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Ginguelito Descend into Madness



Auror's a peaceful guy and would never.... right? ... right? scared
Also he's in Agrarianism and God King, and I'm feeling inadequate again. But again if you look at above screenie, there's really not that much Agri potential, is there?
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Ref! Ref!


I assume you tested that this mine can be worked? Nice touch with the city ruins!



Aaand this turn I learned that the barbarians will attack my hidden nationality animals. Fascinating. Poor wolf had almost healed already.
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You can definitely work mountains with improvements. (In Magistermodmod you can create mines in them and spawn resources.)
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Thanks, Miguelito! Poor wolf - apparently those lizardmen can even be pretty nasty to civs with which they're "allied." And:

The Mines of Zarakh-Din Wrote:The steep, twisting paths climbing into the mountains from the ruins and surroundings of the long-lost trade city below lead up over wide-spanned stone bridges and narrow stairs to the high mines of Zarakh-Din, shaped by the hand and will of ancient dwarves. Even those who never learned the secrets of mining nuggets from such veins as may be found within these dwarf-cut caves can profit handsomely from their existence, selling supplies to the endless stream of gold-hunters who seek out the caves in exchange for their labor and coins, but the spectacular wealth that may be found there is no mere fantasy: For those who know the mountains' ways, enough gold may be wrested from Zarakh-Din every year to satisfy a national luxury industry. The mines' approach over steep cliffs, narrow bridges, and winding stairs render them completely impregnable to armies marching from below, but by exactly the same token, those who cannot imitate their dwarven builders by living in the mines themselves are deeply vulnerable to all of those rare enemies who are able to get above them by climbing the high peaks or by approaching from the air: A single hostile griffon on the wrong mountain peak could isolate the mines, so that no more profit could be had there, though skilled miners trapped within might still find a way to sneak out just enough ore to supply those of their people who demand the greatest luxuries while smuggling in enough to keep themselves alive. Should anyone with the ability and will go so far as to start a rock-slide from above though, to bury the cave entrances and block access to the bridges and the narrow stairs, it would take centuries of labor to restore what is thereby lost, and unless dwarves of the underhome return through the mountains' roots, the mines would be closed forever, persisting only as the rumor of golden riches just out of reach in the mountains there.

(Q is of course correct. You need Mining (and a trade route connecting to its road and cultural control of the tile) to get the gold resource itself, but with cultural control, any city with the mine in its BFC can work it for the yield.)
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at this point I just play for these:





Maybe this should concern me? Moreso as we have no military tech (well, hunters soon but...) and he gets the dreaded Moroi...



We don't really have a border, but my reachy eastern plant has got us somewhat into his range...

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(July 6th, 2024, 17:19)Miguelito Wrote: at this point I just play for these

I'm hoping this is a playful jest and that you're enjoying other aspects of the game too (and/or that Ginger will someday figure out the tech issues and get the game to run?) - but either way, I'm happy to oblige with:

Stormsail Haven Wrote:A family of seafaring dwarves long ago built their home on - and inside of - a lonely rock jutting out from the sea between two river estuaries, turning it into a safe harbor some distance off the coast that seems to be completely self-sufficient so long as the storms fill their cisterns: Using stone they brought up from within the isle and wood from the local shore, they built the rock up into a tower standing far above the waves, with enormous sails that spin gently in the constant ocean breeze - and wildly in the area's frequent storms. Made from incredibly strong, thin, durable material and anchored to the tower by dwarven skill, these sails have stood a thousand storms and in some mysterious way seem to transform the strength of the winds themselves into labor for the dwarven family. Mainlanders who fish and make their living on the seas can take advantage of the safe harbor offered by Stormsail Haven and the light that glows on dark nights from its peak to fish the seas around it longer and more safely, and can barter with the dwarven family, taking advantage of the ease with which the dwarves - or their sails - seem to labor, and of trade with an otherwise-isolated dwarven family whose needs and products are entirely different from those of their mainland neighbors. There are some who hint that the dwarves made a terrible pact to attain their sail tower though, or who whisper of an evil prophecy that one day the tower will be cast down and burned by raiders from the sea, and that nothing will remain but drifting scraps of their silken sails, valued slightly in themselves as they occasionally wash up on the rock and the shores of the sea nearby.
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Lovely, as always!

Nah, it's fun, but again I find that I'm uncapable of building an FFH economy, and this time I don't have an easy bulb to substitute skill...
Really I have trouble understanding, should I have gone Agri and built farms around the cap instread of cottages? I thought the cottages would be required, not least to make up for Bar.... but now we're place 4 or 5 in both GNP and CY, and also MfG of course...
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Belated thanks, Miguelito!

(July 7th, 2024, 18:09)Miguelito Wrote: Really I have trouble understanding, should I have gone Agri and built farms around the cap instread of cottages? I thought the cottages would be required, not least to make up for Bar.... but now we're place 4 or 5 in both GNP and CY, and also MfG of course...

Maybe? I did get the impression that Agrarianism breaks the entire food economy, but then you have to do something with it. Another thought is that in FfH, it might in general be better to lean into emphasizing your civ/leader's advantages rather than trying to shore up their weaknesses. Bob Chillingworth used to say that in BtS, you build military only to support or expand your economy, whereas in FfH, you build an economy only to support or expand your military. Not sure if any of this helps with anything though; the FfH economy is still largely a mystery to me too! (And, to be honest, I can't even tell if you're really "behind" or not at this point!)
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playing to our pick's strengths has certainly been an issue as well, as i have not really identified what they are yet? Balseraphs sounded fun and I had a vague idea of powerexpanding with Bar, but that's about it. Hasn't worked out too great to be honest, although you might say that our expansion has kept up decently despite the bad economy?

Maybe the crucial part about agrarianism is getting all cities tall, and hence productive despite no whip cycles. I have 2 decently old ones which are pretty much stalled around size 5. However, one of them (Hexam) can't even build farms....

I'll try to remember to take an overview, for now just this:


we both finished our monuments the same turn, and thanks to turn order xist was the first to put culture on that tile, so why is it ours anyways?
Because of the 10% culture bonus from the Religion civic that I never changed out of. Awesome, isn't it?
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Overview:



...before we go in for a hard time. Copycat xist is fielding wizards and swords, and fooled me right:


The other day he offered OB, which I was of course hesitant to take BUT after all he has magic eyes anyways right? And both of us retrogrades could benefit from some foreign routes, moreso as wewere finishing Trade tech...
He used it to send fireballs through my territory, targeting my sweet barbarian archer garrison. Sound like a trick that Dave came up with? This is inacceptable; war has been declared and peace offered. Sadly chariots are still going to take a while (and crazy expensive to upgrade), so I don't really have anything to threaten him with.



Fun time, mackoti met us somewhere (maybe going through xist, whom he has OB with?) He has Bone Palace, Great Library and Form of the Titan plus the Leaves holy city already. But his demos are surprisingly not dominant. If Auror's power spike comes for him there's a significant delta, and coldrain's economy outside GA seems stronger I think (didn't take screenshots). BUT we have more cities than him, so chalk that down as a win.

So next turn we start eating fireballs, and see what comes of it. I want to finish Bronze Working, then use gold to upgrade warriors to chariots? Also would love a bunch of other techs and a revolt to Foreign Trade civic, but especially if the xist war is serious firepower may be paramount.

Also am i whiny or is the land crap actually? Prairie squeezed in between tundra and jungle. Of course I'm not playing stellar, but where would I be supposed to even put the agrifarms? Also also, depressing emptiness of the land around our mana source.
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