Is that character a variant? (I just love getting asked that in channel.) - Charis

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Finnish Flash - Hitting with the speed of a hurricane

No, it shouldn't matter. He's been founded before with less.

And in case you missed it:

(May 2nd, 2015, 19:40)Qgqqqqq Wrote: Edit: I wouldn't say I quit. Sheaim were going to AI anyway, so I didn't abandon them so much as fail to take over the civ I ought to have taken over. Why would I want to play a civ I've spent the past 50t preparing/wanting to abandon?

And yeah, bad spot for him to spawn. I would've founded differently, though, and with 7 iron axes, two iron longbows and champions I would've been able to do a considerable amount of damage, even so. I'm not sure which of us would've won the death struggle, as whilst you would have a big MFG advantage, all of my cities start with iron access, I've got OG around, and my cap has +100%. Admittedly, I've completely failed to read your thread, so I'm just eyeballing your empire from the above screenshots.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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I didn't mean quit in that way (ofc Sheaim was going to AI). I meant it like you were removed from the game by yourself.

Anyways, I can agree that with 7 iron axes, some LBs and Champs you'd have held a lot longer. I had around 15-20 (CI + enchantment blade + promotion available) copper axes and 8 chariots nearby right away. The enchanment mana came online on T110. And more units to come if needed. Things would've turned more costly for me obviously if you had all those longbows and champions. But I'd still probably have won that rather soon.

Where would you have founded in that tiny corner?
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I mean I wouldn't have founded. Founding simply ties one down, means there's something one has to defend.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Okay update time.

So on T111 I destroyed Infernals. Gela is a nice pickup and the city isn't that bad either - sadly all the buildings got destroyed in the city frown. I also got 2 well-promoted units out of this. Killing Hyborem twice with roughly 30% odds gave me over 50 xp for both of my Axes jive. Also I captured something like 13 workers.

On T112 I moved my Spider to scout HK a little bit. As I had thought he had some units behind his frontline city in the north:




Orthus Axe Bambur and lots of Trebs. I don't want to park my stack in range of those trebs, that's for sure.

Next turn I scouted the city that was in dark last turn:




On T113 I got MS. Time to spam some Command posts before Iron Working.




In the north I landed units on one of the island that still had a graveyard standing there. I popped it and...




Not a bad result, althought not very useful anymore. I guess I can use it for border pops for my new island cities. Next turn I'm settling a city SE from my capital, on one island that has gems.

HK is up quite a few techs on me still. But not too bad. He could have Engineering too though, I'd expect him to build Guild of Hammers.




A general lurker question here:

If HK has some tech that can't be shown in "Can't Trade" -section because I don't have the prerequired to see further, like Mathematics is required for Engineering so Engineering wouldn't be shown there before I have Math. Would Engineering be removed from "Can Research" list if HK actually had that tech though? I hope I made myself clear enough with my question.

So if HK doesn't have Smelting when I finish IW, is it possible that he can't see me having the tech just by looking at Foreign Advisor?

Here's the current civics I'm running.




FT is awesome civic, these cottages are growing very fast now. It's slowing my growth a little, but that's okay - I'm near happy cap in most cities anyway. I might switch back to Agrarianism later, but at the moment I think FT is giving me a lot more as my economy relies on cottages. Also those traderoutes are not bad either as I have 15 cities.

Once IW is done I'll probably switch to Military State. I get 2 xp from Command Posts anyway in my best production cities anyway so why not. This will give me +45% military unit production in my core cities. I need this to get those 120h Ogres as fast as possible.

After Iron Working I'm considering either Sorcery (I already bulbed over half of it) or Priestood. Both have some obivous benefits. I already have 3 mage candidates ready, some body II/fire II mages wouldn't be bad but I also probably want to get metamagic node to switch around some of my nodes. Air II would be sweet for collateral, especially if I'm going to skip Ritualists. Stonewardens are not that great but Shield of Faith's +10% strenght is nothing to sneeze at, especially if you give it to unit that already has base strenght of 10.

Another nice thing to pick up would be few cultists. HK has a lot of coastal cities, hasted Mobility I Cultists could burn down cities very quickly. Not sure if I want to go swapping religions too much though.

