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Abusing Spectres to the Maximum - Sheaim Succession Game

(July 24th, 2015, 11:14)jalepeno Wrote:
(July 24th, 2015, 11:07)Mardoc Wrote:
Quote:since we can't build navy except fishing boats for resources nono
I'd be willing to make a one-boat exception to the rule, myself. Just enough to be a ferry, not enough to ever be significant military.
Anyone else have thoughts on this?

I think galleys would count as military units. We had a pretty specific discussion where we agreed to build workboats for nets only, no exploration.

Offshore cities would help a lot with our economy, but I think we can win without them.
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Fair enough, maybe someone else will build offshore and we can get our ICTR with Manticores instead.
EitB 25 - Perpentach
Occasional mapmaker

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or water walking witches - one of our first two started with water I.
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Yeah, no galleys IMO. It'd be nice but we can manage without.

Also, regarding the first target Elohim is a smart choice considering their WS. OTOH our economy depends a lot of TRs (around 100c from TRs), especially towards west. Have to be careful with the timing when we are ready to lose a big chunk of those. But I think getting rid of Elohim's worldspell should be done as soon as possible. They probably won't use it right after declaration unless we have a huge stack attacking them.

If we think things are too easy we can just declare war on all the civs at once (not quite in near future though, but just a thought). We can't stand all the Good civs building up in peace, can we? devil mischief
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I'm pretty sure that declaring on the Elohim will only cut trade with the Elohim. We still get trade routes through their territory as long as they don't declare on both us and our trade partner.

That said, it wouldn't hurt to wait until after we've started in on the barbs and regrown our cities a bit. 2 more aristofarms/city will add 120 commerce to our empire; if we don't need to suppress our score, growing up a little should be pretty easy.
EitB 25 - Perpentach
Occasional mapmaker

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T220

I'll add the report in shortly - suffice to say there's a lot to report on (I've got 14 screenshots I want to share - may be slightly overboard crazyeye)

*edit: Report on T210-220 (managed to cut it to 10 pics!)

Arendel is getting her rex on


This really isn't the greatest spot to found AV, since I don't want to slow down the prophecy in order to start sending out missionaries. Sent the savant to the capital since it's running lower on things to build.


I'm not sure civilized is the right way to put it....


Got a maelstorm witch which made things easy


but then I forgot to raze! Doh Does razing barb cities affect the AC anyways?


I also cleared out a bunch of lair guardians and assorted other barbs on the first turn of the offensive against them. Some Marauders had battles in the 80s, but no losses. I then proceeded to pop lairs like crazy (mostly being careful to cover all surrounding tiles though). Teleported a skeleton all the way to the orcs, got iron weapons on a marauder, and popped a savant were some interesting results.


we're set up to settle a city somewhere over here. used maelstorm to figure out where the spider was


I had very good gate luck, several turns popping 2 witches. I did whip a couple more gates in too of course


Which has really helped our power (surpised to be at #3 - I didn't realize mage guilds helped power, but that must be out big spike)


Still got a couple cites working on gates



Other items of interest: I rushed the prophecy of ragnorak: want to push AC over 10 asap. that city should push warriors for a bit (we need some more MPs anyways). we should send warriors to pop dungeons in neighbors' lands (i've got an explorer popping one in dwarf lands now). had an order spread in one of our cities which is pretty annoying.
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Cool, I'm waiting for your report instead of opening the save!
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I glanced at the save. You managed to pack a lot into 10 turns! Enough that I'll be holding off playing until your report and discussion, to make sure I don't drop any of the balls you have in the air smile.
EitB 25 - Perpentach
Occasional mapmaker

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A couple other notes:

-I've got a skeleton exploring a dungeon down by our elegy city; got a couple witches there to summon more skellies to cover surrounding tiles if we want
-settler and workers up in the north east are ready to settle a blocker city to keep Arendel from taking the rest of the east.
-got a settler cooking which oughta go in the east somewhere (not the easiest area to dot-map!)
-i farmed over a couple cottages; in some cases we may want to farm over hamlets as well.
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Tentatively my plan for my turnset is to:
  • Finish exploring the lairs. A quick survery finds only three remaining in our territory? So this is a pretty easy goal, really.
  • Push settlers and military eastward to finish off that patch of wilderness. With the barb capture and Arendel's incursion, it seems like we're down to maybe four cities to found before we're full. That shouldn't be too challenging, either, although travel time might mean DaveV has to finish this
  • Pump the AC. Spread Ashen Veil, build Prophecy Mark warriors.
  • Build the military: Sit and watch it appear popcorn
  • Improve the economy and keep researching. Looks like all that's really left in our plan is one turn of Math, then Engineering? Probably enough to take my turnset, but if I have any extra I'm going to start toward ...what, exactly? Iron or Manticores?

10 Witches might possibly be enough to start a real war, but I probably won't kick any off. Might try to set things up for DaveV to start a war, though.
EitB 25 - Perpentach
Occasional mapmaker

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