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It's the end of the world, and Dave feels fine

An event:




I picked the no-cost second option, thinking it required evil alignment and gave me a slave. It's actually the first one that gives two slaves, so I missed out. I probably have enough workers at the moment, though, and slaves basically cost twice as much maintenance as a worker, since they only work half as fast.




Spirit mana is looking better all the time.
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For what, the healing boost?
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(November 1st, 2015, 21:53)Bobchillingworth Wrote: For what, the healing boost?

Yes, exactly. It seems like I've been using injured units in most of my combats so far.

Two more turns flew by:




A breathing space; chopping the smoking forest before it bursts into flames and creates a roadblock.




My healthy shock warrior is out of range to use next turn, unfortunately.
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Another good turn against the barbs. Won a 99.8% battle against another warrior on the silk plantation (I didn't have to attack across the river this time), and a coin flip against a warrior east of my capital (highlighted unit). It looks good for settling the plains hill 3N1E of the capital.


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Another turn where I don't need to make any attacks. Positioning and preparation are the watchwords.




I had been planning to build a city on the tile where the elephant is standing, but I just realized he's stranded there forever. I have a choice of killing him or settling 1E. The second option is probably the smarter one.
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The goblins can team up on my skeleton, but he should be able to beat both of them. The highlighted stack just rebuilt the floodplain farm.


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Settled my third city; Aurorarcher also has three.




My C1 warrior almost died attacking a goblin at 97%; my skeleton killed a warrior at 98% and is near full health.
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I'm making headway against the barbs; I killed a warrior and goblin west of the capital, and my skeleton should easily kill the warrior to the northwest. The eastern warrior will move onto the forest hill next turn and either die attacking the shock warrior in Bow or move onto the floodplain where I can kill him (probably the latter; barbs don't seem to retarget to cities that were founded after they set their original goal).




Forest regrowth is proceeding apace; there's smoke under the elephant and two tiles west of White Horse.
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Time for the "you must suffer for not keeping enough cash on hand" event.




Getting a free Pyre Zombie is cool, but that health hit may bite me in the future.

I killed another barb warrior; more barbs continue to stroll in.




Presumably the pirate was the one who grabbed OO. My demographics are still embarrassingly bad.
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Tough reporting competition in this game: I'm one turn behind and at the bottom of the threads.




The southern barb warrior surprised me and moved across the river onto my farm, rather than the better defensive bonus on the jungle. I killed him at 99.1%. Also killed the barb warrior who, as predicted, moved to the floodplains farm. Only 96% odds on that one, but still victorious. Trying to force the remaining northern barbs onto flat land for more XP.
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