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[Tasunke's Spoilers Thread] Flauros of the Calabim

Pretty sure warriors can't promote to HA. They can, however, promote to chariots.

Quote:Now, will I have to wait for PRIESTHOOD to get withered removed?

Yes, unless you find the Pool of Tears.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Warrior -> Archer -> Horsearcher ... its a classic Grigori strat as long as u can hold off the axeman upgrade thumbsup
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mod notes
So in this mod I made I was playing with the idea of Spears, etc .... and I had archers at 4 str, +50% city defense, +2 first strikes, 10% withdrawal.

And had archers access to some promotions such as flanking I (and possibly flanking II)

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Now in this, I played around with the idea of archers having city defense and melee having field defense (albeit, it is perhaps apparent that melee already have this role in high level BTS play, with maces defending trebs). Perhaps a blanket +1 defensive strength is a bit strong, especially to apply to an entire civilization.

I wanted to remove the vs Assassin with the +100% defense chance ... or at least to have an additinal source of +100% defense chance. Reason being is because having a 'meat shield' of otherwise useless units can be important for defensive purposes, if perhaps an expensive notion, in some cases it can be less expensive than losing a 'glass cannon'.

Now, the implications of two opposing armies using the same tactics, both having glass cannons and meat shields, it *could* just become an excercise of heroes gaining more and more exp while cutting through weak units, and it could make the art of warfare much more expensive, requiring more and more useless units. As it is, the tendency is to bring a long as many units as possible, however I suppose the real side effect might be that larger, more economical armies might end up having even more of an advantage .... hard to say.

Well ... as a mod idea it was interesting, but in practice it would perhaps make things much more boring.

peace

The turn! smile

More Lizard nonsense ... Let me COUNT THE DAYS until that ruins is DESTROYED!! smile
   

If the adventurer survives the journey home ... I have a special RUIN EXPLORING job for him to do wink

I could start running 0 growth in order to 3-turn a warrior, as having just 1 in the city seems like a bit of a skeleton crew. However, he didnt take any damage when the last lizard attacked. I suppose if I lose it will be some cruel humor ... but I'm not sure what I could do at the moment really, it would just be to prepare for the next lizard ... and the next ... and the next ...

So it should be no surprise that I attacked into the western ruin and sought to destroy it, regardless of the consequences. As it turns out, there was no significant health loss, and no lair result either negative or positive. The lair result rolled a 'withered' which had no real impact.
   

With a Combat 3 warrior-adventurer and the 'super scout' hopeful, I hope to repeat the same results in the northern ruins.


Ways I could die/ be utterly foiled ..

1) griffon eats adventurer. I saw one roaming near my capital, so a showdown in the next several turns between UNPROMOTED adventurer and the Griffon ... so that Super Scout is going to waste precious exploring turns in order to try and guard said adventurer.

2) lucky lizard kills capital. I personally think that only a 2 lizard attack would be any real threat, but it is always possible that I'll die anyways due to an unlucky roll. I could 3-turn a warrior, first turn of which would have been 2 turns ago .... So if I had taken early action (as I had thought about) I could have popped a warrior at the end of 'my' turn 11 ... as in before the barbarian turn 11. Honestly I am a bit worried, but there is almost nothing I could have done to avoid death by THIS lizardman, except perhaps build an extra warrior from t0 (or as soon as I saw the lair), or to keep the scout at home.

Obviously 2 would be an immediate game-ender, and 1 is (imho) far more likely to occur. I somewhat wish that I had built my capital upon a hill.

I think that a 2nd floodplains city would be almost impossible to keep alive with either of these ruins alive ... however the northern ruins would be able to 'fork' both beginning cities nearly every other turn. Therefore I have proposed the Ruins extermination act of 2015, so that all efforts can go into the earliest possible destruction of these lizard fortresses that perhaps my western expansion can continue unheeded.

Of course, if Operation lizard extermination fails ... that Corn + Ygg city might be appropriate for City #2 (as opposed to Mirror of Heaven city)
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I want to try out Slavery with the Calabim ...

slavery gives extra unhappiness .... gov manors produce with unhappiness .... it would be really sick to try this out as Order, but Order forces good, and good guys "cant" do slavery tongue .... no idea why, but whatever.

   

And anyways, with Granary and Breeding Pit, we could see some serious food-savagery. (50%) ... and well, 75% with Smokehouses but whu carez about those :P

Anyways, Orcs and Calabim are two civs well suited to the slavery civic, and Calabim, perhaps especially so. So we will see if that becomes an option in the future! smile

   

And who sez slavery is without its benefits .... not all hands must work the *fields* per se ... but household slaves could be quite civilized, and sometimes certain slaves of the Romans, if they had captured some well educated peoples, would be used to educate the children of the patricians. Of course, have too many slaves, or treat them too poorly ... and you get

   

SPARTACUS!!! :D
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So I'm kind of at an impasse here. Do I chop the forest? Do I even bother? Or do I just mine the gold instead.

I have a few ideas.

idea #1 ... I move both workers to the gold mine (gets completed 1 turn faster)

idea #2 ... I move first worker to the gold, 2nd worker to the forest, they complete their tasks at the same turn (1 turn later).

Now this has the advantage of getting two things done for roughly the price of one. But it *does* lose 1 turn on the gold mine, and if I don't have at least 5 hammers of overflow from the warrior, then it isn't economical to BUILD the warrior ... other than well, that we have a warrior (yay inefficient military expenses!!)

