Youtube videos and our forest of inside-jokes on signs? On T50, no less!
Here's how you do a proper report, Thoth The lurkers deserve it.
In foreign news and deductions, there's actually not that much. You lurkers heard about the discovery of Team Reddit, and subsequent eating of our expeditionary force. Although at least it appears that our gift of XP to their spider paid off. And Kyan/plako/DaveV have been consistently the ones to beat; they've fired off Gifts of Nantosuelta already, at a time when the Luch had the world's highest population. We believe that to have been a size 8, 4, 2, and 1 city, which could only have happened if both the Balseraphs and Illians gifted them their first settlers. The four Hammers have definitely paid them dividends; they've been leading the demos quite convincingly, especially MFG, and have their first Great Engineer already. And the Luch seem to have popped Gems in their culture, as well, as if they didn't have enough going for them already.
But enough about the eventual losers of this game . Let's talk about our team!
To start with, our tech path. Has been fairly standard so far, actually, except our first tech: we started with Exploration and Ancient Chants.
Immediately went for Mysticism, which seems to be paying off. Or at least didn't slow us much, God King and the early Academy paying for the diversion.
Then Agriculture, Calendar, to get some food. Then Crafting, Mining, Masonry, to get hammers boosted up again.
We're currently taking a gamble, and trying for Way of the Earthmother; we'd probably want it anyway for the Clan, but it pays much more quickly if we can also get the holy city and shrine. Plus, we have the vital worker techs in place, so we can proceed with economic expansion unhindered.
Mostly unhindered, that is. Mysticism first meant that our workers started behind, and just about the time we were starting to catch up, this annoyance showed up:
Since we have no military tech at this time, and want to limit our investment in warriors, we've had a number of wasted worker turns running from the barbs. A couple lost warriors and improvements as well. At this point, we're starting to get them under control; we've gotten some XP onto our warriors . That makes everything easier. As does the road network and the increasing number of soldiers, of course.
What have we accomplished so far? Well, the orcs are best developed, of course. Calabim would be equal, except we had a settler eaten, despite his guard, one tile from our borders by a griffon. We've been more careful since, which of course meant that we were also lucky when we didn't need to be; the Elohim killed our local spider, for example.
So, the orcs. First up, our capital, Newcastle Brown Ale. As you can see, we've gotten it entirely onto improved tiles, and are working on a few bonus tiles to allow other cities to steal the current tiles, and for when we grow. It's quite the hammer heavy city at this point, which goes very well with our first Warrens build. As did a few chopped forests, and God King. In just a couple turns, we'll have our Warrens and then we'll really be cooking with gas!
Our second city, Keith's IPA, is also coming along nicely, although not quite as impressive as the capital, of course. We've recently had to retake the improved tiles for NBA, but a few more worker turns should put KIPA back onto all improved tiles as well. We haven't had the leisure to work on our second warrens just yet, what with all the barbs, but when NBA starts really spamming units, we should have our chance. It helps that we've started KIPA working a Priest, to eventually become Tablets of Bambur; he's currently due in 31 turns, although we ought to be able to speed that up once we get a Temple to Kilmorph in here and work a second priest.
Finally, the orcs have just one more city to show off at this point. Old Speckled Hen was founded largely to provide a connection to the Calabim. Both a trade connection, via the river, and a road connection, so that we can share units back and forth. Well - and for the copper. It's hurting even more for improved tiles to work, but again we ought to catch up soonish, now that we can fight the barbs in the open with odds.
The orcs are on the verge of a great explosion of happiness and settlement, as we're about to have Expansive Warrens online, and sufficient control of the countryside to use them properly.
While the orcs have been flexing their muscles, developing hammer cities for our upcoming growth phase, the Calabim have been working on their stomachs.
The capital, Riesling, has gotten itself a truly vast food surplus. Which has primarily been applied toward settlers and workers, with the occasional Bloodpet thrown in for good measure.
Our first attempt at Chardonnay was eaten by a griffon, but our second attempt worked. This site was chosen almost purely for its location; sharing tiles with the capital to save worker turns, and bringing our culture to orcish borders to enable trade. The wines imported into the Calabim empire as a result have already paid dividends. At the moment Chardonnay has entirely improved tiles to work, but that will be changing swiftly, given its lovely food surplus.
