(May 1st, 2013, 06:03)Qgqqqqq Wrote: Sorry missed these past two.
Don't worry about it .
Quote:Awesome about the creative staying - just two more turns before we don't care.
Yeah, most likely. We're getting close to benefitting from Arcane, too, if it sticks around.
Quote:What is it after festivals?I'm thinking Bronze. I'm building a bunch of warriors, it'll be nice to make them instantly stronger. Although both Hunting and Knowledge of the Ether are tempting (and actually cheaper than Bronze!). And at some point we'll need to pick up Education and Animal Husbandry, and Fishing/Sailing.
Hunting or bronze working?
Festivals is in this turn (played yesterday morning), so I don't have long to think about it, but I think Bronze will give us the most, fastest, benefit, from our options. We're #4/4 in military and #1 in other demos - that can't last. And we're also definitely losing a lot of worker efficiency to the barbs, so it sorta counts as economic, too, as does jungle chopping. Probably Knowledge of the Ether after that, then circle back to the remaining worker techs of Education, Animal Husbandry, and Hunting in some order (depends on how fast I can grow cities to want cottages, pastures, and camps). After that...I'm not sure. Maybe some mana techs, maybe some econ techs, maybe some civic unlocks. Could even be worth picking up Drama for the free bard, and bulbing Sanitation with him.
Quote:And what religion were you going for eventually (I honestly can't remember...)?Probably because I haven't really decided . I think I'm leaning Esus, at least as long as we're not Spiritual. Temples just aren't really worth building at 80 hammers, we're going to get collateral from Mages - that leaves heroes and shrines as reasons to go for a religion. Both Gibbon and Nox are very strong, and maybe we can get a benefit from Sareln's pay-spell additions.
Although, we probably do need something to cure Plagued, Diseased, etc in our Freaks, which is probably a Priest of some religion.
Kilmorph probably comes closest to a profitable religion - 120 hammers for a thane + temple = +3 happy (state religion, religion civic, gems) and +3 gpt. But that's still expensive compared to most other options, even ignoring the beaker cost of the religion.
Or, if we end up mana constrained, maybe OO for water mana makes sense.
I dunno. At the least, I'm convinced it's not urgent. HK will go Leaves and the rest of us prefer the arcane path. And aside from Freak-cures, there's nothing Religion can give us that other techs and hammer investments can't. At least without a Spiritual trait swap - and if we keep boosting our beaker rate, then we can react to becoming Spiritual after the fact.
Quote:I find it weird no ones expanded more then you - (someone's expansive right?), have they had barb troubles or is it creative causing the difference.I'm pretty shocked, really. Not only is someone expansive - but that someone is HidingKneel's elves. With a fairly high-forest start location. And I know from the diplo screen that he's still at 2 cities. Meanwhile, we also have the largest city in the world, so it's not like we've been sacrificing the capital to push our growth.
Only thing I can think of is maybe they've not built enough workers. Or had even worse barb troubles. Because we certainly didn't have any luck that should translate into cities - free Academy and gold will help a lot in other directions, but I can't see them helping get the settlers out.
Quote:Edit: have you met your neighbours?
Met Selrahc, and then his civ was killed. Also met HidingKneel, but he's on the far side of Selrahc's land, so it's hard to really call him a neighbor just yet. Haven't met Ellimist or gtAngel.
Anyway...have a turn report. Without pictures, this time, but there aren't any changes worth showing.
A lizardman and new orc warrior have arrived on our borders. Shouldn't be any trouble as long as we actually win the good odds fights this time. But just in case, I have backup warriors ready.
I finally wised up and stole the Oasis from Trapeze to give to High Wire; Trapeze is working the new riverside mine instead. Will slow its growth, but this way overall I'm working better tiles.
The main downside to High Wire's location is that all the good tiles are second ring, so workers can't do much until the borders pop. They've had enough to do between running from barbs and tiles for Trapeze, but I probably could have managed them better and had them waiting around for the border pop now. Need to build a couple more workers, though, since High Wire will want a lot of worker turns, and so will city 4, whereever it goes, and we need to get the bronze hooked up as well. And get better at keeping the barbs suppressed!
That tile shifting means that Loki is ~5 turns out - will slow down once I pick up the new farm, but not by much. I'm planning initially to have him stay home and Inspire - I know I said he's too expensive for that to be worth it, but beakers seem to be the limiting factor at the moment. He won't be home all that very long, since Knowledge of the Ether is a high priority tech, and we definitely want to start building our adepts right away. Should have an adept in 20 turns or less.
Once they take over the Inspirations, I'm debating having Loki go scout ex-Selrahc land, and hopefully pick up a Mistform (then go north to HK), or going to find the other two. It's basically a tradeoff. Would I rather have the scouting info to the west and the potential tech discounts, or would I rather get rid of the Mistform threat (and maybe the HK threat)? And is contacting the other two really good for us, given that we're the one with the scary graphs?
Ringmaster built an Elder Council last turn, and started working a Sage this turn. I don't need the Great Sage urgently, but might as well start accumulating regardless while we've no improved tile to work. He can either settle for 9 bpt, become a second Academy (gold + incense might be worth it) or start the chain of golden ages. Or maybe just be GPP toward an eventual bard or something.
Ringmaster knocked out one more warrior this turn, but I think it's about time to switch to Freaks when we want military - and build them in growing cities, not Ringmaster. Maybe one more warrior each, since Freaks are only useful as military after upgrade, and so we need Bronze or Hunting and a building, first. Ringmaster will build workers - probably 2 more, and then a third settler. Depending on timing and tech, it'll either go east to the deer/cotton site shown earlier, or it'll go up by the cow/bronze to economize on worker turns.
I'm not going to plan any more Elder Councils or Markets anywhere, except maybe a Market in Ringmaster to take advantage of God King. I'd generally rather save those builds for a trait flip, assuming one ever happens, and they're generally not highest priority at the moment regardless. We can profit more from workers and settler and garrisons. Especially given our current supply of happiness resources (gems, silk, soon gold/incense, and furs whenever we pick up Hunting) - that's a lot of potential tiles worked. If we have excess hammers - well, we could use some non-Loki scouts, or pretty soon an Arena, Hunting Lodge, and a bunch of Mage Guilds (and adepts). And we'd benefit from putting up the Slavery infrastructure, too. And Freak Shows.
So, that's the current state of the civ. Still focused on REX, still leading the demos, but we're going to start emphasizing military a bit more so that hopefully no one can stop us.
EitB 25 - Perpentach
Occasional mapmaker
Occasional mapmaker