I suggest queueing up infinite numbers of mud golems in Ithralia. I think the extra movement will be more valuable than the combat strength right now. And we can finally start shooting down their stupid air force.
Techs:
Civics:
Since they have Empyrean and drafting civics, we should expect to see Blinding Light spam. I moved Gibbon off the front lines to avoid that.
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
(February 4th, 2013, 17:28)DaveV Wrote: We will at the end of plako's next turn.
I want to see screenshots of a huge fireball-throwing mud golem stack.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
We're up. I can play, but prefer to do it on my prime time so there won't be much time left in the timer then. Not totally sure we can get Necromancy and Death node improved this turn. However please don't end your turn and leave some adept that can get both Death I and spell extension I promotions not-moved/summoned (after that Combat promos). If we've time, we should let that kind of unit summon most of our "permanent" Skeletons.
I logged in and flew the floating eye missions. I didn't see anything new in Boozer territory.
I've been planning on Extension I on all my adepts that haven't already had to take other emergency promotions. Extra movement is worth way more than Empower I, IMO.
I have five or six adepts with 9 XP, none with 10 . I think I'll need 43 gold for each upgrade, if that ever happens.
Necromancy is showing as a 1-turn tech for me; do you mean the Illians and Luchuirp can't finish it? Or the Dispel Adept can't reach a node?
3 turns left on my golden age. Note to self: revolt to city states in two turns!
Now that I have extra djinns, the spare ones could cover a wood golem, in case we want to replace some of the pillaged improvements.
I did play. You've now Death mana. I think you should only promote 1-2 at this point and increase the number gradually. As soon as Gibbon reaches snowfall we should probably attack their city stack with everything replaceable we've. I need to move combat Mud Golems there and adepts should be ready to use puppets and naturally skeletons are great also. I also think we want to get ASAP 1 Chaos II Mage since mutation makes puppets on average stronger.
I'm afraid they'll see us coming with Snowfall puppets, and will clear out their stack. If so, I'm thinking the best idea would be to retake Saltus and then work our way back along the chain of cities toward their ridiculously large vampire capital. Razing that monstrosity would slow them down a little, I think.