What are your plans for your newly invisible units? Is this just to help finish Bob off faster (how?), or this this to help sneak attack someone else later on (who?).
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[SPOILERS] Iskender and the Sidar
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I do hope that Bob will move the skeletons or the adepts out of Jubilee if he gets bored or just stops caring. Then I'll be there to grab Jubilee or (even better) prey on the ungarrisoned stack.
I don't have any particular long-term plan involving invisible units. It's been one of the last moments to trigger the spell before it fades into irrelevance, so I thought why not? It might put some pressure on Square Leg. His Rathas see invisible, but there's a chance that he gets paranoid and maybe even decides to research Hunting. Our NAP expires in 12 turns, let's see if he approaches me to extend it. I could march on Serdoa, but that would be pointless. Maybe I'll send there a tiger or two for the lulz ![]() I wish I could have used Into the mist to wreak real havoc on someone, but it's not such a big deal, I got enough mileage out of it in the early game.
Pictures:
Balseraph final wave. Notice the adepts at the end, and how often Priests defended - more than 4 fights for each priest. What's left of Jubilee garrison: ![]() And that's the danger map in case Hyborem appears. Now that Balseraph economy is not burdened by so many skeletons Bob might succeed in discovering Infernal Pact. Red = serious trouble, possibility of being wiped out. Yellow = one or more cities lost. As you can infer from the city descriptions I'm not much concerned about Hyborem at the moment. ![]() I also had a chat with Mardoc. He'll try to recover the Axe, it's supposedly still on the island with the razed Clan city. If all Balseraph cities are captured and the Axe not, it's lost in the limbo. The Clan is researching Currency, how about that. We also agreed that what we've been doing was in fact saving the world from the monster that Keelyn would have become if not stopped. The SoI don't look that scary compared to the Bals. Maybe if they were Body III instead of Combat and there were four killer Flesh Golems to aid Fire Elementals. Last but not least - my theme for units and cities is a tribute to this gem of a game: ![]() It's awesome, anyone around familiar with the pleasures of seeing a monster CA TT in action or the unkillable underdog -f IS?
So Bob moved out even sooner than I thought. His remaining skeletons (36) and 4 adepts are heading towards Coombe View. He can't summon new skeletons cause he's already above the limit.
Only a warrior and 4 puppets were left in Jubilee. I hit it with a CR3 tiger, got lucky and killed the warrior at 39%. The last low-exp priest hit a puppet at 99%. I still had 3 warriors below 26xp, but rusted and damaged with odds on puppets below 90%. Fortunately Enchanted Blade remedied the rust and two warriors won at 93-94% odds and the third lost at 72%. The city was taken by the adept who lost invisibility anyway after casting EB ![]() A nice city. I wish I could burn it. I'm gifting it to Clan as per our agreement. ![]() EOT Bone Palace triggered a Golden Age. Discovered Writing. EOT demographics:
Holy crap, you've played Stars!. It's an awesome, awesome game.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
Yeah, a pity it didn't work out with Supernova.
T139: I moved out of Jubilee preparing to go home and gifted the city to the Clan. Balseraph remaining skeletons are still heading towards Coombe View. Even if they get there, my priests will be there already and tigers even turn earlier. Balseraph 2 workers found. The picture tells the story: ![]() Let's see if Serdoa likes cheese. To Mardoc: Quote:[COLOR="Silver"]I moved the priests NW of Jubilee and gifted you the city. I left it unguarded, but there's nothing that can reach it this turn and I'm blocking the way back for the skeletons (or rather hasted puppets/adepts, skeletons wouldn't reach it anyway). The last line is an attempt to fish for Mardoc's plans where to send the SoI next (on Square Leg's behalf, but I'm interested as well). I wish I could have some fun with invisible tigers in Serdoa's land, there's 8 of them and maybe half have CR3, but then the Clan would just swallow the Sheaim and then the Luchuirp and then me. Before that I had a chat with SL (wall of text warning) We're discussing the situation after Balseraphs, SL suggested a NAP and a defensive pact. We've got no other choice than cooperate, otherwise the Clan wins, but I've yet to find the mean between making sure that the Clan loses on one hand and on the other that the Dwarves don't grow too strong in the process. F1: ![]() A couple of unhappy faces due to WW and after I gave the Clan Enchantment mana in return for an earlier loan of Body mana. I still owe Enchantment to Square Leg, he asked for it a turn after the Clan, we should have arranged some kind of timeframe to a situation like this.
