Part of me thinks that that iron placement is fair recompense for the loss of that archer...
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[spoilers] Commodore: Worse than Toku, it's Giggles of Siam!
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Found on iron?
Does scooter have any?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(January 5th, 2013, 20:43)Qgqqqqq Wrote: Found on iron? Sadly, yes, north of Zaxby's near the fish. Objective: Pink Dot for real. Need more troops:
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Updated above to show the Zulu iron site, traded maps again with Azza to see if he'd traded with Scooter again. He had! So mammoths: Spotted.
Azza, buddy, you have metal. I want it.
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Okay, I now feel roughly a dozen times better about Hidden Valley's security. Covering near forest: Chopped. Into an extra archer, even, which makes me feel even better because we need more men, definitely.
It's going to be just a touch bit ugly north with the planned iron push, that big ugly cover impi on a hill is a nasty piece of work. The most dismaying aspect of this fellow is that he'll be able to spot the incoming hordes very soon, which will in turn make moving forward very awkward. I'm at a loss for how to fix that, though. Forward is the only way, planting either 1S of the desert hill (shares sheep) or 1E (on iron, stone in range). I'm sure with Archery being teched Zulus are pushing pink dots westward themselves soon. Nothing for it, we've got to win this with "archers and more archers". Here's the current crew; a couple more join in a couple turns as well as a chariot. The lack of metal makes a lot of things kind of problematic. So instance, what would with axes mean "free settler!" here now means "oh boy, this might get annoying". I might need to wait to send HA at this barb city in the end...at least it's great on the dot map. My kingdom for a copper pop. I asked for Azza's metal, but I doubt he'll bite unless he gets that iron soon.
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Can you build galleys on the salt lake? If so you could push across, settle on the iron, and time a couple chops to get axe's out that turn and then ferry them over. Two galleys could drop off 3 archers + settler, and ferry 4 more units over the turn after founding. You could put the land units on the sheep and stage the galleys 1E of sheep.
Its too small (which is why the fort is so important IIRC).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
So large enough to become salty is not by definition large enough to build boats?
EDIT: from what I could find on google it appears that 20 is the magic number of lake-tiles where boats can be built. I guess that means the settler must go by land.
Google has right.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Queeg is correct about the warships, sadly. However, it is in the cards to build a workboat for Iron City (Juniper Grove?). Hidden Valley is right now dumping overflow into another archer, but once it completes we'll have four archers and a warrior in the province, enough to start building infra/growing to size five and up for whipping/cottages. Plan is:
EoT 11h archer whip, 43h archer overflow 18h, +2h product, +20/60 already=60/60 granary EoT77 It's turn 75, let's go ahead and explore the whole of the empire. Lakeside Garden is growing to size seven on :weed: happy from the event. I'd like to get more infra going, but I suspect that a galley is the next non-foodhammer build. For now, though: EoT 30/30 chariot Whip settler, 130/100 to finish. Overflow+build gets a 40/30 workboat EoT77, niffty! Then another settler begun for overseas or gems settlement. Whales hooked a turn after the event happy is smoked away, which is quite slick. Tranquil Meadow is raking in the commerce and the foodhammers still. As is the story of the game, if it hadn't been forced to build a couple archers it would have its library already, but so it goes, right? In any case, I'll keep piling 'em on here, with neither time nor inclination to whip away this beautiful spot's surplus population off of crucial riverside. Thoth, if you're around an un-warrened, there is a bit of slack here I feel, although not much. EoT75 61/60 worker New worker (Max) chops yonder forest, 27/25 archer, grows size 6. Then work on either another worker or a settler, weeping bitter hot tears about the tragic working of a 2/1/0 tile. Finally, simplest of all, meet [strike]Dave[/strike] Verdant Acres. I just whipped the granary, which will let me overflow into a library. Then it's foodhammers stuff -> whip -> overflow into library some more, until we can at last whip in a shiny new library for the make benefit great home country! Overall, as you can tell, I'm hardly running as tight a ship as Thoth and I did together pre-one-billion-orcs, but I'm still microing with some efficiency and keeping the empire growing. Both borders are about to have four archers, with a chariot in the north boosting things a bit more. I'm hopeful that I can secure the iron border, and then it's merely zone defense until catapults/HA/whumpies. Welcome to Generica, 1000BC: We're actually really rocking the demographics, oddly enough despite the second-in-power rankings. The growth focus and happy management mean we're at a huge pop, I think tops in citizens (somewhere out there, maybe in Chm-Xenuland, there is a size-8 monster capital). GNP is decent. If it's somewhat inflated by the +8 culture per turn of Creative, so are the other high ones even more by religion and wonders. If Scoodicator are smart, they'll go on the offense now, which is why, again, see soldiers. Oh, also offered Azza a ivory/copper trade. If that happens, ignore all the above.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out. |