The slow whittling down of the barbs should work well. One goblin down, two barbs left. I think another will attack this turn.
Had a quick look at the demographics, and it was fairly painful. Somebody (Thoth) already has double my GNP, in which I am last. I'm last in production, and until the population rise at the end of turn was also last in food, although that did raise to second when the turn ended. (Muted cheers)
I followed Darrells advice and got that worker building a pig farm. Should have done that last turn.
Haste is absolutely essential. Without it, Titania would have been eaten by spiders twice now, or died wrestling a gorilla. The only way to make the early trips into the jungle safe is with haste.
Slow is much less essential, but Slow is a really really good spell, and the possibility of a late game archmage with Snowfall is also an appealing idea.
I do think that Water isn't going to be an essential ingredient of the elf game though. In my test game, fires were around well into the late game. But the damage they did to my forests was low. Most of them occurred in newly conquered border regions or out in the fog, with only a few occurring in the core. I'd rather have Ice than Water.
Kuro's selection is very weak. An adept out blazing trees can't be casting inspiration, or scouting the surroundings of the capital with floating eye. FIre was a particularly bad choice in those circumstances. Mind was quite a weak choice too, since the Balz get mind from their palace or from Loki. A spell like skeletons or haste would have been much more effective.
Thoth's pick of mind mana was pretty shrewd. I think I outlined why it was a good idea in my discussion of mind earlier. It paid off in some exceptional early research figures for him.
Rev.. I don't know enough. Meta is a generically good choice.
Had a quick look at the demographics, and it was fairly painful. Somebody (Thoth) already has double my GNP, in which I am last. I'm last in production, and until the population rise at the end of turn was also last in food, although that did raise to second when the turn ended. (Muted cheers)
I followed Darrells advice and got that worker building a pig farm. Should have done that last turn.
Quote:Out of curiosity - why not Water? Just that you valued Haste and Slow more? Or do you expect the fire to burn itself out eventually? Or what?
Haste is absolutely essential. Without it, Titania would have been eaten by spiders twice now, or died wrestling a gorilla. The only way to make the early trips into the jungle safe is with haste.
Slow is much less essential, but Slow is a really really good spell, and the possibility of a late game archmage with Snowfall is also an appealing idea.
I do think that Water isn't going to be an essential ingredient of the elf game though. In my test game, fires were around well into the late game. But the damage they did to my forests was low. Most of them occurred in newly conquered border regions or out in the fog, with only a few occurring in the core. I'd rather have Ice than Water.
Quote:Also, what do you think of your foes' choices, except Bob's?
Kuro's selection is very weak. An adept out blazing trees can't be casting inspiration, or scouting the surroundings of the capital with floating eye. FIre was a particularly bad choice in those circumstances. Mind was quite a weak choice too, since the Balz get mind from their palace or from Loki. A spell like skeletons or haste would have been much more effective.
Thoth's pick of mind mana was pretty shrewd. I think I outlined why it was a good idea in my discussion of mind earlier. It paid off in some exceptional early research figures for him.
Rev.. I don't know enough. Meta is a generically good choice.