Thoth Wrote:I'd also rather collect xp on (and gold from) the southern Archer for the moment. We'll want him up to 65 xp for drill III and IV and we could really use the gold. There will be plenty of time to farm Shades once we get to Education/Bronze.
Are you sure about that? Getting a Wane 1 turn early will be worth 13.5 gold or beakers; that seems worth losing a few gold here or there right now. Heck, at this rate of XP gain, I'd expect a Shade to cost us no more that ~6-7 barbs, total, which is only 14 gold; he'd pay back in the first turn. Even if we double that to assume we lose one at 16 XP, bounty hunter still doesn't pay compared to another Wane. And we're not desperate for gold at the moment, we've got something like 30 turns of 100% research in the bank, assuming no more huts.
For the most part, I'm really hoping that the barbs pick back up a tad, actually. That would let us do both. It's true we want the archer eventually to drill IV at least; I just think we're likely to have a bunch of battles available, and cherry picking out the easy ones for the warriors still lets the archer do most of the fighting.
Quote:Aim to complete a third worker here timed to arrive 1t before eduction. That will let us add a cottage/turn to Asteroids ready to work as soon as the Brewery is done.
I hadn't realized this before - but if I counted right, and we literally cottage every tile at Asteroids but the cow and the wheat, and work them all - we end up at +1 food/turn here. If we let the desert go unworked, or spring it, then we can even work specialists here too. I think we might want to build one or two farms, though, to let us work all the engineers we can - looks like we can eventually have 5 engineer slots (Tablets 1, Mines 3, Forge 1). At least Great Engineers seem like the best specialist to actually generate, rather than Wane, given the wonders we want.
But yeah, almost every tile should have a cottage on it sooner or later to run through the Academy.
Quote:Once Bronze is in, I think we aim to build 30h axes for our Waneables. PacMan will be able to build an Axe per turn once we get the hills mined.
Agreed! Your micro notes also make sense, and I'll look to address those. Assuming the barbs cooperate, of course.
Something you don't mention - I'm planning to start working the priest in Pacman next turn, despite the food cost. I want to cut as much time off of the Mines plan as we can, and I suspect the great people will be the bottleneck, not the tech. If you object, now's the time to speak up!
And I can agree with a Granary. Once we start turning the forests into Mines, we'll want the health, anyway, and until we start stacking up GMerchants Pacman will be perpetually food short, it seems.
Quote:I think 4 warrs/2scouts once Edu is in. We can pop the dungeon (hopefully) and should have a good shot at getting a shade or two for our hammers.
Sounds about right. Don't want too many units until we've got a GMerch settled, but if we don't start we won't ever get there.
Nicolae Carpathia Wrote:Question: Why go for Kilmorph?
Mostly for the Mines of Gal-Dur. Even if Xenin gave us copper, we'll be surprised if he gave us Iron. Add in Axes being super-cheap, and that seems like a strong option. Especially for developing Wanes, which calls for units who can fight barbs wherever we find them, in the wilderness and cities and whatnot - high Str is more important vs barbs than vs humans.
Oh, and the Priests synergize well with a Shade plan, too. We don't want Tigers, they can't Wane. We don't want Cultists, they're very limited in area. But Stonewardens, in addition to passive XP, can boost all the units that'll do that actual fighting. Same thing with Bambur.
Secondary bonus that it's a way to get Dwarves, which means we can use Dereptus for another +2XP starting out, on whatever Soldiers of Kilmorph we build. Granted those are expensive units, but every bit helps. And it's a fairly early route to a unit as strong as Paramanders, as well.
Tertiary - it's an earth mana. If we mine every hill in our borders, even (or especially) those outside the BFC's, we might actually end up with gold and gems and copper and iron naturally; even one would be a nice boost.
Quaternary - Tablets of Bambur are the earliest Great Engineer points we can get, and the earliest Engineer slot as well. There are a few wonders - the Mines, the Guild of Hammers, the Form of the Titan, and the Great Library - that we really really want. Great Engineers would let us get them. (aside - Bone Palace would be nice for engineer points, too, Thoth. Just sayin'
).
So all in all - econ. By way of Shades, mostly. It's true the temples aren't likely to be worth much to us without the ability to grow the empire, but the ability to pop out 30 hammer axes that can then be Iron, Enchanted Blade, Blessing, Combat II - that's a unit that can just wander out, kill a bunch of barbs, then come home and settle down to making us money. And Kilmorph gives us benefits that don't depend on Xenin being nice to us - even if there's nothing more to our land than we currently see, we can end up in a good spot.
Is Kilmorph a long-term religion? Probably not, eventually we'll want to swap to something else like Veil. But we want to get all those benefits started first. And almost all of them stay when we switch.
Anyway, I played the turn, did no attacking. It looks like I'm going to have to micro both cities every turn, though, to keep the GPP pools clean; the governor tried to hire a Sage in Pacman this turn. I built the cotton road, next turn I'm thinking the workers put time into a farm 1S of the corn, then head to Asteroids finishing our travel road.