than 4% against the guy who trained up to C1 against the barbs. No defensive bonus, so they should be fairly easy to kill in his city if it comes to that.
March 11th, 2021, 18:26
(This post was last modified: March 12th, 2021, 18:07 by DaveV.)
Posts: 6,758
Threads: 60
Joined: Apr 2004
Yet again, mack has amazing combat luck:
Edit: fixed the odds.
Posts: 2,961
Threads: 16
Joined: Apr 2020
Any idea what the plan is now?
Posts: 3,001
Threads: 25
Joined: Jun 2012
Are those numbers on the right the odds? Hunters should get decent odds against hill giants.
There is no way to peace. Peace is the way.
|