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The Haunted Forest: Mardoc puts the Sidar to the test.

And here I thought WW games started in camping trips (similar to the Mafia game).

Ah well.

In any case, good luck with the sidar! thumbsup
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Quote:And here I thought WW games started in camping trips (similar to the Mafia game).

I didn't come up with the concept or anything. It was just the thing that gave me the idea to start a thread for it on RB.
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Mardoc: I had a quick look at the current save:

Our highly promoted Ghosts should still have good enough odds to keep chipping away at Serdoa.

And with the overflow from last turn, I think we can 2 turn the Shrine. That gets us a third promotion on everything else we build. I think it's worth it.

We're still looking at 10 turns or so to finish upgrading our existing DS's so we can afford a couple of turns to beef up our future military I think.
fnord
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Thoth Wrote:Our highly promoted Ghosts should still have good enough odds to keep chipping away at Serdoa.
Yeah, the question is how to fill the time of the less promoted Ghosts. Although I decided to take the shot at Serdoa, and now that Ghost gained 10 XP (up to 15), so maybe this is the thing to do anyway. Do all 60% odds battles give that much XP, or does it not take into account the first strikes?

Quote:And with the overflow from last turn, I think we can 2 turn the Shrine. That gets us a third promotion on everything else we build. I think it's worth it.

We're still looking at 10 turns or so to finish upgrading our existing DS's so we can afford a couple of turns to beef up our future military I think.

Yeah, it can be 2 turns after clearing out the barbs. So we'll do it. Only ~20 turns between Waning Rathus and the ostensible reason we did so rolleye

Speaking of barbs - what's your thinking on replacing the lumbermill 1N of Pacman, that the barbs pillaged? Serdoa can reach it, but I don't think he has a way to see it without moving a scouting horse beyond the point of no return (and he certainly can't hit it without sacrificing whatever horses did the dirty deed). I want to take the risk for the extra hammer - if I'm interpreting the sight and movement rules correctly.

Finally - Serdoa's now down to 26 visible horsemen. He must have been moving some away or deleting them, but still, this is excellent! We may consider something more direct than Ghost-sniping in the near future. We get Asteroids back, and Serdoa's definitely out of the game, that has to be most of his economy.
EitB 25 - Perpentach
Occasional mapmaker

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Mardoc Wrote:Yeah, the question is how to fill the time of the less promoted Ghosts. Although I decided to take the shot at Serdoa, and now that Ghost gained 10 XP (up to 15), so maybe this is the thing to do anyway. Do all 60% odds battles give that much XP, or does it not take into account the first strikes?

Battles vs non Barbs yield a lot of exp and first strikes are not included in the odds-for-xp calculations.

We might consider moving a Newb Ghost along Serdoa's road link to see what he's up to. We can't pillage it (Recon units can't pillage) but the scouting info would be handy and we might be able to make an opportunistic strike or two wink


Quote:Yeah, it can be 2 turns after clearing out the barbs. So we'll do it. Only ~20 turns between Waning Rathus and the ostensible reason we did so rolleye

lol Well, we have gained a few beakers along the way as well.

And we have had a few other things that needed building as well. wink

Quote:Speaking of barbs - what's your thinking on replacing the lumbermill 1N of Pacman, that the barbs pillaged? Serdoa can reach it, but I don't think he has a way to see it without moving a scouting horse beyond the point of no return (and he certainly can't hit it without sacrificing whatever horses did the dirty deed). I want to take the risk for the extra hammer - if I'm interpreting the sight and movement rules correctly.

If he's still scouting us with Warcried HM then not worth the risk IMO. (if our citizens are getting disrupted each turn, he's scouting us. If they're not then he's standing pat in Asteroids).

Replacing the Lumbermill is 1 h/turn. Replacing two workers is 100 food/hammers. If the risk is low, go for it. But if it's a high risk proposition....patience is our friend.

Quote:Finally - Serdoa's now down to 26 visible horsemen. He must have been moving some away or deleting them, but still, this is excellent! We may consider something more direct than Ghost-sniping in the near future. We get Asteroids back, and Serdoa's definitely out of the game, that has to be most of his economy.

jive

Soon, soon. wink

BTW: Did you notice that Bob tripped a GA a couple of turns ago?

