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Turn 44. Hut results:
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.
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.
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 (  ) turns healing.
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Turn 46 started with another event: free money!
Another Freak popped off the assembly line, to be put into the "keeper" bin.
I finished Animal Husbandry at EoT, and    .
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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September 1st, 2013, 06:11
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Turn 47. Another new freak, another future Freak Show.
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:
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.
September 2nd, 2013, 07:11
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Turn 48. I moved my scouts out to expose some fogged tiles, and found the griffon again.
This time, the griffon decided to attack.
All the barbs promptly came charging out of their lairs.
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!
September 3rd, 2013, 04:40
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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.
No losses during the barb turn, so more exploring is on tap for next turn.
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