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Learning Capria FFH SG

Yeah, I think we are pretty much in agreement on the play, so go ahead and play 30 or until you see something really interesting (if that happens earlier).

So:

Settle 1W / Yellow dot

Scout will beeline the huts - the scout can reach the southern hut in 3 as well, going first to the hill NW of the mana node, then to the forest SE of the mana node, and then to the hut. Once the huts are in you can decide if our first scout should first go to the west or the south.

The warrior can do close scouting in the south around cyan/silk and try to find Amelanchier's capital, before returning home.

Build worker -> warriors (maybe with an extra scout, if you think it will be needed). If you find the forces to send a scouting/future garrison to the south, it'd be really nice.

Research Agriculture -> AH -> AC. We can decide on Mysticism or Education when we have AC.

Plan out a road network for easy settling and movement between yellow, blue, and cyan. Center it on the tile where the warrior is right now.

I think that's everything. Good luck!
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Ok was watching rugby (Munster won bowbowbow) and then to anniversary mass for friends mother that died. Only got it now, so playing now.

Bit drunk so report tomorrow. Don't worry about play will be careful.
Travelling on a mote of dust, suspended in a sunbeam.
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Sounds like rugby in Ireland is somewhat like bandy in Sweden: you're only allowed to watch it if you're drinking :-)

And if we get hut money that is just below 50g, perhaps lower the slider a bit so we can get to just over 50. I wouldn't want to miss out on a free prophet!
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Ok we've a bit of a decision to make.

I found the Sepulchre on turn 17 with my scout and popped it on 19, it was far enough away that it was a good idea (we win we get GP we lose someone else eats Azer). But anyway we won and got a Merchant.

So choice
1) Pop Calender.
2) Pop golden age.
3) Go to cap and do trade.

At the moment all 3 are sub optimal, and don't even think about moving him home for a settle he's c. 15 tiles away.
Personally I'd go for 2 golden age, the extra hammers would be nice. But all 3 are sub-par so team decision.

As regards trade mission we've realisitically Auric, who I found north of the bay we're at the south end of. We also met Ozzie of the Sheaim (Amelenchar settled 4 tiles away from her and took 2 turns about it too) They're both almost directly south of the remnants, and Jonas of the Clan (dunno where, met a warrior just east of the sepulchre).

In other stuff I farmed and roaded the corn and am half way through AH (well abouts) on turn 19. I was thinking turn 25 as a decent stop point, then we could do 25/20 and then 10s after that for round lengths.

The Save
Travelling on a mote of dust, suspended in a sunbeam.
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kjn Wrote:Sounds like rugby in Ireland is somewhat like bandy in Sweden: you're only allowed to watch it if you're drinking :-)

You're not allowed to do anything if you're not drinking over herenono. 'Twas a good game all the same & what's bandy.

Quote:And if we get hut money that is just below 50g, perhaps lower the slider a bit so we can get to just over 50. I wouldn't want to miss out on a free prophet!

Oh and I got 80something gold from both huts so no slider for me.
Travelling on a mote of dust, suspended in a sunbeam.
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The dotmap was done in Adobe Illustrator - a bit overkill but it's perfect for it, and I'm a designer, so it's what I know. The shortcuts ALT+I and ALT+O remove all interface elements and disable perspective angles respectively. The only downside is that map markers (the teardrop shapes) for resources and units move approx. 2 tiles down from where they ACTUALLY are, which is a bit annoying.

So, the Merchant. I think the Illian capital is a viable choice for trade mission.
From the FFH2 Manual: Great Merchant Bulb Order
  1. Currency
  2. Mathematics
  3. Taxation
  4. Mercantilism
  5. Trade
  6. Warhorses
  7. Calendar
So until we actually get Calendar or meet the prerequisites for one of these other techs he won't offer anything other than Calendar. As much as we'll get good use out of Calendar with the resources near our turf, its definitely not optimal.
A Golden Age now, is a waste, imo. Our production is already solid thanks to Patria. It'll also mean our GA from the Bone Palace (we're IND - if we don't get this I'll be amazed) will be that much shorter, and by that stage we'll get SO much more out of it.

It's such a shame that the passage back to our land is so tiny and there's a bear den in the way. As such, I vote for trade mission.
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Brian Shanahan Wrote:I found the Sepulchre on turn 17 with my scout and popped it on 19, it was far enough away that it was a good idea (we win we get GP we lose someone else eats Azer). But anyway we won and got a Merchant.

Yay!

I can't check the save, but I think a trade mission would be best if we can do one. We get to scout out the capital of a competitor that we might not get visibility on otherwise, and 500+ gold is a lot early game. It will be a real help in developing our empire and keep up a good research rate at the same time.