With Diety maint costs on a map that is "small" he's going to be hurting GNPwise. I forgot to check when I looked at the save....is he in City States yet? Anything else murders his economy unless he hands the former Selrahc cities over to the Barbs.

(not that I'd mind Bob murdering his economy, I'm just curious to see if he has)

Also: I seem to recall seeing a Barb Archer in one of the stacks outside PacMan. If I'm not imagining things, then that means that Bob has Bowyers. (I think)
fnord
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Thoth Wrote:Battles vs non Barbs yield a lot of exp and first strikes are not included in the odds-for-xp calculations.
...oooooh...
Have to consider this carefully, then. Give the Ghosts a chance and they could walk away very strong.
Quote:We might consider moving a Newb Ghost along Serdoa's road link to see what he's up to. We can't pillage it (Recon units can't pillage) but the scouting info would be handy and we might be able to make an opportunistic strike or two wink

Hmm. I did promote one with MobII and no Combat. Might be a perfect place for him to go. And...if we can scout Serdoa's core, find it empty, that would be a fun place to play hide and seek with Split Soul recon units and passing cities back and forth, wouldn't it?

Quote:If he's still scouting us with Warcried HM then not worth the risk IMO. (if our citizens are getting disrupted each turn, he's scouting us. If they're not then he's standing pat in Asteroids).

Replacing the Lumbermill is 1 h/turn. Replacing two workers is 100 food/hammers. If the risk is low, go for it. But if it's a high risk proposition....patience is our friend.
I can't tell if he has Warcry units left or not. I'll hold off for now, then.

Quote:BTW: Did you notice that Bob tripped a GA a couple of turns ago?

With Diety maint costs on a map that is "small" he's going to be hurting GNPwise. I forgot to check when I looked at the save....is he in City States yet? Anything else murders his economy unless he hands the former Selrahc cities over to the Barbs.

(not that I'd mind Bob murdering his economy, I'm just curious to see if he has)
[Image: PBEM18%20T141%20Bob.JPG]

He implied in a chat that he wanted to keep God King forever. I suspect partially so he has a high hammer cap for the Towers. He might change his mind, though. Hopefully if he does, he waits until after the golden age crash wink.
Quote:Also: I seem to recall seeing a Barb Archer in one of the stacks outside PacMan. If I'm not imagining things, then that means that Bob has Bowyers. (I think)

Definitely there have been archers in several places. I thought that was the sign of Serdoa making it to Archery, though, not Bob's Bowyers. You sure?

And, a general overview shot, first time in a while that we're not inundated with Barbs. 'tis the other reason I'm happy to build the Shrine ahead of the Baron wink.

No Ghosts in place to do killing next turn. They all need to heal first.
[Image: PBEM18%20T141%20Overview.JPG]
EitB 25 - Perpentach
Occasional mapmaker

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Mardoc Wrote:...oooooh...
Have to consider this carefully, then. Give the Ghosts a chance and they could walk away very strong.

True...but we don't want to be taking high risk fights at this point. At least not when the only reward is a dead Horseman.

Quote:Hmm. I did promote one with MobII and no Combat. Might be a perfect place for him to go. And...if we can scout Serdoa's core, find it empty, that would be a fun place to play hide and seek with Split Soul recon units and passing cities back and forth, wouldn't it?

Oh yes. :hat:

Also, a Mob II Ghost who starts his turn on the Floodplains we've been launching our Amphibious Assassinations from can cross the river, attack without the 40% penalty, recross the river and Divide Soul with enough movement to scurry back to the safety of PacMan. With C1/MobII that gets even better. wink

Quote:I can't tell if he has Warcry units left or not. I'll hold off for now, then.
Probably wise. The extra hammer would be nice, but it's very risky and we don't want to be replacing workers at this point in the game if we can possibly help it.


Quote:He implied in a chat that he wanted to keep God King forever. I suspect partially so he has a high hammer cap for the Towers. He might change his mind, though. Hopefully if he does, he waits until after the golden age crash wink.