We've covered the strong arm, and the greedy stomach of our team; let's conclude with the brain.
The Elohim have had the world's greatest GNP for quite a while now, surpassing even the Luchiurp and Illians. This is mostly the result of our early Mysticism, I'm sure, which enabled a super early Academy.
The capital city of Tequila still has room to improve on that front, as we haven't yet managed to have both workers and barb control simultaneously enough to finish our silk plantation or our gold mine. Sometime soon, we expect to have that sorted. We only need maybe 8 more worker turns to get the pair of those improved, after all, plus a little time to grow into the new happy cap. Given its natural potential, we've of course planned our first Dereptus for installation here. It's been a little delayed as we try to get the barbs under control in this hilly and forest heavy terrain. On the other hand, Charismatic has been quite helpful there, we've already trained up some good warriors for that duty.
Tequila did manage to produce a settler and enough workers to establish a second city of its own, Whiskey. Which has been handicapped by barbs, but again should shortly be much better. The installation of a Reliquary will enable this to be a massive military pump, with Charismatic Spirit Guide warriors and scouts to gain control of the surroundings. And the culture will be handy, too .
In summary - we've been doing all right so far; not leading the game, but not too far behind, either. We didn't expect to lead, not given the better starting techs, lack of Barbarian trait, and Gifts-possessing Luchiurp team. But, we're about to start accelerating so fast I just hope I can hang on. NBA will be capable of 4 settlers every 7 turns at its current state, if the rest of our empire could support that pace with garrisons and workers. And cash. In practice, we'll have to settle for a slower rate, at least at first, as NBA will have to provide some of that support itself. Seeing as it will probably be outproducing the rest of everything, combined
Current plan is for the orcs to get most of this early wave. As Barbarians, they're best placed to pay the maintenance, and besides, we want the early warrens as well. Once we have the ability to build Governor's Manors, the Calabim will want a number of settlers, but not really until. And the Elohim are probably always going to be smallest; although they could benefit from some Warrens as well, we need to be careful not to smother our science rate.
So, lurkers...did I miss anything important?
Here's how you do a proper report, Thoth The lurkers deserve it.
In foreign news and deductions, there's actually not that much. You lurkers heard about the discovery of Team Reddit, and subsequent eating of our expeditionary force. Although at least it appears that our gift of XP to their spider paid off. And Kyan/plako/DaveV have been consistently the ones to beat; they've fired off Gifts of Nantosuelta already, at a time when the Luch had the world's highest population. We believe that to have been a size 8, 4, 2, and 1 city, which could only have happened if both the Balseraphs and Illians gifted them their first settlers. The four Hammers have definitely paid them dividends; they've been leading the demos quite convincingly, especially MFG, and have their first Great Engineer already. And the Luch seem to have popped Gems in their culture, as well, as if they didn't have enough going for them already.
But enough about the eventual losers of this game . Let's talk about our team!
To start with, our tech path. Has been fairly standard so far, actually, except our first tech: we started with Exploration and Ancient Chants.
Immediately went for Mysticism, which seems to be paying off. Or at least didn't slow us much, God King and the early Academy paying for the diversion.
Then Agriculture, Calendar, to get some food. Then Crafting, Mining, Masonry, to get hammers boosted up again.
We're currently taking a gamble, and trying for Way of the Earthmother; we'd probably want it anyway for the Clan, but it pays much more quickly if we can also get the holy city and shrine. Plus, we have the vital worker techs in place, so we can proceed with economic expansion unhindered.
Mostly unhindered, that is. Mysticism first meant that our workers started behind, and just about the time we were starting to catch up, this annoyance showed up:
Since we have no military tech at this time, and want to limit our investment in warriors, we've had a number of wasted worker turns running from the barbs. A couple lost warriors and improvements as well. At this point, we're starting to get them under control; we've gotten some XP onto our warriors . That makes everything easier. As does the road network and the increasing number of soldiers, of course.
What have we accomplished so far? Well, the orcs are best developed, of course. Calabim would be equal, except we had a settler eaten, despite his guard, one tile from our borders by a griffon. We've been more careful since, which of course meant that we were also lucky when we didn't need to be; the Elohim killed our local spider, for example.
