(December 6th, 2013, 22:19)Azarius Wrote: As far as what to bulb or not bulb, how long would hand researching a mana tech take? Obviously the more beakers we can get with each bulb the better, but it may be better getting the beakers sooner depending.Um. I'm guessing on the order of 25 turns, with my current rate. But I'll be adding Elder Councils and cottage growths and hopefully pillage/raze gold. So maybe 15, all said?
My bigger worry is that the 2nd sage will be a while with only 1/city. I don't care much about the mana techs, it's Sorcery that I want to achieve. Still only have the one node, and it's got to be made metamagic first.
Quote:It's nice to see how well you've been able to leverage slavery. You've been able to get infra builds into cities that I wouldn't be building this early in SP, let alone a MP game when you're at war with the power leader and about to start anotherYeah, even in FFH it's a powerful civic. I'll definitely go this way again if I play any more FFH games. Not very good on the commerce front, but stellar for hammers. And FFH has ways to converting hammers into commerce all over the place..
Quote:ETA on the PoW invasion?
5 turns, I think. Might be able to shave one more with a road in neutral territory.
Got KotE this turn, and our first Temple of the Hand! May not be the strongest game I've had, but it's shaping up to be the most thematic.
Edit: Ok, so your questions were interesting enough for me to reopen the game.
Looks like only 4 more turns til war with the Amurites. Although that war may be started when they kill a worker/warrior building the road toward them, that would at least pull their stack onto flatland.
A mana tech is 613 beakers. My current breakeven is 27 bpt. Add in the prereq bonus and that works out to 20 turns. I do expect to be able to shave some time from that, I've got three more Elder Councils to erect, and my income is starting to recover from the overexpansion.
Molach's buildup continues, and it is indeed worrisome. If I weren't so paranoid about the Amurite worldspell, I'd definitely leave them alone to focus on him. I'm just hoping to stack up enough advantages and Power graph to keep him away long enough.
One nice bonus there:
He's got no contact with the Amurites. He may not notice that I'm at war with them, until their score starts to drop.
All three of Mint, Vanilla, and Green Tea will be at their happy cap next turn, with a Mage Guild in queue. Granted, those are 80 hammers, not the 60 I thought, but I still expect to have my first adept out about the same time as I start the Amurite war.
At Strawberry, I expect to finish the Monument in 2 turns, after which point I'll have warning and some city defense.
EitB 25 - Perpentach
Occasional mapmaker
Occasional mapmaker

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. Take the risk now for the chance of actually winning later on.
Um...that's be a great defense against someone with, say, Moroi, but it's still a 1-mover and it's still not going to be able to take out Str 7 Combat III units even if I do permit it to move.