:boggle: His city maintenance costs must be huge. GK gives +10% distance maint costs and those will be based on a Small map....as will his number of city maintenance costs (which cap at 8gpt + inflation on Diety).

That might just give us the time we need.....:evil maniacal laughter:

Quote:Definitely there have been archers in several places. I thought that was the sign of Serdoa making it to Archery, though, not Bob's Bowyers. You sure?

Not certain, but Barb Archers don't normally spawn other than with city(or Gobbo fort) spawns (and those stay in their cities/forts)


Quote:No Ghosts in place to do killing next turn. They all need to heal first.

frown

wink

How are we doing with leveling our Junior Beastmaster?
fnord
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Thoth Wrote:Also, a Mob II Ghost who starts his turn on the Floodplains we've been launching our Amphibious Assassinations from can cross the river, attack without the 40% penalty, recross the river and Divide Soul with enough movement to scurry back to the safety of PacMan. With C1/MobII that gets even better. wink
Or he could simply move to the southern square to begin with...
Quote::boggle: His city maintenance costs must be huge. GK gives +10% distance maint costs and those will be based on a Small map....as will his number of city maintenance costs (which cap at 8gpt + inflation on Diety).

That might just give us the time we need.....:evil maniacal laughter:
I bet you that the distant cities are still in revolt and hence free.

The real question will be what Bob does after they come out.
Quote:How are we doing with leveling our Junior Beastmaster?

None, nada. I've been paranoid with the Beastmasters, wanted to get full fortification bonii. Which - is probably over the top, yes, at least now that Serdoa's army's been so shrunken smile. He'll start joining the Rangers in the barb-clearing patrol.
EitB 25 - Perpentach
Occasional mapmaker

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Mardoc Wrote:Or he could simply move to the southern square to begin with...

Oh yeah, right. He could move there directly from Pacman in 1 turn. smoke In which case....Mob 1/C2 works better than Mob 2/C1. wink

Quote:I bet you that the distant cities are still in revolt and hence free.

They'll be upping his number of cities maint costs even in revolt, and he may have brought along Disciples of Leaves to pop them out of revolt.

Quote:The real question will be what Bob does after they come out.

Hopefully he'll tank his econ at least for the moment.

He's ahead of us in power and hammers, but we can out tech him in the short run.

Medium term, don't know. But given the hammer disparity I think an Altar run is still our best shot at a win.

Quote:None, nada. I've been paranoid with the Beastmasters, wanted to get full fortification bonii. Which - is probably over the top, yes, at least now that Serdoa's army's been so shrunken smile. He'll start joining the Rangers in the barb-clearing patrol.

Yeah, surviving to this point had to be the priority (and still is, we can't afford to lose our one and only city) but I think we can afford to de-fortify Junior to get him some exp. If he does die, no huge biggie...we have better promoted Rangers that can upgrade now that the worst of the crunch is over.

But let's not get too cocky. We've done well to survive this long, but we're not out of the woods yet. smile

As a side note: We should hold off on revolting to AV until after we get Priesthood and a couple of Stonewardens on the board. SoF isn't a great spell, but every little bit helps.

If we are going Altar, we'll need to swap back out of AV (to Runes) in order to actually build levels of the Altar.

Waned Rosy? wink
fnord
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Well, now I know what Serdoa was doing with his newly existing GDP, and frankly I'm confused. Yet thrilled.

[Image: PBEM18%20T142%20Cat.JPG]

True, the Ghosts can't kill it this turn, they've just finished sneaking up to the city. And apparently there's at least one very wounded horse they'd rather kill.

But...that's going to be easy to kill - and easy to get priority on, too. Should kill 5 units next turn with the ghosts, and I'd be shocked if I can't make the cat one of them.

This does mean we'll be seeing Chariots at some point, I presume. But better those than HA's!

Now...why would Serdoa think that catapults would survive against a largely Ghost-based army? I haven't exactly been secretive about using them!
EitB 25 - Perpentach
Occasional mapmaker

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