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The Orc Clan: Following the Princess Rule

Selrahc Wrote:Desert or plains.

ah, and there seems to be a higher number of plains them i'm used to :neenernee

I'm obviously spoilt by grass heavy lands!
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Ravus Sol Wrote:Darn it! My key button messed up and didn't take a picture of the eastern land with the Tower. It was more sea to the East as well anyway.

EDIT: +4 score increase for the bannor as someone has gone up a pop point I assume it was them. No increase in soldiers however so maybe it was an event.

Ravus Sol Wrote:Okay so another score boost to the Bannor and someone gains more soldiers... hmmm

Bannor 35 > 46 (Tech? Agriculture? Everyone else techs 10% faster then us)

The 4 point increase was population. Capria grew to size 2 in a 2 food tile. She had a power increase from 5000 (warrior + scout) -> 6000 (pop is worth 1k power) and then from 6000 -> 9000 (warrior). Strange is the time she took to complete the warrior. 8 turns is too long...

Since the bannor start with exploration and they were teching a no prereq tech, is either agri or AC. Too few beakers for crafting. Probably agriculture.
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Ichabod Wrote:The 4 point increase was population. Capria grew to size 2 in a 2 food tile. She had a power increase from 5000 (warrior + scout) -> 6000 (pop is worth 1k power) and then from 6000 -> 9000 (warrior). Strange is the time she took to complete the warrior. 8 turns is too long...

Since the bannor start with exploration and they were teching a no prereq tech, is either agri or AC. Too few beakers for crafting. Probably agriculture.

Maybe she started to build a warrior... switched to worker... then realised it would be better to switch back and finish the warrior and grow anyway anyway?

naw sounds too iffy.

But yes I agree that Agriculture was the most likely tech. Although the prospect of a Bannor rush could be amusing.
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[SIZE="6"]Turn 8-9: Orc Workers; too dumb to work[/SIZE]

[Image: civ4screenshot0250.jpg]

We start work on a Goblin after the Worker finishes. The overflow means it will get out quickly and hopefully hunt down the lion exp in the south. The worker on the other hand is too dumb to do anything

[SIZE="4"]Turn 9 Score increases:[/SIZE]
Tom Bombadil (Elves) = 31 > 42
Archmage (Amurites) = 31 > 42
Prostus (Calabim) = 31 > 42
Horselord (Hippus) = 31 > 42

It's also amusing how everyone just jumps 9 points at exactly the same time. I can only assume everyone went for Agriculture together or something similar enough.

EDIT: Jump 9 points? Where the hell was my math skill, thats obviously 11
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[SIZE="6"]Turn 10: The First Decade Passes[/SIZE]

[SIZE="4"]Agriculture Splashscreen[/SIZE]
[Image: civ4screenshot0252x.jpg]

The Workers can Work!

[Image: civ4screenshot0254.jpg]

The workers take 4 turns per farm so we should be able to get out 3 farms before starting to work the wines.

[SIZE="4"]Future Technology[/SIZE]
[Image: civ4screenshot0253.jpg]

We instantly start to research crafting on our mining beeline. This will also open the Wines next to the Capital to be used. 14 turns currently but that will improve as the farm becomes active and the city grows.

[SIZE="4"]Tales of Gork[/SIZE]

[Image: civ4screenshot0255.jpg]

Gork finds even MORE grain resources just before starting his trek back to guard the city.

I suppose even without grassland everywhere we should still be able to grow the cities between all these grains and the animals.

[SIZE="4"]Demographs[/SIZE]

[Image: civ4screenshot0256.jpg]

SOMEONE IS ON ZERO MILITARY UNITS yikes

Whoops. Oh well. We can hope we meet THEM as our first foreign contact.
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[SIZE="6"]Turn 11: Lions & Bears![/SIZE]

[SIZE="4"]Gork runs away[/SIZE]

[Image: civ4screenshot0258.jpg]

Gork spots a bear. While Orcs might prefer epic battles and would love to go one-on-one with a bear, Gork has an obligation to survive as our Guardsman!

[SIZE="4"]Mork gets Murderous[/SIZE]
[Image: civ4screenshot0259.jpg]

While Gork runs away, Mork eyes up his newest easy xp meat. With the 3 str + 50% animals Gork gets 90% victory chance attacking a lion on a forest hill!!

bow

As long as he doesn't get jumped by multiple enemies he should be fine. Especially if I can manoeuvre him onto that hill.

[SIZE="4"]Demograph[/SIZE]

[Image: civ4screenshot0260.jpg]

The defenceless player built a unit. Most likely they just finished their worker recently too and are now building defence.
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Additional: Is it just me or does it look like the land North of Mork may be about to end at sea point as well...

If that is the case then that is a humongous amount of easy backfill land!

I was convinced I would find another player up this way. Oh well, one less direction of assault to worry over.
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Psssst! Hey Ravus, did you see the amount of damage the Horsemen did to very developed empires in FFH PBEM 2? Imagine if they hit on turn 120 or something?? It'll be waaay cool devil!
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Its all fun and games until some gets 3 cities razed, loses their national hero, and 25% of their military wink.

Darrell
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ICHABOD
Ichabod Wrote:Psssst! Hey Ravus, did you see the amount of damage the Horsemen did to very developed empires in FFH PBEM 2? Imagine if they hit on turn 120 or something?? It'll be waaay cool devil!

Indeed they did! I had comepletly forgotten about their "Raze cities they start the turn in" ability before that.

Hopefully I can time it all to go down swiftly. The Infernals walking the earth, the blight hits, The Horsemen start to arrive and the Orcs go to war!

jive

DARRELLJS
darrelljs Wrote:Its all fun and games until some gets 3 cities razed, loses their national hero, and 25% of their military wink.

Darrell

Yes but you remained victorious and got your revenge... I wonder how much the other players will go crazy with the loss of 50% of their military or more... WHILE the Infernals are in play.
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