Here's my GP city, it's also RoK holy city and I'm getting some money already for it. Also RoK has been spreading like a plague lately)







List of my cities above. My main "pump out units like crazy" -cities are building Command Posts.

And finally, for the very least, demos (now that HK's GA ended).




HK's GNP is very impressive still, even without GA he's beating me! I hope most of that is actually gold instead of beakers! We're almost even in power, soon with Ogres I should have pretty big spike in power... hammer
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(May 4th, 2015, 14:27)Aurorarcher Wrote: If HK has some tech that can't be shown in "Can't Trade" -section because I don't have the prerequired to see further, like Mathematics is required for Engineering so Engineering wouldn't be shown there before I have Math. Would Engineering be removed from "Can Research" list if HK actually had that tech though? I hope I made myself clear enough with my question.

Right. You can figure out his techs by checking the "can research" and "can't trade" columns, but it can be kind of time consuming.
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Thanks, Dave!

I went back and took a look at previous saves. HK researched Engineering on T112. So he'll start building GoH on T113. It's not the cheapest wonder to build so should take a while - and I can start massproduction. On the other hand I'm also starting to think that 335h is way too small investment for such an awesome wonder!

He could cash-rush it though but I doubt it. It'll boost his production in whole empire by 25% so it'll have pretty huge impact.
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More - he has dwarven forges.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Oh yea, I forgot that. So +30% then before IW.

And I'll take some of my words back about the price of GoH. The wonder is cheap in itself but it takes quite a lot of beakers to get Engineering so it's not that bad.
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Okay, looks like HK just a had pause from GA.




Hopefully he had to burn 2 Great People for it.

Well, that's okay. I went to pop lizzylair, and...




dancingdancingdancing

Looks like my GA is never going to end at this rate mischief.

I also settled my first island city, Maarianhamina. I forgot how profitable island cities could be, with 4 2c TRs it's already pretty good on it's own.

This also let me run 100% science to get IW in 2 turns!







My Spider sees couple dangerous Chariots (lovely names btw nod!). One has hero promotion, HK must've gotten an Adventurer from one of those lairs he popped. He has 10 Trebs in the area, not many attacking units yet though.

Also a random noticification: What's wrong with that 3.8 health warrior, it doesn't seem to be healing at all for some reason.

I'm moving bunch of Axes and Shamans to North while I keep about half of my army on the western-southern area where we also have border tension.

HK also seems to be saving quite a lot of gold, has like 3500 in the bank. Wonder if he's trying to use the vaults somewhat. He has 18 cities so getting overflowing vaults won't be easy. Right now he is close to Abundant (200-299 gold/city) which gives +10% hammers and +2 happy.

HK's GNP is just disgusting crazyeye.


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The pace has picked up. This is mostly because Yell0w got replaced. So good job, Kragroth thumbsup!

Anyway, T115:




Goldfinger declared war against Kredom. Kredom just got his hero built last turn, poor guy alright. I think HK wants either to grab Black Mirror or more land - or both actually. I might want to join that war actually, we'll see. I'm also preparing to capture small part of Sheaim land. And also settling one city NE of Kredom (the island in the picture).




Here's HK's city in the north. He moved his counterattack-waiting-stack back to city. Note to self (to not forget): HK has Poisons (not sure if he had it last turn too, gotta doublecheck), so I need to get Guardsman promotion if I want to keep my adepts/mages alive. EDIT: nm. he doesn't have Poisons yet, I read Kredom's techs lol.

I finished IW at the end of turn, Ogres are starting roam around starting from next turn! My capital can produce 120 militaryhammers per turn meaning I'll get two Ogres per turn if I wan to.

I'm also getting metamagic mana node hooked up next turn. Meta I isn't bad for scouting so that's nice but I had forgotten how powerful Meta II could be. It removes beneficial stuff from enemy units, removes non-beneficial stuff from my units, and has a range of 2! And let's not forget the most important part - it can't be resisted! Could some lurker confirm this?

HK has at least Enchanted Blades and Shield of Faith that I can remove with Meta II. Not sure what else I'd use that for though right now. His military conists mostly of Axes, Chariots and Trebs as far as I know. So taking 30% strenght away from melee units and 10% from others is not that bad. Of course this only pretty much works when I'll attack.
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