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Your name is in the mouth of others, be sure it has teeth: a Tale of Mice & Centaurs

Time for an update, I've just played turn 19 and some unfortunate stuff happened.

First of all, last turn I spotted a spectre outside my territory...
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And I misunderstood the tag "Cannot Move (1)" to mean that my worker could safely finish his pasture and then run into the city.
Good news: He finished building the pasture!
Bad News: He died.

I consider this a moderate setback. I can definitely recover from it because my worker did hook up two food resources before dying, so not a total loss, but I'm still out a multi-turn investment. The price of sloppiness, I suppose.

I don't feel too bad, because someone still only has one pop in their capital...
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In his explorations, little Padan Fain has wandered north of the vampire lands and discovered...
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The Ring of Carcer. For those unaware, this is a tile that can only be entered by a unit of Level 15 or higher (somewhere in the range of 150 - 200 xp) which is a pretty intense number of promotions to get for most people... except the Calabim, whose vampires can feed up to that level in a matter of 10 or so turns from a decent sized city. There were also 8 Brigit units in there... I'm not sure why that is, and I'd like to ask the mapmaker but I'm not sure how to do so in the general thread without being too spoilery.

Here's the GNP graph, looks like Dreylin took a dive recently.
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MFG for both of my neighbors ticked up a point last turn.
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My crop yield rocketed pleasantly with those food resources hooked up...
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As it stands, I am still woefully hammer deficient. I am currently considering two options:

1. I need a new worker, and Dreylin has one. I also have access to an early game unit, Centaurs. They become available at Horseback Riding, which I could research right after Ancient chants if I so desired. However, without a lot of hammers, that might not work out so well. I DO have a large food surplus, and could easily turn that to military units with Conquest. This civic is available at Education, a tech I need to pick up anyways.

Now, stealing Dreylin's worker is not a practical solution to my short term issue of having lost a worker. I'll probably make a new one. However, no one would be alarmed by me teching to Education and I could potentially surprise Dreylin and/or jalapeno by going for HBR immediately afterwards. Time that to coincide roughly with the construction of my first settler, double revolt into Conquest and Nationalism (although that really makes poor use of my philosophical trait early on, which I had selected Pacifism to combo with...) and use those two cities to start cranking out Centaurs and go on a little military adventure.

2. Alternately, because I don't want to stint my long term growth (although those vampires with access to 8 Brigits constitute one hell of a long term threat) I may pursue a strategy of generating a Great Sage ASAP via an elder council sage and focus on planting my second city well to the South in order to secure territory and buy time to rebuild my worker. Once I've got that first GP I will consider switching into Conquest/Nationalism and building up a safety net of military units. I really need a second scout to go and look West of my position because I'm quite blind out there.

As it is, I have a few turns before Ancient Chants come in to decide what course to pursue. Another consideration is that Dreylin's capital is about 18 tiles away from me, because Brigit and the mountains blocks movement effectively along the shortest route between our capitals. I would estimate that jalapeno is south of Dreylin, probably 12 - 15 tiles if the distances between myself and Dreylin are any guide.

Worst case scenario is that Dave is to my west, with his sinister scouts. I just played a game this weekend with one of my friends and 8 AIs. On Monarch difficulty as the Svarts with the aggressive trait I killed all 5 AIs on my continent by turn 79 (standard speed) using CI/Shock scouts and a handful of hunters (I beelined hunting). I was pretty scary. And that's got me seriously wondering what Dave has planned.

Best case scenario, the Khazad of Aurorarcher are in the tundra to my west. They don't appear to be doing so hot early on, what with that one pop capitol. I have no idea what is going on in that empire, but it certainly would be nice to have them as a weak neighbor. Maybe they fell under an early barb attack and had to turtle?

I've got a large cache of screenshots that are sitting around, I'll start uploading them shortly with some updated plans for Super City #2 in light of my recent misfortunes.
"Solve a man's problems with violence, help him for a day. Teach a man to solve his problems with violence, help him for a lifetime." - Belkar Bitterleaf
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(June 2nd, 2015, 03:47)Ventessel Wrote: There were also 8 Brigit units in there... I'm not sure why that is, and I'd like to ask the mapmaker but I'm not sure how to do so in the general thread without being too spoilery.

There's an annoying bug of Worldbuilder. Every time you exit and reopen the save, it creates an extra Brigit (and also extra goblin archer). The standard approach in other games has been that if anyone gets Brigit, they may keep one and have to delete the others.

But, well, I don't know that anyone's actually gotten Brigit at all in any of our games. So it's probably not a real concern.
EitB 25 - Perpentach
Occasional mapmaker

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(June 2nd, 2015, 06:45)Mardoc Wrote:
(June 2nd, 2015, 03:47)Ventessel Wrote: There were also 8 Brigit units in there... I'm not sure why that is, and I'd like to ask the mapmaker but I'm not sure how to do so in the general thread without being too spoilery.

There's an annoying bug of Worldbuilder. Every time you exit and reopen the save, it creates an extra Brigit (and also extra goblin archer). The standard approach in other games has been that if anyone gets Brigit, they may keep one and have to delete the others.