Brian Shanahan Wrote:At the moment all 3 are sub optimal, and don't even think about moving him home for a settle he's c. 15 tiles away.

Yes, I trust your judgment there. Settling would've been awesome, however.

Brian Shanahan Wrote:As regards trade mission we've realisitically Auric, who I found north of the bay we're at the south end of. We also met Ozzie of the Sheaim (Amelenchar settled 4 tiles away from her and took 2 turns about it too) They're both almost directly south of the remnants, and Jonas of the Clan (dunno where, met a warrior just east of the sepulchre).

If we see Auric's borders, then lets go there.

Good that Amelanchier got an even closer neighbor! Less pressure on us, yay!

Brian Shanahan Wrote:In other stuff I farmed and roaded the corn and am half way through AH (well abouts) on turn 19. I was thinking turn 25 as a decent stop point, then we could do 25/20 and then 10s after that for round lengths.

25/20/15 and then 10 brings us to even multiples of 10.

Brian Shanahan Wrote:You're not allowed to do anything if you're not drinking over herenono. 'Twas a good game all the same & what's bandy.

Bandy - a team sport played outdoors on ice with a small orange ball and sticks, with rules similar to football. Quite possibly the fastest team sport ever invented. Unless you happen to play in a blizzard (yes, it happens now and then).

Brian Shanahan Wrote:Oh and I got 80something gold from both huts so no slider for me.

Nice, though I was hoping for a tech…

Hart Wrote:The dotmap was done in Adobe Illustrator - a bit overkill but it's perfect for it, and I'm a designer, so it's what I know. The shortcuts ALT+I and ALT+O remove all interface elements and disable perspective angles respectively. The only downside is that map markers (the teardrop shapes) for resources and units move approx. 2 tiles down from where they ACTUALLY are, which is a bit annoying.

Thanks! But not an option for me, sadly.

Hart Wrote:So, the Merchant. I think the Illian capital is a viable choice for trade mission.

If Brian agrees, lets do a trade. If we have or can get visibility on Auric's borders soon, then we do the trade mission. Otherwise bulb.

Hart Wrote:A Golden Age now, is a waste, imo. Our production is already solid thanks to Patria. It'll also mean our GA from the Bone Palace (we're IND - if we don't get this I'll be amazed) will be that much shorter, and by that stage we'll get SO much more out of it.

Yes, the GA will only add 2 hammers and 2 commerce per turn, I think. That's one warrior and 1/10 of the beakers for AH - hardly anything to get excited about.

But how will it reduce the time of our second GA?
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kjn Wrote:Bandy - a team sport played outdoors on ice with a small orange ball and sticks, with rules similar to football. Quite possibly the fastest team sport ever invented. Unless you happen to play in a blizzard (yes, it happens now and then).

On Bandy being fastest, somehow I don't think so.

As regards the game, play to 25 move the merchant. Am doing now.
Travelling on a mote of dust, suspended in a sunbeam.
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Turn 1 (the second) Found Torrolerial (thinking naming scheme as favourite authors of turn-player, if accepted then I choose Alfred Bester for the capital)

Turn 2 spot some wines which soon go green (from elven taint).

Turn 3 38 gold from hut.

Turn 4 I found Evermore, got visibility from hill:
[Image: Evermore.jpg]

Lucky they took so long to settle.

Turn 5 Meet Ozzie, very near to Emo Boy:
[Image: Ozzie.jpg]

Turn 6 Meet Auric (had the warrior scouting around the capital for a few turns) via tower sight:
[Image: Goldfinger.jpg]

Turn 7 Avoid some polar bears with the scout (I think we should call him Rincewind or Brave Sir Robin after all the running away he did this set).

Turn 12 Worker>Warrior. Do 1 turn of a road as Ag in next turn.

Turn 13 Ag>AH.
And I also stick my knuckle with the nib of my fountain pen. Yes the set was that exciting!

Turn 15 Meet the Jonas Brother (not giving a link this time). My screenshot didn't take but met him slightly SW of where Auric is he's well west I'd say.

Turn 17 See this:
[Image: Sepulchre.jpg]
Finish the farm

Turn 18:
Finish road on corn.

Turn 19:
Pop the Merchant. Worker roads to sheep.

Turn 21:
Warrior 1

Turn 25:
Warrior 2
The worker is on the hill 2S of Torro roading towards cyan spot. I stopped him before his turn action, and he's one turn left.
I also left some signs about animals, and an island and some other stuff.

Final pics, showing resources, culture and demographics:
[Image: Land.jpg][Image: Culture.jpg][Image: Demogs.jpg]

The Save
Travelling on a mote of dust, suspended in a sunbeam.
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Awesome! So what now?

kjn: I'm actually in the process of looking for a simpler vector editing program - Illustrator can run slow as a wet week, and yeah, no one can use it...
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