Is that character a variant? (I just love getting asked that in channel.) - Charis

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Commodore David the Fifth of the horsie dudes.

DaveV Wrote:Healing salves are better than getting Plagued or something, but no cause for a party.

Yeah, been a bit of a bummer in the lair category, I just need to snipe some rivals' lairs now. Ideally, Jkaen gets the worst of anything and dies quickly. Otherwise, I'll be buidling a coalition or something. banghead

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Would it be worth building a few fogbusting warriors to keep the barbs out of our safe zone?

Yeah, it is going to be worth it, and I'll be building the fogbusters next while we grow to size four.

Quote:Did you find any seafood offshore?

Nope, barreness and sand. I hope for something, or else navy is going to be very very painful, although fishing will still be a good early tech to snag.
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After griping, hey, get a turn. Need to threaten Jkaen more often.

Not too much happened this turn, picked up the salves and scouted a bit more. End of turn brought the worker finishing up, so wariors whilst growing is the next project. Hum-te-dum.

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Mist, I gotta say the fallout is breaking my immersion a bit. What's the story there?
If only you and me and dead people know hex, then only deaf people know hex.

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You should add a sign marking the spider's position (my format is to mark it "spider t10"), that way we're less likely to blunder into it with a unit that can't see it.
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DaveV Wrote:You should add a sign marking the spider's position (my format is to mark it "spider t10"), that way we're less likely to blunder into it with a unit that can't see it.

Ah, yep, that'd be the best bet. I forgot to mark it this turn, much like I forgot to set the password once again. rolleye Reminder signs are definitely in order for an erratic turn game like this one.

We could probably kill it without too much fuss, but it's general worth capturing in MP against humans, right? Fun HN shenanigans ho! (Lest anyone worry, I do consider attacking with HN units a NAP bust, but I don't want to sign any NAPs this game at all if possible).
If only you and me and dead people know hex, then only deaf people know hex.

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Huh, well, played turn, set password, and marked spider, all good. The new worker is working on getting down a winery (will finish the turn Kharak grows). The warrior is finding that my name for the fishing village is oddly prescient.

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The northern dotmap might shift with Triikor's discovery this turn, that fogged tile is wondrous gems. I might be willing to make the whale lake a mere Oasis if it means getting a city that can work gems, gold, wines, and furs all at once. That's an insane economic output...Aristocracy can wait for a while on this map, methinks.

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Adepts, however, can not. Now we not only have courage (to help against fear) and spring (to help against Mist), but rust to help against everything. Yikes. Getting the REX rolling is going to be important.

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Just need to take care not to forget, y'know, the actual hills to be king of.
If only you and me and dead people know hex, then only deaf people know hex.

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If you move Sorrow's Return to the north or northeast, you could still squeeze in a Captain Ahab city to the southeast of the lake. And Great Waste looks like a great waste of a settler until and unless we get some Spring adepts.
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Now that'll be a city worth building an academy in.

A water adept sure would be nice in the south. And we don't want to be too late in picking up KotE if we want maelstrom mages eventually... they'll take some time to mature. Not an immediate priority, though.

Where's that score lead of jkaen coming from? Hut techs? (I'm a complete neophyte at C&D.)
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Are there actually mana nodes on top of those resources, or just unimproved mana of various types?
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Ellimist Wrote:Are there actually mana nodes on top of those resources, or just unimproved mana of various types?

I am quite certain I have no idea there.

HiddingKneel Wrote:A water adept sure would be nice in the south. And we don't want to be too late in picking up KotE if we want maelstrom mages eventually... they'll take some time to mature. Not an immediate priority, though.

Where's that score lead of jkaen coming from? Hut techs?

Agreed about the need for KotE eventually. Jkaen's score is from this little thing. (Vamps are size three, obviously, everyone else is one and growing although I'm two turns behind on that).

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Fiirkan revealed more jungles and lakes this turn, without much else more. If the way is shut up here too I'm going to laugh. I need moar ruins and dungeons and lairs and forts and such! Otherwise known as "making FFH2 early game less boring".

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Here's the city screen, still on track for plan: There's Gold In Them Ther Hills, which, like all great plans, starts with access to alcohol. Wines are online in two more turns. I swapped science back to 100%, do healing salves take unit maintenance? If so, that's a bit annoying.

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Trying not to be depressed about score, but it's sad-looking.
If only you and me and dead people know hex, then only deaf people know hex.

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Impressive turnaround there. Got another turn, and there was much rejoicing.

In today's scouting news, Fiirkan found a fort guarding gems and a wonderful choke-point city site, 1SW of his current location. Need to push out a butt-ton of settlers for this area...which means that BW does need to be on the roadmap, possibly before HBR.

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I need to hurry up and dotmap the "Garden of Kadesh" in the fog, because the Great Waste certainly is. How are we supposed to sail to Charlie Hill? Apparently, not in a big navy this side of spring.

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Finally grew at EoT. THE PLAN is still onward, ever upward.

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Oh, also got a Gaspar ping. bang We're wedged in between the Raider navy guys and the bloodsuckers. Joy?
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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