Posts: 855
Threads: 7
Joined: Mar 2011
T37
Demos:
Somehow Dave has jumped to the top of the score pile; I'm guessing a big part of that is land points since he's creative. I've got a nice little lead in food-hammers going on. going to try to keep that up: Shiny Amulet is 2-turning a warrior while growing to size 7, then starting on a settler. Bugsby's Hand is growing like a weed while building warriors. Mining due in a couple turns to give some hammers.
Barbs are starting to be annoying. I might never be able to farm the grass east of my capital. Still enough tiles on the west side to keep my 3 workers busy for now. Eventually I need to get a couple warriors over to the PH chokepoint (bear sign).
Posts: 855
Threads: 7
Joined: Mar 2011
T41
Mining came in EOT 40, and copper is in a very nice location. 4 more hammers in my military pump? yes please  Now I just have to figure out how to improve it what with the stream of goblins coming in. Going to have to stick a couple warriors on the PH 1W of the copper.
turn 41 continued the good news. I took for the food, for an 8-food corn. that and a chop will cut a turn off the settler, which is slated to grab the reagents/silk/sheep/[island] pig spot. I've already got capital farms that city can use to for growth, and reagents/silk will help my GNP out which has been lacking a bit.
Current plan is to tech exploration and mysticism, then save gold for 13 turns until a GS comes in. That'll enable me to grab edu and CoL rapid fire, then do a triple switch into aristo/nationhood/apprenticeship (already in agrarianism)
Posts: 855
Threads: 7
Joined: Mar 2011
T45
Overview of the empire. Finished the settler and warrior EOT; settler will settle sheep/silk/regents and build a monument to get the sheep/silk in play. Am now officially off the micro plan so have no idea what to build next. Probably some more warriors, another worker, and another settler (or two). I also need to get some scouting done soonish to the east and southwest. tech: going straight to mysticism, then it's elder councils all around and saving gold until the GS comes in. Then grab edu/CoL and revolt to aristo/NH/apprenticeship/ag (already in ag).
Am doing pretty good building - foodhammers higher than rival best (even assuming they're the same person) not too worried about GNP since I'm saving gold right now, plus will be grabbing an early academy.
June 20th, 2015, 21:29
(This post was last modified: June 20th, 2015, 21:30 by jalepeno.)
Posts: 855
Threads: 7
Joined: Mar 2011
T48
Third city down. Muskrat 3000 will build a monument first to open up the sheep and silk. Not a great city, but silk/reagents will boost commerce which is where I'm behind right now. In test games, this city often ends up being a GP pump (since it doesn't have a ton of great tiles).
Next settler goes cow/clam to firm up the eastern border. My dotmapping is pretty terrible for canal purposes, but since I plan on building lots of cultists, it's less of a big deal. Plus, that city will start a LOT faster if it can share cow and a couple grass farms with the capital. and that plains hill is the only hammers it'll have. I'll send some units to scout out that way - if they find a wet grain next to the hill that might change things.
demos: I'm making no effort at C&D this game. Just happy to see noone's got big power.
June 26th, 2015, 12:52
(This post was last modified: June 26th, 2015, 12:54 by jalepeno.)
Posts: 855
Threads: 7
Joined: Mar 2011
T50 - State of the Empire
Three cities down, 14 total population. have teched agriculture, calendar (revolt agri), crafting, mining, exploration, 1 turn to go on mysticism.
City screenies:
Shiny Amulet - will keep pumping settlers/workers with all that beautiful food.
Bugsby's Hand - will 1-turn an elder council, then run a scientist while building units (and the occasional worker/settler). also has a mine coming in soon, so shouldn't be working unimproved tiles for long.
Muskrat 3000 - warriors or EC after the monument.
Need more everything. REX, REX, REX!
Demos:
Overall, I'm pretty happy with my position. after edu/CoL, I'll tech AH, BW, fishing->OO in some order. then KoTE, writing, necro, sorcery ( maybe HBR). Expansion-wise, if I can get the support/protection required in time, I might go for the incense spot next before filling in the rest of the spots on my landmass.
