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

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[SPOILERS] Slaying Monsters

Does war weariness get reset by a peace treaty? I know there's no WW while at peace, but when we go back to war, is it a clean slate for WW?
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No, it'll kick back in...
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(October 8th, 2015, 02:45)Old Harry Wrote: No, it'll kick back in...

Ugh. Thanks for replying.

We can whip down the extra pop to cats.

Or we could hope that Mardoc actually wants peace and not just a breather, in which case we wouldn't have to fight him until much later.
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We are still ahead of Fenn in expansion. I can get Currency in 4 turns for a huge GPT increase.
We're like.. 7 turns into the peace deal I think. I just spotted two CATAPULTS from Mardoc.
He seems to be busy with the barb city, but I still don't like seeing him building cats.
I sent him a free silver as a sign of peace. Might as well try right? I'm still building my own cat stack just to be safe.
I don't want to fight him right now, I want my cities at max size and I want to tech up.



The coast is filled but I have three more inland sites left.



Captured it last turn. Now we have a foothold there. Fenn culture to the north, but probably just on the ivory island.
Looking for more barb cities.
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We got Currency this turn which gave us an absolutely massive boost in GPT due to our high city count.

Peace treaty with Mardoc ran out and he didn't attack us. If we can just stay peaceful for a while longer we WILL catch up with the mid field.
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I launched a Golden Age, 1-turn teched Monarchy, revolted to Buddhism and revolted to Hereditary Rule.
Fenn has Cho-Ko-Nu's which means I should add some non-melee units. HA's or longbows. Longbows are probably better since I'm not planning on playing offensively.
We have a good thing going on, I think I can outscale Fenn. We can go back to conquering lands when we have the tech lead on our neighbors.
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I'll get both. I can 1-turn tech HBR and 2-turn tech Feudalism. I'll have the GG cities building Catapults and some Longbows, and I'll build Stables to get two promo HA's from other cities.
I think Fenn is definitely building up for an attack. He didn't need Cho-Ko-Nu's to defend against someone who can't even finish off Mardoc. And his power is rising more than it should in peace time. He's also roading to my borders.
What he should do is attack Mardoc since that'll be an easier fight and I wouldn't get involved because it'd turn into a 2v1 against me. But what he will do is attack me because that's what he did the last time.
I should probably gift Velociraptor to Mardoc soon'ish to build good faith with him and to give Fenn an open route to attack Mardoc. Would be a next level play by Mardoc to decline that gift if he sees through it lol.
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Better idea, I'll just get Knights. We only need IW, Feudalism and Guilds. We can get IW+Feudalism in 3 turns. Guilds should be done by the time we have our iron hooked up, wherever it is located.

Sorry for the lack of screenshots. Here is the most important one:


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Got IW and Iron is connected (it was under one of our cities). Got Feudalism. Golden Age ended frown
Machinery and Guilds will take 2+3 turns at full research. First we need to save gold though.

We passed Grimace on the score board. Feels pretty good. At one point we were losing gold at 0%, behind in cities, behind in tech, struggling with WW and pop issues, and being attacked by both our neighbors. Now we're middle of the pack. Our pop still sucks, but we will catch up on that too as I get more farms built.

I also settled a second city on the island. Fenn has his eye on it but hasn't settled yet. He has a chariot and a galley snooping around.
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Fenn settled a city on the island. I wonder if he would accept a trade: His island city (or cities if he settles another) for Velociraptor. I'll wait for Mardoc's ex-barb city's border pop first though, so that my units don't get trapped if the trade happens.
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