T140&141:
Mardoc captured last two mainland Balseraph cities, Bob is left with only these two: ![]() The priests will defend Coombe View on their way out: ![]() Balseraph GNP went negative. Looks funny in the graphs: Some diplo with the Clan: NAP with the Dwarves extended to T160.
T142:
A nice event to sweeten a... ![]() loss of another priest, fallen defending Coombe View from hordes of skeletons. First two priests died when Tredje and Mardoc were feeling brave, this time it was my turn. A pity, they'd have made a substantial difference in GNP after settling. At least I was able to kill the lucky skeleton with the last low-exp priest, bringing him to 18xp. The invisible Divided Soul is also on his way out. He noticed two Sons resting in Guell, ![]() one promoted with Body III. Could've been much worse if the SoI had all taken Body III instead Combat from the get go. I look forward to seeing the flesh golem. It should be a real killer eventually, but it takes time to feed it all the valuable promotions. I wanted to avoid scouting the Clan with the invisible hawk (it would be a kind of using my worldspell against them), so I hawked Serdoa: ![]() Nothing special there, two Planar Gates, a handful of PZ. If I moved in the tigers I could kill 2, maybe 3 cities two turns after declaring. It won't happen though. First it would skew the balance even more in Clan's favour, and second those bloody tigers eat up to 3gc maintenance each. I can't use the tigers against the Clan and the Luchuirp likely can see invisible, so I deleted all 8 of them. Sorry, no really fancy invisible maneuvers this time, but still I might be able to pull off a thing or two - the workers are still invisible - I can ie. prechop my forests/jungles to make a final chop right under a possible invading stack (that couldn't see invisible). Also now workers can do this: ![]() The guy is not bothered by barbarians nor animals an can keep making road for 8th city (ETA 4 turns). Second lizardman spawned last turn and EOT moved south to be challenged by a 13xp priest (one of the veterans of Milk the Spider) next turn. I made peace with AI Keelyn. Time for conclusions, but first a screenshot: ![]() It has been a grind indeed. I think neither Tredje/Mardoc nor me fully realized what numbers we will have to deal with. Let me repeat: we've been this :thumb and index finger squeezed together: close to losing this. We've managed mostly because Bob botched both macro and micro. I've been commenting on it every now and then, let's now try to make a summary:
That was micro. With macro the mistake was constant sacrificing the short term for the long-term, ie. by researching Drama for the GA and only then casting Revelry, instead of doing it other way around or even skipping Drama altogether when the SoI were knocking at the door. Attempting to make Gibbon more powerful later (by securing free Earth III) instead trying to get him out as soon as possible. We weren't going to wait to admire his perfect build in any case. Finally, all that AV stuff (Stigmata). I do look forward to reading in Bob's thread what was the point of it. Anyway, the Balseraphs are gone and now there's another what Mardoc termed 'an existential threat'. Here's the F5 map: ![]() (I'll make a better hi-res flying-camera map screenshot when I'm back on my usual machine for playing FFH) The Clan is big. Oops Well, not really, not yet anyway. Look at this:![]() I usually look at someone's pop to see how much of a runaway he is. The Balseraphs were close to 30% at peak, Pocketbeetle in PBEM1 was between 30% and 35% when I was still able to check . Clan's 33% will surely increase over the next dozen or two turns but it doesn't look bad at all considering their terrible pop efficiency - nowhere near Pb's range, not even close to Square Leg's or mine even out of our GAs, and pop efficiency is not something one can improve in the short term, particularly with the pop spread over so many cities. Clan's only good multiplier buildings are Warrens and if I looked right they've got only 2. The Clan has currently 12 cities, 4 of them will be in revolt for 3-4 more turns and in demographics (not including Serdoa) they are last in everything but food.Still, they've got crazy potential and the SoI, so anything can happen. A message from Mardoc: Quote:[COLOR="Silver"]I'm not sure anymore on the Axe question. The unit who had been The bold part actually triggered an attack of my paranoia. The smile in particular. I've never seen Mardoc using smiles in his messages and this one looks like this: ![]() Would he attack me on T150 when our NAP expires? He can't succeed without SoI and If he wanted to bring in SoI he'd have to break the worldspell NAP. Not likely. Still, if anyone wanted to attack me, this is the time. I'll be liquidating the elite of my army and I have not yet reached my civ's window of opportunity period (Poisons). Recent Open Borders between the Clan and the Luchuirp is also intriguing, but that might be just for eco. In any case, hawks are going to be busy. I replied after seeing the turn: Quote:[COLOR="Silver"]Hey Hinted the worldspell NAP just in case. I haven't been entirely honest about the Axe - I was suggesting I would attach it to summons, but the Nether Blade will be much better for this (2 [STRIKE]unholy damage, fire elementals don't resist it, golems do though[/STRIKE] no, it's 2 death actually, oh well) and the Axe would give Blitz to Aeron's Chosen. I just don't want to draw unneccesary attention to the Nether Blade. Armageddon Counter reached 29, but thanks to Bob I was able to get rid of WW and swap Public Baths for Granaries in critical cities. Even if Blight hits soon it shouldn't be much devastating. Here's F1 at the end of turn: ![]() Lots of Happy The capital is going to start building the Bazaar (taking advantage of Industrious once again after Bone Palace) with overflow after training a hawk. Initially I wanted to build the Bazaar in Peekaboo, the production city but the capital is making 30 more commerce that can be doubled in turns of 0% sci. The Bazaar should be ready in 10-12 turns. With settled GM, specialists and modifiers I'm going to make... guess how much gpt in the capital (at 100% sci). Really, try to guess ![]() Not long after I should get Poisons and that will begin the period when the Sidar have their fun.