Posts: 855
Threads: 7
Joined: Mar 2011
Not sure what everyone's reporting on; must be something interesting going on elsewhere, cause it sure ain't happening here. save is moving a bit slow, and even if it weren't, I'm basically playing in a sandbox here. which can be interesting for me, but not much to report. I think I finished the easter cow settler last turn. I'm going to revolt to god king while he's on his way. I hadn't planned to, but it pays back in commerce super quick, a bit longer in food-hammers: lose ~70, gain back 50% on what's currently 7 (soon to be 10) base hammers at the capital. I'm getting lots of overflow from the settler though, which should get the bonus when I revolt next turn. Thinking that'll go into the brewery since I'm going to stick an academy there in ~10 turns.
July 4th, 2015, 17:41
(This post was last modified: July 4th, 2015, 17:48 by jalepeno.)
Posts: 855
Threads: 7
Joined: Mar 2011
T56
Can I go back to the sandbox now please? Aurorarcher has already unlocked FotT. I can have 4 warriors and a scout there before he can attack, but he can still be quite a pain. I might need to sim out some options for gang-piling him. Hopefully he'll just turn around and go pick on Ventessel some more (they're at war).
Besides leveling up a beastly dwarf, Auro has also done a fine job building - from graphs, I believe he's the rival best in every category (and he's not in GK yet, while I am). He's got two big jumps in his power graph too...I'm guessing he went AH early and has some griffons/spiders terrorizing the land.
In other news, I settled Orange Prism Ioun Stone this turn. between the ready made farm and two workers on site, it'll be a fast starter.
Finally, last turn I got an event.
I went for it. Bugsby's hand was at its happy limit with tons of surplus food, so it could regrow 2 sizes in 2 turns (with 2-3 turns required to get back to six). So I thought that was worth 70b. Of course, now I'm scrambling to build some extra warriors, so the extra pop would have been real handy right. C'est la vie.
Posts: 855
Threads: 7
Joined: Mar 2011
T62 - end of the dwarven incursion
Kili's been hanging out in the hills out west; looks like he got tired of fogbusting for me and decided to go home. fortunately I'd already brought a couple workers over to extend my warrior stack's reach....
Odds weren't good, but that's why you bring lots of extras. Took 3 sacrificial warriorpults (about average; in my testing, the best was 2, worst was 5, median 3). I only got 4xp out of it unfortunately (in tests I got anywhere from 2 to 9).
I really could have let Kili wander off to bother someone else, but decided denying him the FotT unit was worth the sacrifice. Plus, it saves on some unit maintenance for me
Posts: 855
Threads: 7
Joined: Mar 2011
T65
These settlers are slightly delayed, but will be out soon. Gotta try to catch up with Aurorarcher (he's already to 5 cities - I would be too were it not for Kili). Note the GS comes due in 5 more turns. I'm still planning to head straight for edu-CoL, but maybe I should grab OO instead for culture (and defense) and use the extra food to push expansion a bit harder for a bit. I also want to grab BW soonish. That beastly dwarf has me nervous about future incursions.
I'm going to fill in the remaining two cow spots on my sub-continent. quick starting with farms ready for 'em and minimal defenses required (really, just mp, although I should watch out for wandering griffons).
Shiny Amulet will then finish off the brewery, bringing it back to happiness, and letting the rest of my cities grow. Then on to workers & settlers. Bugsby's Hand will pump military (maybe a monument to get a couple more hills to mine).
July 18th, 2015, 21:31
(This post was last modified: July 18th, 2015, 21:31 by jalepeno.)
Posts: 855
Threads: 7
Joined: Mar 2011
T69
Just settled my latest two cities. Nothing too great, but they're close, protected, and start with ready farms. First, we have Wand of Obscuring Mist.
and then Macebook
My next expansions will be to the west, for incense. Going to need a few extra warriors covering there.
Anyways, recent settlements ties me up with Aurorarcher, for the moment at least.
Auro is doing quite well, and Ventessel, not so much. I think their civic choices highlight the difference.
Lots of good things happened at the end of the turn.
The world as we know it (yeah, my exploration efforts have been pretty miserable)
|