I can play now? Don't mind if you've already sent the save to Dreylin.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
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Genius Loki (FFH SG)
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I can play now? Don't mind if you've already sent the save to Dreylin.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
I sent the save to Dreylin about 20 min ago, but I don't think he has played yet. I'll pass it on to you now.
Also: As annoying as the slow Amurite build is, it'll slow them down all the more, meaning an easier time surviving their war. Given their isolation, I think Loki should hang around them for a little bit after stealing their settler, see if they move to another in the next ~10t, before branching out.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
We may also want Loki to cast Inspiration for some turns, at least until we get some basic Worker techs complete. We won't be able to afford controlling distant cities simultaneously until we have City States anyway, and the barbs probably won't spawn anything until about t50.
Looped Loki back to the city just in time, but Valledia is waiting for a escort
![]() ![]() Chose to wait them out, but by the end of my set I'm still waiting: ![]() Hopefully once those barbs suicide they'll settle. Popped one hut, but not for gold: ![]() Met three civs. First, The Horde, who'd foreshadowed themselves: ![]() They're to the North-West of Amuritea: ![]() The Sheaim: ![]() The Khazad: ![]() Seen no animals yet, and explored a very good portion, so hopefully that will continue awhile. The Save: I'll edit in a report.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
No city 40 turns in sucks, as does finding Jonas.
On the bright side, the Amurites look to be a great first victim if they ever get around to founding a city. Isolated, no early game advantages, somewhat passive leader, CHA / RAI Firebows to look forward to in the far future.
Played 20t; we have a city!
So I sat there for a few turns with nothing much happening and then wondered if Loki was the problem. So I moved him off and lo and behold they started wandering: ![]() Then the Barbs came and got in the way a bit: ![]() Meanwhile we found another Hut for a Scout: ![]() And they have a city: ![]() I spaced for a turn and forgot we were BAR and wanted to let the Goblin wander off, but then remembered. Anyway, we have a capital city:![]() With Corn and Incense and everything! :Jive: We also met this lovely lady: ![]() Her Scout was poking around the borders of the Dwarves: ![]() Borders pop and we can see an Amurite force moving in ... but there are plenty of Barbs passing through and playing spoiler. ![]() Here's the end of the set: ![]() ![]() Anyone object to agr-cal-min? Unlocks most of our improvements, in order of usefulness, and we should reveal copper fairly soon.
Not a bad city at all!
What's the Amurite emotion/position towards us? I think Agr-Min-Cal might be better. Unlocks mines and, crucially, our second farm, without which we'll struggle to support 0/1/6 anyway.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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