I want 2 warriors for the Ygg city, at least to hold the tile for the ONE TURN needed to plant the citeh. Meanwhile I'd just need to build ONE warrior more, to meet up with Justianian, to build the western MirrorHeaven city.

Now mirror Heaven city doesn't look NEARLY as awesome as I thought it was upon first gazing my sights there. However .... it WILL be a good city eventually, if I even WANT to go that route. Meanwhile the Ygg city is just ... ahh ... I mean the wines, while not as food heavy as the floodplains .... they got dem commerces ... plus PLUS ....u also have that corn.

Only probleM? MONUMENTZZZ. 40 hammers are a SERIOUS WASTE OF TIME MAN!!! For dat good ole CULTCHA Bro ... DAT CULTURE BROOOO Broooooo bro bro bro bro Broseph .... Brosephina. Mmmhmmmmhnnnnhnnnn fuuuuucccccccccckkkkkkkkkkkk

wait what? RIGHT ... so what to research? We got BW, CoL, RELIGION ..... or in other words ... DEFENSE, ECONOMY, and CULTURE. Straightforward choice, relatively equal costs ... Kragroth, granted, IS nearby ... but as Ellimist said in that one PBEM a long long time ago in a galaxy far far away ... "You must look at what it will take for you to win. If that thing is necessary for you to win, or if that thing 'not' happening is necessary for you to win, then assume that it will or won't happen ... or in otherwords ... PLAY TO FREAKIN WIN!!!!. This doesn't mean that one must run a farmers gambit in the face of dire opposition, of course. But I guess its almost an argument to play towards your personality. If you think u can't win without X, and you are WRONG ... well, it was still your choice. Naturally the more games you play, or successfuly complete, the stronger your intuition will be on what it is u actually NEED to win, and not just what would be NICE to have. Would it be NICE to have that shiny set of cities in the east? Well f*ck yea!! But is it necessary? Hmmm, hnnnnhgghhhh, hnnnn hmm haaaa ... well sh*t .... it's hard to really say, to the point, if such a thing IS necessary. Now, I ran some sims a LONG ASS TIME AGO, and I was thinking that I could maybe get 1 of the 2 cities down ... and if I was lucky to get both cities down. Now really, do I want to risk provoking action by Kragroth? And more to the point, how defensible will these cities be??? Will I profit GREATLY from their existence? Is it worth moreso than some of the cities in my backline? If he attacks, would I prefer to have built those cities on the front? Or to have built more cities in my back lines. Is it a PINK DOT situation, a la Sulla, where I think I can use diplomacy to my advantage, or just altogether force the point? And if, just IF ... we decide that we don't care if Kragroth attacks us or not .... lets look at what he could do to us. Will he be behind in tech? Unverifiable, but likely. Will he beeline an important military tech? Unverifiable but DAMNED LIKELY.

   

So back to the choice at hand. My gut instinct, when all is said and done, is to split the workers, one going to the forest, the other going to the gold mine, get done at the same time, and then decide where to go from there. Should I chop another forest? Should I go ahead and farm/chop in the same actoin? Should I build another mine instead? Should I build a road on the gold? And many more questions ... on the NEXT EPISODE OF DRAGON BALL ZZZZZ "daa na na naaa dananaaa naaa naa (theme music".

So to recap, we decided it WAS worthwhile to go ahead and finish the farm first, and now we will probably send one worker north, one worker south ... and idk, we are just a turn a day, I don't have to be General McJapanChina and forsee how many bricks we will need to the EXACT number to prove my GENUS or whatever .... I mean, genius might be more apropo but ... am I really fully human? and do I care if im not? :P ..... muahahahahahahaha .....

So yea, it's maybe a tad 'tactic'y or w/e and I do hate to be splitting worker stacks ... but I also hate the wasted turns walking onto a forest (or hill) without a road ... doubly so if the SAME feature has to be thus trespassed by TWO workers instead of only one. But do I REALLY want to be spending crucial early turns just building roads????'

And if anyone can read this post and understand what I'm on about ... I applaud your humanity (or lack there of) and give you MAD PROPS BRO!!! -peace

EDIT:
I've determined that we can only truly profit from the forest chop if we either *slightly* sacrifice tech for 1 turn, and build a warrior, or if we *Significantly* sacrifice tech for MULTIPLE TURNS to try and get the settler out 1 turn earlier ... hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm

(I wonder what he'll pick, hihihi)

Now ... one thing to consider, is to simply get the Gold Mine out a turn early and forgoe the chop altogether. it IS 6 commerce we are talking about, after all .... damnit
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One of mah sims ... for your viewing PLEASURE
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Err...you realise that's not the position in-game, right?

Edit: I can spot 5 highly relevant errors just from a quick glance at the two pictures posted.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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I mean, sims can't always be 100% accurate ... The scope of a sim is determined by it's function.
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A_v35 Br35; Ar36 Br36, Ar37,B_v37_m37, Am38 Bm38

then

A_v39 B_v39, Ar39 Bc39, Ar40 Bc40

I think that is enough for now.
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I almost wonder if OldLion and Northstar are the same person ... in some elaborate con or strategem. Regardless, I would gladly play with Oldlion ....

I do so love turn-timer games.
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