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[SPOILERS] DaveV plays Furia: What, me worry?

Turn 44. Hut results:

[Image: 29-44_west.jpg]

A middle-of-the-road outcome. Not the worst result, not the best. Now I have to decide whether to heal up my scout for 8 or 9 turns, or continue exploring. I'm leaning toward the former; he only needs one more XP for a Subdue Animal promotion.

Back in the capital, I produced my first Freak.

[Image: 29-44_freak.jpg]

Sentry is a nice promotion, but not enough to keep him alive when I need three Freak Shows.
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Turn 45: I got an event on the nearly dead scout. The first option deletes the unit and decreases the AC by 2; the second takes away 1 XP and decreases the AC by 1; the third does nothing but is only available to Evil civs; the fourth gives +2 XP and is only available if you're running Ashen Veil.

[Image: 29-45_west.jpg]

I picked the third option. Why not benefit from being evil?

I hit the red cross button for the scout; he'll spend the next 8 (frown) turns healing.
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Turn 46 started with another event: free money!

[Image: 29-46_event.jpg]

Another Freak popped off the assembly line, to be put into the "keeper" bin.

[Image: 29-46_freak.jpg]

I finished Animal Husbandry at EoT, and bangheadbangheadbanghead.

[Image: 29-46_horse.jpg]

Trolled by the mapmaker. It was my own lack of care that caused me to mistake my plains hill start for a grassland hill, but it wasn't completely unreasonable to move by the river to make Deruptus possible. Sigh.
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Would you have preferred to have no horses?
EitB 25 - Perpentach
Occasional mapmaker

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(August 31st, 2013, 07:55)Mardoc Wrote: Would you have preferred to have no horses?

Sorry, I know mapmaking is a thankless job. The map looks great so far, but it's frustrating to have a 5-yield tile turned into a 3-yield tile through what I consider no fault of my own.
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Probably should have moved your gold hill 1S, in retrospect, to make staying put more obvious.
EitB 25 - Perpentach
Occasional mapmaker

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[Image: foolproof.jpg]
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Turn 47. Another new freak, another future Freak Show.

[Image: 29-47_freak.jpg]

Random mutations give some amusing outcomes. In this case, the freak is both Strong and Weak, which cancel each other out. So, he's the exact equivalent of a completely unpromoted freak.

I laid a little trap for the griffon who's been hanging around my borders:

[Image: 29-47_south.jpg]

But he ran away. That's fine, too; now maybe I can do some more exploring.

The western scout is still alive, and healed up to 0.8/2.
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Turn 48. I moved my scouts out to expose some fogged tiles, and found the griffon again.

[Image: 29-48_south.jpg]

This time, the griffon decided to attack.

[Image: 29-48_griffon.jpg]

;^^

All the barbs promptly came charging out of their lairs.

[Image: 29-48_skeletons.jpg]

[Image: 29-48_lizardmen.jpg]

The problem is that the griffon is Hidden Nationality, so the barbs don't know he belongs to a team that's at peace with them. Instead, their Fresh Meat proximity sensors trigger, and they go into hunter/killer mode. Note to self: declare nationality on the griffon next turn!
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Turn 49. I remembered to declare nationality on my griffon, and the barb stacks froze in place. The griffon and injured scout both retreated into my borders to heal; the uninjured scout did some exploring.

[Image: 29-49_south.jpg]

No losses during the barb turn, so more exploring is on tap for next turn.
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