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Ok the save is played.
First of all my warrior made an interesting discovery:
Mardoc, is this an issue with spamming archers if you go in an out of WB a few times when editing? If so, I think this is worthy of an announcement (I'd probably live with it unless it killed civs at this stage).
I then learned something unsuprising:
Goodnight, sweet prince...
Demogs for the turn. By my reckoning I've 15 gnp per turn in research and culture, but the demog screen shows 17, so I'm guessing I'm getting a bonus for researching Calender.
I took this pic to figure it out:
![[Image: EtaCarinaet0009.jpg]](http://i685.photobucket.com/albums/vv217/BrianShanahan/EitB%2029/EtaCarinaet0009.jpg)
Next turn will show how much of an increase I get on this.
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(July 23rd, 2013, 15:00)Brian Shanahan Wrote: Mardoc, is this an issue with spamming archers if you go in an out of WB a few times when editing? If so, I think this is worthy of an announcement (I'd probably live with it unless it killed civs at this stage).
Yes(ish). At least one of them is a lair guardian, of course. I'm 95% sure the archers will stay put, I checked their AI and it seems appropriate, and I don't remember seeing them wander around in other games I've played. Plus of course they stayed put for the first 10 turns here.
Clan aren't in the game to poach them, so you can think of it as a five-headed lair guard if you like. But I don't think it's worth announcing unless they start migrating.
EitB 25 - Perpentach
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Well if you feel they're ok then they should be ok.
But I won't be the one crying in the wilderness if they start causing havoc, as I'm a barb too. Is there any way you could independantly check from one of our saves if they do start wandering and are likely to cause trouble, just in case?
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July 24th, 2013, 05:35
(This post was last modified: July 24th, 2013, 05:39 by Brian Shanahan.)
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Ok played the save, and noting much happened. The demographics screen is interesting:
Looks like someone sandbagged their research (leader rival was 20 gnp but now 17), but I don't know for what (unless it's a case of they no longer having the bonus beakers). Don't mind the lead I have in crops and hammers, I grew a pop at eot, and the citizen has defaulted to the deer tile (I'm not sure if I want 2nd pop on deer or cow, I'll experiment when I get the save).
Wheat will be farmed next turn, and after that I'll probably farm the cow, until AH.
Settler was showing 17 turns before eot, and with an extra 3/4 units per turn he'll a turn or two quicker. I'm not sure where to plant him yet though. I think north to incense wheat city is best for the moment, start spreading round (in SP I'd go farther to the pigs incense off east, or the double wheat down south, if only to land grab against pushy AIs, but here I'll be a bit more careful about maintenance).
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July 31st, 2013, 16:18
(This post was last modified: July 31st, 2013, 16:33 by Brian Shanahan.)
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Ok, my bad on not reporting more frequently. It's just that with good weather (for Ireland), and me being a member of my club committee in the GAA this year, now being the busy time of year 4 games I have to go to this weekend, I'm very strange with the hours I keep on my computer, and often want to just bash a few heads instead of reporting.
Regarding the game, first of all on turn 11 my warrior had a close encounter with a flying thing of some sort:
Fecking aliens and their wavins being stuck up peoples' cracks. Anyways he survived the probing and limped around gingerly for the next few turns.
Then a few turns later I got a holy visitation:
The free prophet from the Queen herself would have been nice, but I don't sandbag early beakers in this game on the off chance I get something like this. And anyways the free beakers took three turns of calender, so no harm done.
So that's basically it for events now for some showings:
Dot map first. It's from turn 13 but I haven't done any changes since then:
Yes some of the cities are cramped, but they are essentially back fills. I want to fill out my immediate area with strong quick growing core cities so that I can creep out, and when I go full military I have oodles of food, hammers and whips to crank the PZs. I've 8 good cities mapped, and at least three half cities there too.
Demogs:
There are two size three cities and one size four. They are probably building up warriors before pushing on settlers, in order to have protection before founding new targets. Another team is staying on two pop. I'm guessing that's Furia and that she's doing the same as me, going with an early settler because Barb trait allows you leeway wrt protection for your settlers.
And finally a quick picature showing my current tech situation and scores:
As you can see I finished calender, I will revolt when I get the save back, the extra food will get me two more units for the settler. I'm ETA of 4 for my settler, which is nice, and tops in score (mainly through the free Exploration).
Plans are Crafting next, scout>worker for the cap (will get me size 3), and then back to cranking settlers for a while. Tech will be hurt temporarily, but I'll have a few calender resources and wine at my capital to up the commerce, and with exploration I'll have TRs.
All in all I'm pleased with how this is going so far.
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Well three turns played in close to twenty four hours, but not a huge lot to report on.
First of all some luck with gold:
51 gold into my hand over two turns allows me for a few turns of deficit research when I found more cities, so nice enough (if not the best result).
Then I got some luck with fights:
Getting me up to C2/Shock in promotions. This warrior is coming along nicely. Probably should bring him home as he's rolled all his 20s.
And finally Demographics:
No real suprises here, but that's because as a barb I can go rex early and hard and am doing so. When I've a few cities up and they're growing watch me roar.
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August 15th, 2013, 07:33
(This post was last modified: August 15th, 2013, 07:39 by Brian Shanahan.)
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Wow, it's been a fortnight and thirteen turns since my last update. I'm a really lazy boy*.
Well I'll give an update on my plans now, and a proper turns update tomorrow.
I've discovered a nice bit of land, but haven't bumped into anyone as of yet. Therefore I'm assuming that everybody is fairly isolated from each other (if not on large islands). Thus I will REX. And for that I will need coins of silver and gold.
And that leads to my tech plans. I am now inserting Festivals after mining like so Mining (half done)>Festivals> Exploration popped from hut>AH>Bronze Working. After that we'll see. I think if I've mapped more land to show I'm on an island (or more isolated than even I currently think), then a sailing run is in order. Other wise I go AV and the war civic + aristo techs and bump heads.
*In honesty I'm really busy, being secretary of the local GAA club's summer festival committee, being PRO for the club (lots of travelling to matches and writing reports for local media), being a player for the club, actively looking for work, doing stuff the Social say I need to do to look for work (mostly consisting of stuff I already did) and finally chopping down trees at home for my parents, along with all the incidentals.
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Your real life looks like a sandbox of this game, you already teched Mining (choppnig tree) and Festivals (club's festival committee).
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(August 15th, 2013, 09:27)flugauto Wrote: Your real life looks like a sandbox of this game, you already teched Mining (choppnig tree) and Festivals (club's festival committee). 
Post of the game here.
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Well I told you it was uneventful these last few turns.
First of all I founded Crab:
Nice near location. And I found a sweet location to the east with gems, river, cows and mucho hills.
Then I invented a new way of making things, like wine:
Then an event gave me some free gold (forty to be exact):
An invisible Griffon decided to commit suicide:
And finally a hut gave me 21 gold:
Finally the current state of my *ahem* empire:
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