So, the orcs. First up, our capital, Newcastle Brown Ale. As you can see, we've gotten it entirely onto improved tiles, and are working on a few bonus tiles to allow other cities to steal the current tiles, and for when we grow. It's quite the hammer heavy city at this point, which goes very well with our first Warrens build. As did a few chopped forests, and God King. In just a couple turns, we'll have our Warrens and then we'll really be cooking with gas!
Our second city, Keith's IPA, is also coming along nicely, although not quite as impressive as the capital, of course. We've recently had to retake the improved tiles for NBA, but a few more worker turns should put KIPA back onto all improved tiles as well. We haven't had the leisure to work on our second warrens just yet, what with all the barbs, but when NBA starts really spamming units, we should have our chance. It helps that we've started KIPA working a Priest, to eventually become Tablets of Bambur; he's currently due in 31 turns, although we ought to be able to speed that up once we get a Temple to Kilmorph in here and work a second priest.
Finally, the orcs have just one more city to show off at this point. Old Speckled Hen was founded largely to provide a connection to the Calabim. Both a trade connection, via the river, and a road connection, so that we can share units back and forth. Well - and for the copper. It's hurting even more for improved tiles to work, but again we ought to catch up soonish, now that we can fight the barbs in the open with odds.
The orcs are on the verge of a great explosion of happiness and settlement, as we're about to have Expansive Warrens online, and sufficient control of the countryside to use them properly.
While the orcs have been flexing their muscles, developing hammer cities for our upcoming growth phase, the Calabim have been working on their stomachs.
The capital, Riesling, has gotten itself a truly vast food surplus. Which has primarily been applied toward settlers and workers, with the occasional Bloodpet thrown in for good measure.
Our first attempt at Chardonnay was eaten by a griffon, but our second attempt worked. This site was chosen almost purely for its location; sharing tiles with the capital to save worker turns, and bringing our culture to orcish borders to enable trade. The wines imported into the Calabim empire as a result have already paid dividends. At the moment Chardonnay has entirely improved tiles to work, but that will be changing swiftly, given its lovely food surplus.
We've covered the strong arm, and the greedy stomach of our team; let's conclude with the brain.
The Elohim have had the world's greatest GNP for quite a while now, surpassing even the Luchiurp and Illians. This is mostly the result of our early Mysticism, I'm sure, which enabled a super early Academy.
The capital city of Tequila still has room to improve on that front, as we haven't yet managed to have both workers and barb control simultaneously enough to finish our silk plantation or our gold mine. Sometime soon, we expect to have that sorted. We only need maybe 8 more worker turns to get the pair of those improved, after all, plus a little time to grow into the new happy cap. Given its natural potential, we've of course planned our first Dereptus for installation here. It's been a little delayed as we try to get the barbs under control in this hilly and forest heavy terrain. On the other hand, Charismatic has been quite helpful there, we've already trained up some good warriors for that duty.
Tequila did manage to produce a settler and enough workers to establish a second city of its own, Whiskey. Which has been handicapped by barbs, but again should shortly be much better. The installation of a Reliquary will enable this to be a massive military pump, with Charismatic Spirit Guide warriors and scouts to gain control of the surroundings. And the culture will be handy, too .
In summary - we've been doing all right so far; not leading the game, but not too far behind, either. We didn't expect to lead, not given the better starting techs, lack of Barbarian trait, and Gifts-possessing Luchiurp team. But, we're about to start accelerating so fast I just hope I can hang on. NBA will be capable of 4 settlers every 7 turns at its current state, if the rest of our empire could support that pace with garrisons and workers. And cash. In practice, we'll have to settle for a slower rate, at least at first, as NBA will have to provide some of that support itself. Seeing as it will probably be outproducing the rest of everything, combined
Current plan is for the orcs to get most of this early wave. As Barbarians, they're best placed to pay the maintenance, and besides, we want the early warrens as well. Once we have the ability to build Governor's Manors, the Calabim will want a number of settlers, but not really until. And the Elohim are probably always going to be smallest; although they could benefit from some Warrens as well, we need to be careful not to smother our science rate.
So, lurkers...did I miss anything important?
EitB 25 - Perpentach
Occasional mapmaker
Occasional mapmaker