Turn Reports up to T11
Some people get all the luck. Namely, the clowns
I've been moving the scout these past few turns, researching Calendar, and finishing off the worker.
The first lizardman paid us a visit!
Turn 10
Turn 11
EoT screenshot
Diplo:
Well, a couple turns ago I noticed the clowns had their power spike to 20k. I didn't think anything of it
Anyways, Kyan has talked to me and apparently he received the lizards vs. dwarves event...and proceeded to win against all three dwarves that spawned! As such he has two lizardmen he can promote to shock. Bob and Krill have been demanding that Kyan choke me...which would probably have been the right move for him to do, to be honest. He might even have managed to succeed in taking the capital since I stupidly ignored the power spike and have 2 turns of production in training a scout instead of a warrior
I'm lucky that Kyan wants our mutual NAP to merely be *fair* instead of horrendously in his favor.
Here's what he proposed.
Quote:[COLOR="Orange"]NAP Proposal between Balseraphs and Hippus
- NAP until and including turn 150
-Heroic archmages have their own personal NAP extension which prohibits them from offensive action until turn 160
- Balseraphs, with at least ten turns notice, must be willing to lend marble to the Hippus if at all possible.
-Neither civilisation must *ever* use Sol Pass for any action that could, in any way, be deemed aggresive to the other party without express permission.
-Balseraphs, with at least ten turns notice, must be willing to lend Sun Mana and at least one other mana type (of hippus choosing) to to the Hippus if at all possible.
-The Hippus must, with at least ten turns notice, be willing to lend two mana types (of Balseraph choosing) to the Balseraphs if at all possible.
- Both parties will warn of hostilities or aggresive diplomacy/actions from third party nations towards the other involved in the treaty.
-Both parties will keep the strength of their relationship secret from the other nations.
first draft so let me know if things need to be added/edited/removed.[/COLOR]
Two other things:
1. We also agreed on extending our current NAP to T30 for the time being. (phew)
2. We didn't discuss fuchsia dot but I can pretty much guarantee we lost it
Apparently he can get Gibbon around T120 (according to Bob). Kinda wondering if I should extend it or consider a game long NAP. He'll have a super strong archmage on T160 and I might only have Mercurians. Should probably ask what he thinks of a T200 NAP...that's pretty much gamelong so I'm hesistant to ask.
Technology/Economic Micro
The Hippus finished researching
Calendar this turn. I finally ran some simulations with the following three tech paths, playing up to turn 48:
1. Animal Husbandry -> Exploration -> Ancient Chants -> Education -> Code of Laws
2. Exploration -> Ancient Chants -> Education -> Code of Laws
3. Crafting -> Mining -> Exploration -> Ancient Chants -> Education -> Code of Laws
(I probably should test out an early mysticism tech path as well)
The first two seem superior to the mining path, the production of settlers is about the same for paths 2 and 3 and while overall production will be increased thanks to mining I don't think it's worth the even greater delay of getting agristofarms.
Here are the differences between paths 1 and 2. Surprisingly Path 1 only reaches code of laws about 3T later than path 2...getting that second settler out really pays dividends.
-36 extra beakers for path 1 (path 2 gets 9 extra hammers during these three turns before aristofarms as well).
-The third settler is 4t slower as such in path 1 vs. path 2.
(The second settler is of course also slower but the sim has already factored in that difference in tech rate)
Anyways, I think that makes animal husbandry the superior tech. 36 beakers is nice but getting the third city up even earlier is really going to pay dividends. Please tell me if you disagree.