Unlucky being next to the clan!
Kragroth seems to me (I might of course be wrong) like a player who rather come bonking in your head than doing much talking. On the other hand the Clan don't really mind the AC rising that much (and even might make a play of it themselves) so you might find some common ground here. In any case it seems like rushing a bit to bronze working and your first PZs might be good. Not for offense, but people generally don't like their hard earned troops being blown to smithereens even when they win their battles.
Do you need that second worker right now? Workers are always good, but first I guess you have a bit of growing to do (building warriors for wolf rider/lizardman defense) and your second city could start of with working Patria right (and unimprowed rice is petter than nothing)? (Straight after the first settler it's definitely worker time). What worker techs do you have now? Agriculture + crafting? What was your starting tech? I guess you want the usual calendar (sugar and (cotton after expl.) happiness + agrarianism), exploration (trade route, happy and defense) and mining (reveal copper, prod., on the way to BW). God King is usually good, but perhaps not the highest priority in this game? same with early academy if pushing expansion first? Btw. is that gems jungled? Oh, while I remember, when taking screenshots it'd be nice if you put on the resource icons, makes everything much easier to see.
PS. As for my earlier mention about cultist attack I somehow thought tsunamis hit two tiles from the coast, but I guess that might've been some other version or then I'm just completely off track.
(April 2nd, 2015, 03:03)taotao Wrote: PS. As for my earlier mention about cultist attack I somehow thought tsunamis hit two tiles from the coast, but I guess that might've been some other version or then I'm just completely off track.
In base FFH, I'm pretty sure it hits two tiles out, as long as those tiles are water or adjacent to water. EITB nerfed it to one tile. (because cultists are crazy overpowered in the right situation as it is)
(April 2nd, 2015, 03:03)taotao Wrote: PS. As for my earlier mention about cultist attack I somehow thought tsunamis hit two tiles from the coast, but I guess that might've been some other version or then I'm just completely off track.
In base FFH, I'm pretty sure it hits two tiles out, as long as those tiles are water or adjacent to water. EITB nerfed it to one tile. (because cultists are crazy overpowered in the right situation as it is)
well crap, guess I forgot. Damn but that is crazy OP. Should I move that city site then?
(April 4th, 2015, 08:56)Saruman the Foolish Wrote:
(April 3rd, 2015, 16:09)Ranamar Wrote:
(April 2nd, 2015, 03:03)taotao Wrote: PS. As for my earlier mention about cultist attack I somehow thought tsunamis hit two tiles from the coast, but I guess that might've been some other version or then I'm just completely off track.
In base FFH, I'm pretty sure it hits two tiles out, as long as those tiles are water or adjacent to water. EITB nerfed it to one tile. (because cultists are crazy overpowered in the right situation as it is)
well crap, guess I forgot. Damn but that is crazy OP. Should I move that city site then?
I'm drawing a blank on what the city site you proposed was, but the hill the scout is standing on in the last image you posted is out of range of cultists because it has a tile between it and the ocean. (It would also have two water tiles that would be effectively useless, if we're using that as an example, so don't take it as a recommendation of somewhere to found a city, although it doesn't look enormously bad aside from being super-close to the Clan's borders.)
Also, yeah, EitB has nerfed Cultists twice and I still took them in one of my SP games because my nearest enemies had several coastal cities. Tsunami is, essentially, as good as blizzard when you can get it to hit.
(April 6th, 2015, 21:08)Qgqqqqq Wrote: (Except not really. But practically, it suffices.
I think they have the same damage cap of 80%... obviously, the raw damage per cast isn't the same, and you can't arbitrarily cast it anywhere, and it's easy to have a ton of cultists handy.
Well its been a while folks, and apparently there's been some dramarama to do with cracking passwords and Northstar (Clowns) being too late replying and stuff. Well I'm keeping out of it, partly to do with the fact that I myself have not been stellar getting my save off right away and I get where North is coming from when you see (or don't see) that email come in late at night and you got overtime work the next day and your exhausted or have internet problems; I've been there. Which contributes to me not updating this thread recently; honestly its hard to be interested enough to post something when I take like 1 turn a week and nothing is happening.
So I apologize but here it is, I have some screens from my last turn and this one not many turns have passed but a few things have changed.
TURN 18
Here you see our first warrior built Notice crafting is done in 1 turn (Wine!)
TURN 20
Our new warrior was sent to scout nearby and EGADS, a hill giant! Full retreat!
Here we have some resource info for those who asked. Also, I headed straight for Calendar/agrarianism next for dat growth.
TURN 21
Here we have our scout sneakily circling Kragroths Clan to make it appear as though we are in a different direction.
BUUUUT.....
COMPLETE FAILURE IN STEALTH. where the fuck did that goblin fuck come from? hes in that nasty spot where he can see the troops in my capital. Well. Contact has been made.
And to top it off.
Not unexpected. But still. Shiiiit. I now have to come up with a properly subservient message to Kragroth while still coming off as the kind of morsel that will stick in his throat should he attack. Any suggestions? I am definitely proposing an alliance against the Baselraphs. Honestly, I may just go ahead and then make an alliance with Northstar against the Clan. Honor is for those who can afford it, and as the underdog in this game we certainly can't.
Nothing new other than our first diplomatic communications which leaves me very very hopeful for a collaborative union with the Clan given Kragroth hasn't simply gotten confused. Here's his message:
Greetings mighty leader of the Shieam. The disciples of Agares wish you well and hope for a peaceful cooperation as the world heads to an inevitable burn in the future.
And WOW. Talk about friendly. Now I know that most first communications are pure fluff and always friendly, but the fact remains that Kragroth's military power is already streets ahead of our own (see chart above) and the gap will no doubt grow in the future. He could of easily pressured us into at least some map info.
MORE IMPORTANTLY (and more nerdly), "the disciples of Agares wish you well". I really hope that Kragroth got his lore down pat cause for those who don't know, his orcish civilization has the patron God/ fallen angel Bhall (of fire and whatnot who created the orcs). NOT Agares. Agares is the fallen angel of hope/despair AKA god of the Infernal demon civilization. And us to a lesser degree. So did Kragroth simply forget about this? Or is he angling to research the infernal pact and become the demons that are brought in? Which wouldn't make much sense since as I understand it, the Infernals are a new neutral player. Perhaps he means he will become a follower of the evil Ashen Veil religion? Maybe? I don't really know.
I may ask tentatively in my reply, but all I can conclude from the message is that Kragroth is being more than polite when he doesn't have to be.