Recent activity in Serdoa's thread made me realize that I made a little smoke move with the hawk - despite being Hidden it is still visible when in a city
![]() I considered DoWing the Sheaim and then doing nothing, just to see if Serdoa would freak out, but that would probably only detach him from the game even further. Instead I sent this: Quote:[COLOR="Silver"]Hey Continuing the exchange with Mardoc, we agreed on the final split of clowns' gold. The hawk checked out the Dwarves: ![]() A ratha, a radiant guard, 2 wood golems, several warriors. I hope there's much more in the fog. The Luchuirp returned to RoK. They don't make an impression of a civ that is about to fight for its exsitence. Also, Square Leg has been mysteriously absent on Google Chat recently. It makes me wonder if SL signed a NAP with Mardoc and I got the short stick this time.
So it's true
Quote:[COLOR="Silver"]Hey SL I've always assumed that after defeating the Balseraphs the only choice left for the Dwarves would be to side with me vs the Clan. Square Leg acknowledged this as well Quote:I think either of us can still win this but unless we work together - the clan will win it but something went wrong. I should've signed that defensive pact when it had been offered. Maybe Square believed I was going to let him be devoured by the Clan, a thing easy to believe considering the Clan-Sidar worldspell NAP. It would be not far from the truth even - I wanted to team with the Dwarves against the Clan, but on terms that would ensure my eventual dominance. It failed, Mardoc and SL worked out an agreement. My optimistic guess is a long NAP and pessimistic is a joint attack vs me with SL getting my land. I'll have to wait to hear the whole story and try to fit myself into it. In the meanwhile I signed an irrelevant NAP with Serdoa: He doesn't care anymore, so I hawked the Sheaim land after seeing Clan's DoW on them. ![]() Two elementals that make an impression as if they were too shy to attack the cities. Mardoc might be cautious with regard to the Armageddon Counter. Speaking of AC, I avoided a big Defenders of Coombe View never stopped to heal. Three shadeable units were below 30% health, Blight could've killed them. I healed one with a promotion and rested the other two in Clan's lands. The rest is almost home:![]() I lost the free Commander though By one turn, even less - I'd get Military Strategy this turn, but I'm later in the turn order. I could've gotten the tech a dozen times already but I've set up the micro for the Bazaar so nicely. Bleh. On the good side, with no pressure on research I was able to focus on preparing for the incoming Blight.
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Well, not really, not yet anyway. Look at this:![[Image: civ4screenshot0058.jpg]](http://img23.imageshack.us/img23/4093/civ4screenshot0058.jpg)
. Clan's 33% will surely increase over the next dozen or two turns but it doesn't look bad at all considering their terrible pop efficiency - nowhere near Pb's range, not even close to Square Leg's or mine even out of our GAs, and pop efficiency is not something one can improve in the short term, particularly with the pop spread over so many cities. Clan's only good multiplier buildings are Warrens and if I looked right they've got only 2. The Clan has currently 12 cities, 4 of them will be in revolt for 3-4 more turns and in demographics (not including Serdoa) they are last in everything but food.
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By one turn, even less - I'd get Military Strategy this turn, but I'm later in the turn order. I could've gotten the tech a dozen times already but I've set up the micro for the Bazaar