December 31st, 2014, 06:41
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ok played 2 turns, didnt take any screen of the first one (Turn 25)
but here is a resume of Turn 26.
On hannas front line, the goblin scout appeared again.
on the other hand the other hand on cardiths front line, this is the second turn the scout is nowhere to be seen, so here is the screen (with that scout possible locations), and my thoughts.
as the northmost possibility is a real pain, and clan had a grannary on queue, i changed the granary for a warrior (is out in 2 turns). meanwhile there are 2 scout heading from the north that might intercept that scout.
Cardiths city finished this turn his warrior, as the city has clans scout, iam not sure if i should move the warrior to intercept the enemie scout. after that iam not sure if i let the granary finish, or if i build another warrior, or a worker (i think it will depend on how we handle the enemie scout in our territory).
Hannas city is steady building his settlerand the worker finished the farm, i wasnt sure if i should move to build the winnery or a mine on a hill, a road, or a farm on another place.
clans settler is heading to the western place REM suggested, in about 3 turns it will arrive.
December 31st, 2014, 17:34
(This post was last modified: December 31st, 2014, 17:44 by Qgqqqqq.)
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Kredom...where is the clan settler heading??? It's supposed to found 3S of the Clan capital, and it should be founded by T27. This site is far superior to the western site, which we won't even be building until after the next two Kurio cities, and was the one which we had agreed to settle and all the micro was based around.
Sorry to be severe, but I thought this was clear - we don't even have any roads towards the western site! I honestly wonder if we should replay the turns, as I suspect that will delay the Incense/fps site by a full 5-6 turns, along with all the inter-civ trade routes, and so on.
Yeah I think Kurios should start another worker, but a warrior works if we start getting direct threats. The biggest danger of the enemy scout is it slipping behind our backlines, so unless we spot it up north I recommend sending the goblin SW to make sure he can't get through.
Lanun can move to the plains hill to mine it, and then when the settler comes out move to the gold.
Thanks for playing the turns.
Edit: to be clear, I wrote the above before seeing the reload request on Krag's behalf. I do not think this is a matter that warrants a reload on our part, as it is an internal micro mistake. I don't know the situation for their request, so I defer to Kredom on that matter.
That being said, if a reload is granted, I feel we should definitely change the settler move so that he heads towards the correct southern site. That being said, this ought not factor into the conversation for whether or not their reload is granted.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
December 31st, 2014, 19:03
(This post was last modified: December 31st, 2014, 19:22 by Kredom.)
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sorry but missed when it was arranged that the first city would be 3s of clans capital...
now checking the mails i see that you guys arranged that, and you played a turn after that... (i havent checked the movement of the settler since it was built, so that is why it kept going to the original place).
we are on turn 28, and the settler half away, so, from what i checked, 3 more turns to settle on kurios site or 3 turns to settle on clan1 site ( first city on turn 31 on clan 1 or western kurios)
if we decide to play again the turn, do i resend it to 3s of clans capital (lets hope i dont need the 2 tiles it will take from my capital).
sorry about that misunderstanding, this days ive been playing really quick turns, and missed that mail.
if we dont replay the turn?
(note: i thought it was strange the farm note west of clan1 for my worker as any1 was using that tile, and that was placed when the settler was already moving :S)
December 31st, 2014, 20:23
Bobchillingworth
Unregistered
If you allow Team 2 to replay their turn, it'll be fine for you to redo your moves when you replay yours. Sounds like a win-win to me.
December 31st, 2014, 22:21
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Sorry, which site did you send it towards? The western Kurio spot that REM proposed, or what? I strongly think the southern site outweighs either options (because the western clan site is quite weak, and the Kurio spot needs a lot of worker turns to setup, respectively), so I'd say turn around.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
December 31st, 2014, 22:38
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ok then i just replayed turn 27, and sent it to team 2 for them to replay the same turn.
Except for the settler movement i wont change any other movement.
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ok after fishing where do we go?
masonry? bronce working? ancient chants?
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I don't know tbh. The plan was myst, but I think we need to focus more on defence. I'll post more when home (travelling today).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
January 7th, 2015, 04:22
(This post was last modified: January 7th, 2015, 04:44 by Qgqqqqq.)
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Pic dump!
Spoilered for now. Relevant ones in the next post.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
January 7th, 2015, 04:44
(This post was last modified: January 7th, 2015, 04:48 by Qgqqqqq.)
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Text to go with the pics to follow in more detail, but basically:
1. We know they're rushing for HBR. We've been umming and ahhing about which route to take (shitton of bronze warriors; our own centaurs/wolf riders). Route 1 is Mysticism (current tech)->Masonry (Warrens)->Bronze Working. Route 2 is Myst->AH->HBR. We have a few turns to decide. Thoughts? We'll get two copper relatively soon regardless.
2. We killed their scout at low odds, made our own super-scout. (He wouldn't get enough xp to promote, we had units around to support/trap, would wound him regardless etc. Sucks that he's the one civ we can't promote up to a horseman...) Maybe it was too preliminary to go the full formation route, but I want him healed up to go sentry out SE ASAP.
3. The city spots are: Lanun founding soon, posted ages ago, mostly a economy boost. Clan, founding the western spot REM proposed a while back (for Kurios):
Won't have roads leading to it for a while, connected as soon as we pop Legends. Worker from Kwythellor will improve shared rice.
Next is either here, to get another Clan city with high MFG for warrens up ASAP:
Or the South eastern Kurio spot, basically just so we can pop Legends and get area control/vision. I'm leaning in favor of the Orc place, because we can live without a bit of commerce, but we need MFG established ASAP.
4. Fuck, I only just realised we should be getting a great person queued for the Kurios sometime soon. I was going to say early academy, but now that I think about it, Runes (with instant spread to all players) might be powerful enough. Thoughts?
5. Oh! I almost forgot - we got a trait change for Lanun!
AGG/ORG/EXP - one of the best setups there is. I hope we hold onto it for a while, too.
Any feedback from other players/TBS? I've had a few chats, but none with the whole group.
Also, does anyone know if teammates can get bronze weapons in a fellow players city? As in, if I have Clan warriors in a Lanun city with access to copper, will they get equipped?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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