But, well, I don't know that anyone's actually gotten Brigit at all in any of our games. So it's probably not a real concern.

Good to know (also about those goblin archers) that it's uncommon, although if any civilization has a reasonable chance of getting Brigit, it is the Calabim.
"Solve a man's problems with violence, help him for a day. Teach a man to solve his problems with violence, help him for a lifetime." - Belkar Bitterleaf
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Have another turn update, since I got the turn twice this morning. (turn 20)

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All I can say is, at least I wasn't planning on having him go anywhere soon...

Also, dat land. I'm jealous.
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And all these punk barbarians making a move on Caemlyn... next build is definitely a scout for auxiliary defense.
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"Solve a man's problems with violence, help him for a day. Teach a man to solve his problems with violence, help him for a lifetime." - Belkar Bitterleaf
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For later analysis and reference, Turn 20 Demographics
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I'm not liking what I see with jalapeno, I will examine the potential breakdown of those numbers (likely tech related)

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Ye Olde Demographics Screen, faithful friend of mine.

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... aaaaand still that 1-pop city (assuming for Khazad). What the heck is he doing? Dwarves can't actually eat rocks, you know.
"Solve a man's problems with violence, help him for a day. Teach a man to solve his problems with violence, help him for a lifetime." - Belkar Bitterleaf
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Yes. My apologies on the multiple Brigits. If you do manage to get a high enough level unit, please delete the excess ones.
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Sunday, time for a turn update.

The new scout is unnamed, as yet, (I'm thinking Nicodemus would be a good name). He's moving out to the West, probably where Dave of the Svartalfar lives (I will actually dance a little jig if it turns out my neighbor to the West is Aurorarcher, because his city only just grew to size two a few turns ago. Seriously, after this game I really wonder what happened there. Did Dave scout rush him or something? With sinister and aggressive, that might not be a bad tactic.)
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To the East, we have the despicable tribe of blood suckers: who inhabit their cesspool known as "Bagpuss"
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Here's what's going on in Caemyn:
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I've been switching my worked tiles around a little, my last two turns were max hammers with a secondary emphasis on food so that I'll grow up against my happy cap (8) and produce a warrior on the same turn. This turn has been a focus on max gold for research, and a worker is queued up to take advantage of my large food production capability (and to improve some tiles because otherwise I'll fall behind. Really regretting my foolishness with that shade, but whatever.)

After the worker, I'll build a settler and set up my second city. Additional scouting to the West will help me decide on a spot, but after I build him I may very well revolt into conquest to quickly beef up my military to hold that second city if I plant it further south.

For a slightly more detailed look at the demographics (and I've been terrible in tracking this on a turn by turn basis, although I do have a history of screenshots I can look over) Dreylin is really cranking on the GNP front (it's too early for him to be in aristocracy, so he must just have a lot of river tiles workable.)
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MFG is interesting. Dreylin, jalapeno, and I seem to have followed a similar trend of maxing it out a few turns ago. At the moment, I am the only one still apparently emphasizing it (this graph isn't updated to reflect my tile changes this turn).
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For crop yield, jalapeno is apparently maxing his out (building a settler, I suspect).
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In terms of power, I'm really slacking. I need to correct this either through tech or conquest-aided warrior builds.
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And here are the demographics:
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They're updated to reflect my emphasis on GNP this turn, which is not good because maxing out gold production (without starving my city) I am only in 3d place for GNP. That's mostly due to my lack of plantations and cottages, since almost all the tiles I'm working are unimproved. In past turns, I've been able to get my hammer yield in 2d and my crop yield in 1st, which isn't too bad although clearly my neighbors weren't emphasizing hammers for the past few turns either.

We've got a potential blitz session this afternoon. If that happens I'll post a multi-turn update this evening and possibly do some number crunching on what tech my opponents may be researching ( or I might fall asleep around 8 pm as I am wont to do when I have to wake up at 0500 the following morning. Darn Mondays.)
"Solve a man's problems with violence, help him for a day. Teach a man to solve his problems with violence, help him for a lifetime." - Belkar Bitterleaf
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Blitz session in progress... both my scouts may very well die!
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There's a bear, and Padan Fain is running from a lizardman. More screenshots to follow.

Also, Caemlyn lost a pop point. Thanks, random plague!
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"Solve a man's problems with violence, help him for a day. Teach a man to solve his problems with violence, help him for a lifetime." - Belkar Bitterleaf
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Both scouts alive and well, against all odds. The bears must not be too hungry today. Built a new warrior, starting in on a third to secure a city site and then rolling out that settler once I grow back to 8 pop.
"Solve a man's problems with violence, help him for a day. Teach a man to solve his problems with violence, help him for a lifetime." - Belkar Bitterleaf
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Yeah, scratch that. Both scouts KIA on turn 33. Damn.
"Solve a man's problems with violence, help him for a day. Teach a man to solve his problems with violence, help him for a lifetime." - Belkar Bitterleaf
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