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(May 18th, 2015, 10:41)Mardoc Wrote: Well, you could take inspiration from Vaarsuvius, although that does risk running into the character limit. Still, Evan's Spiked Tentacles of Forced Intrusion, Bugsby's Grasping Hand, these could make fun city names. I'm sure there are a bunch more that weren't quite as memorable.
Or there are a bunch of other names that could be inspired from OotS. Could go with place names, characters, comic titles.
Or you could leave OotS as a one-off and go for something else. Quite a few magic tricks have interesting names: http://en.wikipedia.org/wiki/List_of_magic_tricks
Or you could wait for other ideas .
oooh, doing OotS items would also give me a great excuse to reread their comics! (also, I still smile when thinking of the Girdle of Feminity/Masculinity - SIC)
I was slightly disappointed that wikipedia doesn't include explanations for many of the tricks, just descriptions, although that's still a great idea.
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Classic d&d spells could be nice. Magic Missile. Fireball. Polymorph Other, etc.
Or magic items: rod of seven parts, eye of vecna, axe of dwarvish lords, etc.
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(May 18th, 2015, 12:07)Kragroth Wrote: Classic d&d spells could be nice. Magic Missile. Fireball. Polymorph Other, etc.
Or magic items: rod of seven parts, eye of vecna, axe of dwarvish lords, etc.
Also good ideas! thanks.
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T5 - the world as we know it.
You can see my planned second city site. It's close, grabs river rice + lots of riverside grass, and has 7 hills (2 shared with the capital). It's also not coastal; with his map I expect lots of OO (including myself), so that'll keep it safer.
Tech - haven't simmed it yet, but right now I'm thinking ag, cal (revolt), crafting, mining, exploration (may move earlier to speed 2nd city by a turn), mysticism, education, CoL (revolt aristo-nationhood-apprenticeship-ag-none). after that it's bronze as needed for security, fishing+OO for culture & happy, sailing, KoTE to get magic eyes up, philo-PH for cultists, and straight down the magic line. maybe grab hunting just to hook up the fur, maybe warfare for military state as an endgame/big army civic, but I want to keep as focused as possible.
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T9-10
I found a rat! I was worried he'd come harass me, but he went in a different direction.
Still no sandbox or sims, but I'm thinking I'll do the bog standard opening. My worker is out and farming, build warriors to the happy cap, then settler. I actually think I'll improve the sugar before the silks. I want to speed my 2nd city as much as possible, sugar is 4 FH rather than 2, and there's no wasted turns getting to it.
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T13 - 17
Well, my scout lasted about as long as could be expected. I should have named him Xykon's goblin #1.  Also, MOAR MANA! this definitely looks to be where I want to be expanding early. The yummy riverside grass incense (north of the easter mana in the screenshot) is extremely tempting. Dotmapping here isn't easy though.
Trying to keep my micro up. Here I switch off the sugar to the forest for a turn in order to finish the warrior with no overflow (prevent the loss due to nationhood). I'm thinking I'll now go to the cow over the forest, to grow to size 5 in 2 turns, then time growth to 6 to match the sugar plantation. Although, maybe I should focus on hammers now, then go all food after revolting to ag. Gotta get that sim up (it's coming!)
What is Dave doing!?!? Super early settler? Double worker start? Scout rush working all hammers!?!? (noone has enough power for that thankfully) I'm sure he's got a plan; just wish I knew what it was.
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T19
I grew to size 5 EOT - first to do so (it helps to be first in the turn order  ); will hit size 6 in 4 turns (3 turns, plus 1 turn of anarchy for agrarianism/religion). Will carry over quite a bit of overflow from my 4th warrior, and complete the settler in 8 turns. It'll take 3 turns for him to settle down due to an annoying forested hill location. I could speed that up a turn with roads, but I'd rather have my worker finish the rice farm to coincide with settling. I'm sticking with crafting->mining next, then exploration, myst, edu, CoL (BW if necessary for defense). I've considered grabbing myst first for some research support (elder councils, philo GS), but want to REX hard here in the early game. Amurites don't really have any economic benefits, so I need to work hard to make my empire big enough to be competitive. and if I crash my economy, well, I can always bulb my way to my endgame toys. I've put a sandbox together, but only through T40 or so.
Also, the first goblin from the fort in the southwest has shown up. As long as he doesn't camp my corn, I'm fine.
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T25
This shot is a bit dated, but it shows off Dave's lack of growth. Maybe he misclicked and settled away from all of his food...? Or someone found him super early and is choking him hard (with a warrior maybe, but we're supposed to be like 12 tiles apart minimum). Or maybe the barbs...? I'll be curious to read his thread after to see what happened.
So I can handle goblins alright, but that lizard royally screws up my micro plan. I was going to farm the cow next (with a turn into the intervening river grass of course). But I'd have to delay that at least 2 turns (more if the lizard hangs around for awhile), which would mean I wouldn't get to the rice in time for my first city. So I'm going to go farm the GL 1NW of the silk, put a turn or two into the silk, then farm the rice in time for my second city. Overflow to get my next worker in 2 turns is now shot - c'est la vie. It could be worse - I could be Dave.
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As expected, the lizard has camped outside Cevedes for the past 2 turns. It really doesn't screw me up that much; he's not covering any of my improvements, and it just means my next farm has 4f1c instead of 5f.
Really hope we can blitz today.
June 8th, 2015, 12:34
(This post was last modified: June 8th, 2015, 12:34 by jalepeno.)
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T34
Ok, looks like everyone else has been good about updating after the blitz, so I oughta at least say something.
I got my second on time as planned in the micro. With access to 7 hills (2 shared with capital), this will be my military pump all game long. It'll grow fast out of the gate too, with the rice improved just-in-time.
Also, I checked demos the same turn, and rival best land area was 35 (i.e. someone got their second city down a turn or two before I did). Through some very excellent sleuthing, I figured out it was Dreylin.
You'll notice also that I've renamed both cities, using an Order of the Stick (OotS) naming scheme. I'll be naming cities based on items/spells in some of my favorite comics. Extra special units will get character names. Here's where the first two cities' names come from.
Shiny [Gold] Amulet of [Leadership]
Bugsby's [Cat-Retrieving] Hand
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