Quote:Given the proximity of the Clowns to your capital, I suspect that diplomacy needs to take a back burner to simply killing/choking them.
If you don't go after them soon, they will come after you.
Kil'em'orph.
Seconded. Warcry gives a flat 1 str bonus, making it taper off as the game drags on. Balseraphs has too many toys to bring in as the game progresses--Mimics, Loki, Freaks... just to name a few.
If Bals is Keelyn, I certainly would want them out of the way before they reach any twincasting archmage--Gibbon can be achieved as early as Deception, and that would give them a hero which could twincast and sustain 4 Puppets, each twincasting and sustaining 4 Wraiths... certainly broken that early in the game.
If an early rush is on the cards... I'd suggest Mining and hope for Copper nearby. Amassed warriors with warcry can do wonders... especially if the Bals hasn't noticed you lurking around the corner yet.
HBR gives guaranteed Horsemen thanks to the palace ponies.
Similar beaker costs but without the risk.
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So is it worth sacrificing scout movement/potential first access to that hut to avoid contact with the clowns?
Copper warriors are significantly cheaper hammerwise than horsemen, but we've already spotted two animal husbandry resources which is another plus for horsemen. 4 move horsemen will allow me to pretty easily choke roadless clowns.
The later I contact the clowns the more deceptive the answer of "oh, I'm to the northeast" will be when Kyan notices me and chats me up on my location. I mean really, what are we doing 10 squares from each other on a map this size :neenernee
Why wait for copper? You could just build (insert number here) warriors and warcry his ass. Str 4 move 2 warriors can take Jubilee. How many warriors could you have by t20 say?
Oh and it looks like Gasper popped a tech from a hut - ancient one.
EDIT - Is Jubilee on a hill - maybe waiting for copper is better but it would mean slogging through a 2nd city and more warriors overall.
What I don't like about the fuchsia dot is that its lower two flood plains will get in range of Balseraph culture around T12 and remain that way for a long time. With Wheat and Sheep it's still a great spot though. If I were the Balseraphs I'd seriously consider planting 2nd city there.
A balseraph warrior moved onto the dungeon this turn and spotted my scout.
Kyan thus proceeded to desperately want to talk to me on google chat while I am very busy today finishing my final exam papers, and sleep deprived to boot >_<
I talked to him for about 20 minutes. His primary concern was me popping the dungeon and I had to inform him that I was unable to pop it this turn, and would get back to him before he played his turn tomorrow.
He then sent me the turn and I moved my scout onto the marble.
Anyways, Kyan knows that we're very close and he knows the shortest path to the Hippus capital. Very soon I'm going to have to negotiate with him.
He hinted that he might be willing to negotiate some concessions in exchange for peace for the hippus. I'm considering floating the idea of exchanging fuschia dot for cooperation/a NAP since it is essentially equidistant from our capital.
But you guys are right that I do have to worry about summoner clowns. If I did get a NAP I'd want it to end preferably before or at least shorty after Gibbon's creation before he has spells, especially twincast (requires combat V).
At the very least the Dungeon question is easy enough: since he's got a warrior on top of the dungeon who can just wardec me to keep from exploration I should probably just get both of us to agree not to explore it.
me: Once I finish these papers you'll get to talk to me with the advantage of heavy sleep deprivation
[COLOR="Orange"]Kyan: we're super close
and you're the scary hippus[/COLOR]
me: neiiigh
[COLOR="Orange"]Kyan: therefore i wet my clown pants slightly
2:08 PM
basically, with being this close to each othe
*other
it's going one of two ways
we're having a very messy early war (im the guy with the 6 mfg from t0 )
but you're the damned hippus[/COLOR]
me: how close are we
[COLOR="Orange"]Kyan: so yeah
i cant tell exactly
2:09 PM
between 8-14 tiles
depends how far your scout has moved
but considering he's on a hill so went one move only last turn[/COLOR]
2:10 PM
[COLOR="YellowGreen"]me: well that's a pretty poor position for both of us
this map seems like
we should be further apart than that[/COLOR]
[COLOR="Orange"]Kyan: potentially. However, it could be a blessing
yeah, tell me about it! the map is huge
plenty of land tiles
2:11 PM
basically, im willing to do a lot to be friends
because thats the only chance either of us have of winning, in my view
you could probably take me out with a dedicated rush]
2:12 PM
but my capital is a freaking castle- its on a hill and has a river built moat and ill do everything to defend
to not be too melodramatic, but if im fucked, im taking the aggressor down enough that they'll be way behind the other peaceniks
plus with you being the only financial and me willing to pretty much wash your feet to be friends[/COLOR]
me: heh
Kyan: peace could be very sweet indeed
[COLOR="YellowGreen"]me: watch out for cassiel mate
2:13 PM
he'll be philo/fin soon
most economic leader ever
ok so 67 turns from now but[/COLOR]
Kyan: didnt even know that. thats grigori?
me: yep
Other stuff was discussing the dungeon. His warrior is on it so I'm essentially agreeing to neither of us exploring it since he could pop it and either claim the rewards or ensure that the warrior and my scout die from mobs.
It is kinda interesting that his warrior is out on the dungeon. If I knew where his scout was I'd go for a warcry mad-dash to his capital.
I also did some research on our players, which hasn't been posted in the second page as I have been busy with school. Until about a couple hours ago when I finished my last assignment
Anyways, I know that Kyan's strength is diplo. So is that of his lurker bob.
Kyan is not the kind of person to ruthlessly pursue victory at all costs if he doesn't think he stands a chance... potentially. (In one of Kyan's now finished games his goal was to "avoid being a nonfactor"). However he's been here for long enough that he may still attempt to pursue victory at all costs...heck I'm a complete newbie and planning that! And Bob/DaveV probably will encourage him to be as competitive as possible.
It'll be interesting to see what he puts on the table in exchange for peace. I still say fuschia dot is a nice peace offering
Iskender is right about losing two flood plains for quite a while making it less valuable for us, but I dunno if we should just let the clowns have it.
You can reach in 2 turns. No one leaves the scout to defend while the warrior goes scouting. Even if the scout is defending, it'll be str 3 on str 2, with marginal defensive bonuses giving you pretty much even odds of taking him down.
Not sure if he went for a worker or a warrior first. Which turn is it on now?
Watch the C&D to see if he builds a warrior, or pops in city size (building a warrior).
Else I'd say: go for it!
Edit: 2 turns if warcry doesn't wear off on the 2nd turn. I'm not next to my PC right now, but you might also want to try sandboxing this: 2 steps towards him first, without warcry, then on the 2nd turn, move up to the hill next to his city, burning up your 2 movements, then warcry. I can't recall if you're still able to move after that or do you pay off the movement "debt".
If you could, then this gives you a guaranteed chance to reach in 2 turns, and also gives you the excuse to move towards him giving the pretext of "scouting", wait and see if he contacts you because he's worried about an empty garrison while you decide if you'll wanna go ahead and blow off the world spell.
You'll only lose the left FP from Jubilee's 3rd ring, not the right one.