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Dreylin stops for a bite with Decius

I think so as well (I've done something similar with Varn) but check the bulb lists.

Priesthood would sort out our military for a while, but I'm not sure if we want to focus on that particularly, especially with being a bit behind expansion-wise.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Well, I found a bulb list - there isn't one in the "Useful Stuff" thread BTW, but I remembered there was one in Jalepeno's Calabim thread - Priesthood is second to Corruption of Spirit, so as long as I don't grab KotE beforehand (and I have no immediate plans to) then that's fine.

I think that kicking off the GA with the intention of getting a GP and building Manors in the new set of cities is better than Consumption. If I research Festivals next (1-2t at 100%) then I can also get something into a Merchant as well.
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t81 -

Forgot to post this after last turn:



t82 -

Doings IBT:


I also made a change of plan between turns and decided to send the Settler from Ivor to plant this Western filler:


Pigs will be online next turn and in the meantime it's working the Incense so Bagpuss can put some extra hammers into Deruptus.

Also note highlighted Zealot about to spread OO to Noggin - well timed with completion of Worker.

Settler from Willo went South to found the canal city; next will go SW, while the next Ivor Settler will go North (with Zealot escort to pop border). Unless I change the plans again... crazyeye
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t83 -

Skeleton is running away again:


I've got a Moroi heading this way to go explore that Dungeon and clear the Barrow.

Someone other than Jale got a Great Bard (I wonder if that was at low odds?) and Jale confirmed himself as OO.

Found a Barb city blocking the route to Ventessel in the SW:


So we'll have to try through the NW until we're ready to clear this out.

City builds:


I've just about decided to wait until the OO Temple is completed before sparking the GA. I could bring the build time down by 1t, but cost myself 4t of GPP from the Specialists. BTW, OO Temple can hire a Scientist as well as a Priest, so I'll need to consider how pure of a pool I run. Delaying also has the benefit that the Deruptus will be nearly online, which will allow me to work an additional tile at each city through most of the GA.

Also need to decide if I'll go for a civics switch into Religion for the happiness ... thoughts welcome.

New city (Magic Roundabout) will found next turn at the Southern Canal spot, meanwhile the WB has started to explore the shipwreck in the East.
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Are you in apprenticeship? I don't imagine that you'll be going many units during the GA, but especially afterwards that'll start to cost.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(August 4th, 2015, 23:51)Qgqqqqq Wrote: Are you in apprenticeship? I don't imagine that you'll be going many units during the GA, but especially afterwards that'll start to cost.

Well yes ... but of course that can be changed at the same time as Nationhood ... aaaaaand I guess you want me to justify the entire package change, right?

So first off, this would be an end of GA switch if it happened at all; at the start, Noggin will still (likely) be the only city with OO and will have finished its Temple the turn before so have grown out of unhappiness anyway due to Incense. So no value to be gained from an immediate switch there. Furthermore, with Deruptus expected to finish soon after, other unhappy cities will start working their extra pop and there should be a civ-wide tick up in productivity.

Nationhood/Apprenticeship is currently giving me +1 Happy in Bagpuss through the Training Yard and 2xp per unit - i.e. 1 promo.
vs.
Religion/Apprenticeship would give me +1 Happy in all OO cities (# of which will increase as border pops required), +1 Happy with Temple, 2xp/unit, and (roughly) -2 hpt per unit build.

At this point we have 1 Temple & 1 Training Yard, so that Happy pop would just move cities. Then what it comes down to is a trade of -2hpt when building units for the ability to work an extra pop point in each OO city. An extra pop point could be worth e.g. 3f/3c for a riverside Farm, which would be a better exchange rate than using the hammers to build Wealth. Of course that assumes an established city, but if we assume that we only spend 50% of the time building units, then that -2hpt becomes -1hpt and so it is even better value (not accounting for the potential to grow an additional unhappy pop for the extra hammer).

That seems like a swap that could be argued for, but what alternatives are there to Apprenticeship?

Tribalism - would trade the 2xp/unit for the -2hpt build penalty ... YMMV, but the starting promo is probably worth it.

Arete - not going RoK, so move along

Military State - a worthwhile trade IMO, but without a high-xp unit to enable the Titan, it would be the only reason to research a 320b tech. That doesn't seem worthwhile.

Slavery - hmmmm, now this could be worthwhile. Trades the 2xp/unit for the -2hpt build penalty, the chance to gain Slaves, and the ability to whip. (for the record, yes there's +1h for Quarries, but those are too rare for it to every really have an impact)

So how much would it be likely for us to whip? Well, prime candidate would be the Manors in new cities; emphasise growth and then 2-3pop whip it to completion. It's probably also getting to be time to start considering Breeding Pits in established cities, which would increase the value of the whip. Slavery requires Philosophy, which we're already talking about soon as a gateway to bulbing Priesthood....


So in summary: I think that Religion/Apprenticeship is justifiable provided OO is spread far enough so that the additional pop offsets the lost unit hammers, however Religion/Slavery might be a better option in the short term for getting new cities up and running, if we prioritise the necessary tech (it's 3-4t at 100% outside GA).
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Not much happened the past few turns, but next turn the Shipwreck will pop ... with hilarious consequences!?
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t86 -

Popped a Serpent from the Lair and killed a Skeleton between turns:


That's a Lizard and a Bear next to the new city, so I juggle some units around.

Trying to escape maneuver past the Serpent does not go well:


2 turns until the Temple completes and then I'll kick off the GA. Deruptus and the second Settler complete the same turn, so I'll 2t Festivals in order to start some Markets.
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Turtles don't attack.
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Hooray! :Dance:
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