Posts: 6,722
Threads: 59
Joined: Apr 2004
Turn 18 started with one of my least favorite events:
Thank you sir, may I have another! This hoses up my second city, but I still think I have to settle for commerce.
In the south, my scout had to turn back after finding a hostile animal.
At least he had movement left to run away, but his path is pretty messed up now.
The other two scouts are still healing. What happened to the snooze smiley?
Posts: 6,722
Threads: 59
Joined: Apr 2004
Turn 19: dancing around the bear. Actual exploration will start next turn. The other scouts are still healing.
Posts: 10,039
Threads: 82
Joined: May 2012
I hate that event. I sometimes think its worth taking a Body Civ just to stop it (in SP of course ) - I once played a OCC where it hit three of my 4 river grass tiles.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Posts: 6,722
Threads: 59
Joined: Apr 2004
(August 2nd, 2013, 06:50)Qgqqqqq Wrote: I sometimes think its worth taking a Body Civ just to stop it (in SP of course )
Body mana stops the sickness event, which gives -1 population otherwise (not as bad as Muris, IMO, because it's temporary instead of lasting for the whole stinking game). Nature stops the Muris clan.
August 2nd, 2013, 11:29
(This post was last modified: August 2nd, 2013, 15:41 by DaveV.)
Posts: 6,722
Threads: 59
Joined: Apr 2004
Crazy fast turn pace: turn 20. My scout found what I was hoping to find: a goblin fort.
I can hire units here, at the bargain rates of: - 20 gold: scorpion clan goblin
- 40 gold: scorpion clan archer (requires Archery)
- 40 gold: scorpion clan wolf rider (requires Horseback Riding)
- 80 gold: scorpion clan chariot (requires Trade)
I'll pop for a goblin next turn; he's stronger but slower than my scouts. The archers are the real prize here; one of them in a city means it's safe from any unit without good collateral damage. They'd also make good explorers or chokers. So Archery, a tech I usually avoid, becomes a priority for me.
Posts: 10,039
Threads: 82
Joined: May 2012
Hmm no wonder that hasn't been working out for me
If your goblin kills a wolf, will you get a wolf rider as well?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
August 3rd, 2013, 17:50
(This post was last modified: August 5th, 2013, 03:56 by DaveV.)
Posts: 6,722
Threads: 59
Joined: Apr 2004
(August 2nd, 2013, 15:16)Qgqqqqq Wrote: If your goblin kills a wolf, will you get a wolf rider as well?
From a quick Worldbuilder test, the answer appears to be yes .
Turn 21: I now have three scouts (and a goblin) exploring.
August 5th, 2013, 03:52
(This post was last modified: August 5th, 2013, 04:00 by DaveV.)
Posts: 6,722
Threads: 59
Joined: Apr 2004
Turn 22 started with an event.
+1 relations with all the other civs. I don't expect that to be any help.
Exploration continues, no new huts found.
I bought another goblin at the eastern fort. I could attack the bear at 3:3.33 odds, or let him attack me at 2.7:3. I chose to defend. The game won't give me mouseover odds on animals, presumably because I'm a Barbarian civ. Grrr.
I should have attacked. 20 gold down the drain.
August 6th, 2013, 04:56
(This post was last modified: August 6th, 2013, 05:09 by DaveV.)
Posts: 6,722
Threads: 59
Joined: Apr 2004
My close-to-home scout revealed the last fogged tiles, in case there was something interesting on them. There wasn't.
In the south, my goblin bought another goblin, bringing me down to a balance of 4 gold, then killed the bear. My scout killed yet another wolf that was standing where he wanted to walk. The new goblin moved into range of wolf #1.
And, after the barb turn:
Kind of a rip off that he didn't get to keep his poisoned weapons (after looking at the code, it's what I expected, but still). And he took a lot of damage from a strength 2 unit (strength 1.14, really, with terrain and animal bonuses). But it's still a nice upgrade if I can get him back home safely.
Posts: 6,722
Threads: 59
Joined: Apr 2004
Here comes another double turn report.
Turn 24: exploring in the east:
Healing in the south:
Turn 25, things became a little more interesting. My southern scout healed and went back to exploring.
The goblin healed while the wolf rider explored:
And the far eastern scout explored some more, while the near eastern scout moved onto defensive terrain before further exploration.
And it's a good thing he did. I heard the victory clarion after ending turn, and checked back to discover:
You can't win more narrowly than that! He has a good chance of sneaking back home to heal.
My scouts are doing a great job of staying alive and exploring, revealing lots of good terrain. I haven't found any more huts, though.
|