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Team [REDACTED] as [REDACTED] of [REDACTED] [SPOILERS]

Turn 159 played. You're up, Nicolae!

My ships, amazingly remain unsunk. So I did a little pillaging:




The top part of that log file refers to this attempt at redeeming our game by popping a graveyard:




But really, what chance do we have when the pirates are sitting there with a wet dream of inlets, islands, and lakes?

bangheadbangheadbanghead

Merovech, why do you hate us?
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Oh boy what surprises lie ahead for me?

Turn 160:




Finally, we've been settling that southern continent. So long as we don't get rolled by a wave of Pirate Perpy's units, we should be good. Also, I only just noticed that you can now build lumbermills on ancient forests, thanks EiTB.




For some reason, our traits are still the same. Yet for another reason, only some of our adepts have the potency promotion. What gives?




We're #2. Sounds good to ally with #3!






Giant spiders are always fun to sic on our opponents. Let's send him to the other continent!




It seems that Blight hit at some point recently, our city sizes are embarassingly low. Luckily there were some cows to connect, and definitely helped.






I wanted to build the Guild of Hammers (because we're Luchiurp). but nope, it was taken.






Also noticed that we'd be connecting an extra earth mana next turn, so I decided to delay the adept build so to get the free Earth I promotion.




Picture of the south of our core.




Also, the horsemen have been spawning, luckily it's not our problem!




Also, did some diplomacy.

Quote:Since Hyborem farted, so here's some snacks to get the taste of your mouth. Also, one of our turnplayers was an idiot and Kyan'd our last mana node, so we'd like some metamagic please. Here's some valuable ice mana instead.

Went through Swahili, Spanish, Yiddish, and Belorussian.

Quote:With hiborem has a port, so here are some snacks for taste. In addition, one of our turnplayers was an idiot and our mana Kian'd last node, so expect some metamagik please. Here are some valuable ice instead of lies.

(also because I am also an idiot, I posted it in the wrong thread. This is confusing!)



Started promoting our adepts, one of them is at 8/8xp, so I want to get metamagic on him next turn.
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Turn 161:

At the start of turn, Perpymages accepted my big trades, and also offered silk for clams deal. Which I took.



Odds on a lizard, killed.



Odds on a bear, captured.



Still a ton of bears to the south. I think I'll pop that hut with a hunter.



Connected 2nd earth mana.



Sending Barnie up north to pop a ruin.



Upgrade a few adepts with metamagic because it's valuable. Once it's done, I think I'm going to do is convert my water node (I don't need many of them) to an earth node, for a natural earth II on all my mages. Tanky mages are always good.



Spotted a griffon. Hmm, is it possible to cast water walking on a hunter, and capture it in the middle of the ocean?



EoT barb moves. Time for more bears! I have so many! I don't know what to do with them! Maybe I should just sic them on seaperpy's lands.
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Turn 163:

Cities are growing and recovering from blight. A few notables:





Barnie popped a ruin, and it collapsed on us.





Popped a valuable tech from a hut. I think we have no unhealth now!



Finally, Tumtum spawned on the other continent. Between that and the horsemen, have fun, jerks!
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Turn 164:



Killed a spectre that tried to get near my next city.



Located here.



Spreading FoL there with a missionary was probably a mistake.



End of turn. Stupid wizardblock is over!
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Turn 165:



Settled a new city, garrisoned it, clearing out the trash, getting xps.





Fried some bears. I'm not interested in more bears to capture. I am interested in getting some more levelled mages out.





Just figured out that I can pillage my own camps, plant a forest on it, and then recamp it.



Barb moves at end of turn.



Next turn, I'm dispelling that death node. Hmm, what to put on instead? I'm not sure. We only have elementalism right now, and the other elemental magics don't appeal to me. Fire: no value, my golems will fireball. Water? Don't need many spring mages. Earth? Already have some. Air? Hmm, that might be useful, but not right now. How about, a metanode? So that way all my upgraded mages will have Meta1 and at least have something to do every turn.
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Turn 167:



Nice event for productions



Popped a lair. Oops.



Finally finished an alchemy lab, decided to go for economy. By these calculations, taxation won't arrive until next guy's turnset, hopefully we start switching into that.

Turn 168:



Another nice event, it's already paying off.



Only just noticed that Hyborem is dead. Since I have metamagic, maybe I should start rebasing floating eyes to to the perpymage's cities. For next turn. I'll take some screenshots then.



Spotted a barb chariot in the vicinity.
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T170:

tbd

Whoever's up next, go!
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Who's set were we up to again? Any objections to my taking it?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Okay so I started to play the set, and opened one of my cities, only to discover that I could build Mobius Witches banghead
So I'm going to require a clean reinstall of v9, but I really don't want to do that in the bugfixing position I am in. So if the next person in the set, Azarius can play then that's probably best. Knowing my schedule it's probably best to just skip me for this round entirely (as that'll be banging up right against my trip).

Of course, given where we're in the game, this might well be the last time I get to look at a save. Hey well.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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