November 11th, 2013, 00:28
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Graphs are updated at the beginning of each turn. That is, at the same time the barbarians do their moves. So they will appear to be one turn behind for anyone who is earlier in the turn order than you.
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FFH-20: Jonas Endain of the Clan of Embers
EITB Pitboss 1: Clan/Elohim/Calabim with Mardoc and Thoth
November 11th, 2013, 01:23
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(November 11th, 2013, 00:28)Ellimist Wrote: Graphs are updated at the beginning of each turn. That is, at the same time the barbarians do their moves. So they will appear to be one turn behind for anyone who is earlier in the turn order than you.
Ahh...very good to know...thanks!
Is there a place where all of these little gems are documented?
November 11th, 2013, 09:36
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Screen Shots!
Yep, thats our empire.
I'll give you another screen shot after I swapped to Aristocracy next turn.
I think we are still good to go on Drama, my guess is they'll have to research Festivals first if they want to go for it, and our GNP will improve quite some over the next few turns. Another city is incoming and if we are lucky we'll be able to capture the barb city bringing us to 7 cities. Next turn a lot of tile swapping!
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
November 14th, 2013, 12:26
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We had 1 turn of anarchy and are in a good state GNP wise now.
I finally approached the barb city and I don't regret taking the long route to the forested hill tile next to the city instead taking the short unprotected route.
I think we'll win the drama race since if the guy with the same GNP than us is researching it, I doubt he'll be able to keep 100% science up.
And our empire after Aristocracy and swapping tiles
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
November 14th, 2013, 14:09
(This post was last modified: November 14th, 2013, 14:09 by Qgqqqqq.)
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That's a lot of roads
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
November 14th, 2013, 22:49
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(November 14th, 2013, 12:26)Yell0w Wrote: We had 1 turn of anarchy and are in a good state GNP wise now.
Looks great!
(November 14th, 2013, 12:26)Yell0w Wrote: I finally approached the barb city and I don't regret taking the long route to the forested hill tile next to the city instead taking the short unprotected route.
I just realized there's a scout in our stack, which means we could've popped onto the sheep tile 5 turns ago and seen the defender's strength, popping back to the main stack for protection. As it stands, I don't think we want to attack, and I'd be surprised if the barbs attack us (though it would be great if they did). We probably need at least 10 warriors to have a chance of taking out 3 warriors and 2 archers.
Also, in looking at the latest save, it appears Mardoc just caught site of our stack, as we now have visibility on his territory.
At this point, I think we either retreat or use our stack to choke Mardoc's expansion in our direction. I kinda like the latter option. Maybe we can find a tile right outside his view with a nice defensive bonus upon which to camp?
(November 14th, 2013, 12:26)Yell0w Wrote: I think we'll win the drama race since if the guy with the same GNP than us is researching it, I doubt he'll be able to keep 100% science up.
Alright, let's go for it!
November 14th, 2013, 23:07
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I just looked at the latest save and noticed that Mardoc now has 5 cities. Yes, that's one more than we have. Thankfully our GNP appears to be about double his. That said, if he's closing in on aristocracy it could easily jump tremendously, like ours did.
I'm glad we have two settlers cooking right now. Are you going to build roads to our soon-to-be-city sites? Seems like that would be a better use of our workers than roading non-critical tiles....
November 15th, 2013, 06:16
(This post was last modified: November 15th, 2013, 06:45 by Yell0w.)
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Hey hey, well I don't want to piss off the guy who potentially can kill us with PoW soon, let's have him kill the vampires first.
The barb city warriors are a kill stack they'll attack soonish. The 2nd archer left the city though... and 1 archer we can kill.
I haven't been roading since we still have a few tiles we can improve and every unit outside of our borders costs maintenance right now.
EDIT: Yeah the archer is back in the barb city.. moving on.
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
November 15th, 2013, 13:02
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(November 15th, 2013, 06:16)Yell0w Wrote: Hey hey, well I don't want to piss off the guy who potentially can kill us with PoW soon, let's have him kill the vampires first.
Reeeeeaaally good point.
November 17th, 2013, 22:02
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Just saw the save...terrible luck with that bear on the spot we want to settle. We should probably have two warriors escorting, just in case they get attacked. A griffon is probably more dangerous to us than the bear, but still. Do we want to change our settling location? Maybe to the hill 2 south of the bear? It would overlap with a couple floodplains that we could get farmed immediately and it keeps the incense in the first ring. Unfortunately it loses us the wheat for the moment, at least until another city is founded, and that wheat will be an extra 10% commerce in our capital city.
On the micro front, is there a reason not to farm the sheep near Feiss Mabdon? We've been working that tile for several turns and it seems like we should get a bit more out of it.
On the eastern front, I suggest we make a beeline for the village that we just found and pillage it for all its worth. Chances are someone else will settle there anyway...and if we can get 60+ gold from three pillages, that will keep us at 100% research for a few more turns.
At our capital, is there a way we can get Deruptus done? It's holding up the growth of three cities and we're losing 5 commerce per turn without it. Some ideas:
1. Swap the farmed flood plains (4 food, 3 commerce) to the hills plains (3 hammer) - not ideal, but maybe worth it. We'll lose a few food, but it will take a turn off Deruptus.
2. Chop the two forested plains tiles. I haven't done the math, but I'd guess that is an alternate way to take a turn off production. The tile next to the river is an especially good chopping candidate, as having it forested prevents us from getting 1 commerce until such time as we get Archery and a Lumbermill (which don't seem to be in the cards any time soon). Instead we can cottage it.
3. Just let the city grow into unhappiness. It'll probably only cost us a fraction of a coin in extra maintenance for four or five turns. Of all our options, this may actually be the cheapest.
Demographics aren't looking so hot any more. In hindsight I think we should've swapped at least one worker for a settler. Mardoc now has six cities and even Maloch has 5 - both more than we do! We've got workers building roads to nowhere while our opponents are accelerating their growth. Our growth has stagnated as our cities can't grow up without more happiness, and we don't have enough settlers in play to grow out, despite our Expansive trait.
In good news, still no sign of a massive jump in Mardoc's power...so those Priests of Winter haven't quite thawed out yet....
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