(January 15th, 2013, 05:53)Thoth Wrote: But Devil's Advocate time:
Killing the Adept is pretty much a sure thing. We've got 8% odds to die vs the Mage. If we crap out, they'll get enough exp for an Archmage.
Safe play is to kill the Adept.
Well, one more bit on the scale for the Mage, then, Sir Advocate. Our current intention is to win this in 10-20 turns - at least the Clown front. Killing or not killing an adept won't really matter for that - either we break through at Saltus, and go rampaging, or they stop us. The Mage, OTOH, might make a significant difference on the front, now. Honestly, we're past the safe play stage, we're going to be taking risks no matter what. Compared to some of the battles we'll be taking for Saltus, 92% is a sure thing too .
On the archmage possibility, two relevant points:
- They don't have Strength of Will yet and won't until they get two more Towers built. If they're building Towers, they're not building stuff to stop the Moroi.
- That is an Arcane/Charismatic Mage. He's gonna have archmage XP soon anyway if unmolested. It might be worth more caution around Clown mages for that reason, but not Illian mages.
So, um...we took the shot. And something very unlikely happened
That's right, a Baby Spider was born from the death of the Mage!
As Baby Spiders aren't very stealthy, we simply had to take the shot on the Adept, and we won (the RNG likes me tonight).
And then...poor Charlotte, you coulda been great
You coulda been a contender
But we had to put her down. As hard as it is to believe they still haven't taken any anti-spider measures, a Baby Spider appearing in their territory would be a bridge too far, methinks.
So, yeah. 240 arcane hammers accounted for with just the spider so far. Keep in mind that the 17 scouts we built only cost us 272 hammers, and they're still racking up the kills!
Quote:So, yeah. 240 arcane hammers accounted for with just the spider so far. Keep in mind that the 17 scouts we built only cost us 272 hammers, and they're still racking up the kills! jive
Actually, since the scouts were built under Apprenticeship/Religion we spent closer to 300h on them.
Plus a heck of a lot of upkeep gold.
But you also forgot the Worker/Slave pair we killed near Saltus a while back.
And the +2 happy in Reisling from animal cages.
Also Griffon scouting and in the far West, settler insurance.
300h isn't cheap, but I think we actually managed to get our hammers worth.
And I like the new Island city in place rather than 1 S.
If we SIP, I can have the Wheat farmed and roaded and gifted to the Calabim t117. We'll give up the Fish in the Island city, but gain +10% commerce and +2f in Riesling a lot faster than settling for the Fish/Incense/wheat and then having to pop borders in order to farm the wheat.
Settling that city + tile micro + worker moves should bring us back up to close to 100gpt for the orcs eot 113.
(January 17th, 2013, 18:46)Thoth Wrote: And I like the new Island city in place rather than 1 S.
If we SIP, I can have the Wheat farmed and roaded and gifted to the Calabim t117. We'll give up the Fish in the Island city, but gain +10% commerce and +2f in Riesling a lot faster than settling for the Fish/Incense/wheat and then having to pop borders in order to farm the wheat
Agreed, so long as we're not orphaning the fish. Which I don't think we are, from what I remember.
+a bunch of Vamp food, I think. Not just in Riesling. In perfect time for Feast preparation .