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

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[SPOILERS] A threesome becomes a twosome

darrelljs Wrote:Does that peace event do anything?

Darrell

No idea. Maybe it affects to AIs?
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darrelljs Wrote:Does that peace event do anything?

-3 to AC. So in this game, no.
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I logged in after the barbs' turn, to see what happened:

[Image: 035griffon.jpg]

That griffon is as good as dead. My C1 warrior is getting 96% odds.
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Killed the Griffon. Too bad it gave only 4 exp points.

Dave please road towards the city site. I'll move after you next turn.

I think it is good idea to send your Combat I warrior there too as a backup in case we end up in trouble. Last turn there was another Combat II Griffon NE from Kyan's capital.
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Done and done.

I'm seeing a lot of wolves. We should clear those out at some point, to keep the Orcs from scoring another wolf rider.

I notice you have a settler queued up in your capital: I doubt we can build another city before the game turns into tower defense, and there are, IMO, higher priority things to build. You'll need another scout to pick up the golden hammer from the new city, you need more mud golems (Mutanbo is already working an unimproved tile), Markets are dirt cheap for you (and would probably let you run close to 100% slider). And we'll soon need a lot more defenders.
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Yet another thought for a tech path to follow Construction: AH->HR->Trade. This would open up Undercouncil/Overcouncil. With two Undercouncil members, I believe we could propose resolutions. Two free Great Sages would help a lot on our research into things arcane, and cheap slaves would be great for the clowns. Overcouncil would help reduce maintenance for the Luchuirp, especially in conjunction with City States. The gnomes are the worst civ for drafting, but extra warriors could help out in an emergency.
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I'm not sure over/undercouncil resolutions work among team members. At least that would need to be tested. I also think we shouldn't delay Mystisicm any longer and it is also in the road towards KotE. God King would be good for me. City States are ok, but hammer+gold bonus in my capital would be better. I also think that we need CoL. Cottages are still pretty bad in EitB. We should also consider unlocking Winter priests.
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Dave I logged in to finish the road so I can play Kyan's turn. Didn't do anything else.
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plako Wrote:I'm not sure over/undercouncil resolutions work among team members.

A quick test seems to indicate that this is the case. OK, scratch Trade off the list. That would have meant that other people could have seen our research, anyway.

plako Wrote:I also think we shouldn't delay Mystisicm any longer and it is also in the road towards KotE. God King would be good for me. City States are ok, but hammer+gold bonus in my capital would be better. I also think that we need CoL. Cottages are still pretty bad in EitB. We should also consider unlocking Winter priests.

I'd been thinking about the White Hand, too. The Priests of Winter are very good units, and Philosophy would also open up the possibility of using a Great Engineer for the Bone Palace. The Balseraphs could run Slavery and try to grab some Orc slaves from the barbs.

So, Mysticism next, then what? Beeline to CoL, or grab Philosophy and/or KotE first?
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I forgot to mention that I noticed very long build times for the scouts in your first two cities (5 and 8 turns, as I recall). Are you still planning on building a 5th city before popping the world spell? If not, you should be going max hammers to pump out those scouts ASAP. At the rate they're building, you would have been better picking up the hammer with a warrior rather than having the hammer sit idle in a city waiting for a scout to complete.

Another tech detour to consider: Warfare. Between Barnaxus and bronze warriors (and, possibly, Priests of Winter), we should be able to qualify a unit for Form of the Titan.
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