Dain the Fisherman
Ok, real snaky land here. Not much good land, but pretty decent resources and we do have the Remnants of Patria.
After moving the Warrior 1N, I decide to settle in that location to get the Corn and RoP in the BFC, we also get Crabs, two Forests and at least 2 hills, not counting the RoP.
Turn 1-101:
Game Settings
Map: Tectonics -
Size: Standard Size
Water: Earthlike (70% Water)
Aridity: Normal
Game Speed: Normal
Difficulty: Immortal
Size: Standard Size
Water: Earthlike (70% Water)
Aridity: Normal
Game Speed: Normal
Difficulty: Immortal
8 AI Civs:
Dain the Caswallawn of the Neutral Amurites.
Game Options:- 2 Neutrals
- 3 Good
- 3 Evil
Dain the Caswallawn of the Neutral Amurites.
- Blessing of Amathaon
- Living World
- All Unique Features
Ok, real snaky land here. Not much good land, but pretty decent resources and we do have the Remnants of Patria.
After moving the Warrior 1N, I decide to settle in that location to get the Corn and RoP in the BFC, we also get Crabs, two Forests and at least 2 hills, not counting the RoP.
After scouting another tile north with the warrior, I change my mind. To be able to squeeze in a decent city north of the capital I instead settle on the tile 1N of the RoP.
I start on a Settler immediately, and research on Mysticism.
Spoiler :
I start on a Settler immediately, and research on Mysticism.
I find a Barrow 2 tiles NW of the future city location, I decide to fortify my warrior on it for now so we don't get any problems later as I'm not building another warrior for a while. And I don't dare explore the lair yet.
Turn 7:
Our scout finds a Ruin south of the land bridge. I decide to explore it. A spider is spawned, and the lair is still there.
Turn 8:
The Scout wins the battle against the Spider!
He is poisoned and spots a Griffon two tiles out in the water. If he doesn't move he will be Griffon meat next turn.
He got enough experience for two promotions, we take Combat I and II, to be on the safe side. Now Str 1.6 and 4 turns to heal. We move him away so that he doesn't die against the Griffon.
Turn 17:
Our Scout attacks a Lion on a forest tile at 88% chance, wins and gains enough XP for his next promotion.
Turn 18:
I take Guerrilla I. The Ruins are on a hill so I am going for try #2 at exploring them once the scout has healed.
Our scout finds a Ruin south of the land bridge. I decide to explore it. A spider is spawned, and the lair is still there.
Turn 8:
The Scout wins the battle against the Spider!
He is poisoned and spots a Griffon two tiles out in the water. If he doesn't move he will be Griffon meat next turn.
He got enough experience for two promotions, we take Combat I and II, to be on the safe side. Now Str 1.6 and 4 turns to heal. We move him away so that he doesn't die against the Griffon.
Turn 17:
Our Scout attacks a Lion on a forest tile at 88% chance, wins and gains enough XP for his next promotion.
Turn 18:
I take Guerrilla I. The Ruins are on a hill so I am going for try #2 at exploring them once the scout has healed.
Turn 21:
I Explore the ruins, and gain a Healing Salve. Only problem is that the Griffon is within striking distance.
My scout should have the upper hand, with the +80% from the promotions (Combat II and Guerilla) and +50% vs Animals. As well as the +25% from being on a hill.
Turn 22:
The Griffon is even too scared to attack, I guess that says something.
Turn 23:
We continue scouting and to the east, on the shore of what seems to be the mainland, we find another Griffon. This one is promoted however, to Combat II. We back of into a Forest tile out of striking distance.
Turn 26:
Our Scout eventually survives against the Griffon and gains yet another level, we take Combat III. And applies the healing salve to prepare for the incoming wolf.
Turn 27:
The wolf is defeated as well!
Turn 29:
Our first Settler is complete! We move him northwards. And start on a warrior.
Turn 31:
We meet Garrim Gyr of the Luchiurp. We settle Udenarat in the northern spot.
Turn 32:
We get Mysticism, and beeline towards fishing, starting with Exploration. Switching civics to Mysticism+Pacifism.
Turn 33:
Crap, we set of the Guardians with our scout.
Turn 34:
Scout of course dies...
Turn 53:
Our first sage pops out, I am actually going to settle him. The reasons are many. 1) It will give more research when not running a sage atm. 2) +1 Hammer isn't much, but its going to be needed in this location. 3) I don't need to rush towards KotE, besides it's a waste using a sage on it (half the beakers lost) 4) I will use the next sage for an Academy here.
Turn 55:
Turn 60:
2nd fishing boat ready.
Turn 61:
Finished research on Agriculture, going for Crafting. Hooked up Fish.
Turn 62:
Capital grows to size 2 for the first time.
Turn 69:
Finish Crafting, go for Mining.
Turn 70: Finish Pagan Temple in capital, going for Heron Throne (forgot about it).
Turn 76: Orthus spawns somewhere, quite far away.
Turn 79:
I then use the Great Bard to restore order in the city with a Great Work. We finish Mining and see a copper underneath our capital. Next tech is Archery for Lumbermills.
Turn 87:
Capital finishes work on Heron Throne!
Turn 92:
Finish research on Archery, going for BW next.
Turn 97:
Amelanchier captures a barbarian city on the landbridge and we meet another civilization. Well, you do well to be Cautious Amelanchier, because you are first on my target list!
Someone also founded RoK, I bet Khazad is the 3rd Neutral civ.
Turn 99:
A Sage pops out of Udenarat, we use it for an Acadamy for the capital.
Turn 101:
Luchuirp wants to open their borders, we say yes.
I Explore the ruins, and gain a Healing Salve. Only problem is that the Griffon is within striking distance.
My scout should have the upper hand, with the +80% from the promotions (Combat II and Guerilla) and +50% vs Animals. As well as the +25% from being on a hill.
Turn 22:
The Griffon is even too scared to attack, I guess that says something.
Turn 23:
We continue scouting and to the east, on the shore of what seems to be the mainland, we find another Griffon. This one is promoted however, to Combat II. We back of into a Forest tile out of striking distance.
Turn 26:
Our Scout eventually survives against the Griffon and gains yet another level, we take Combat III. And applies the healing salve to prepare for the incoming wolf.
Turn 27:
The wolf is defeated as well!
Turn 29:
Our first Settler is complete! We move him northwards. And start on a warrior.
Turn 31:
We meet Garrim Gyr of the Luchiurp. We settle Udenarat in the northern spot.
Turn 32:
We get Mysticism, and beeline towards fishing, starting with Exploration. Switching civics to Mysticism+Pacifism.
Turn 33:
Crap, we set of the Guardians with our scout.
Turn 34:
Scout of course dies...
Turn 53:
Our first sage pops out, I am actually going to settle him. The reasons are many. 1) It will give more research when not running a sage atm. 2) +1 Hammer isn't much, but its going to be needed in this location. 3) I don't need to rush towards KotE, besides it's a waste using a sage on it (half the beakers lost) 4) I will use the next sage for an Academy here.
Turn 55:
Turn 60:
2nd fishing boat ready.
Turn 61:
Finished research on Agriculture, going for Crafting. Hooked up Fish.
Turn 62:
Capital grows to size 2 for the first time.
Turn 69:
Finish Crafting, go for Mining.
Turn 70: Finish Pagan Temple in capital, going for Heron Throne (forgot about it).
Turn 76: Orthus spawns somewhere, quite far away.
Turn 79:
I then use the Great Bard to restore order in the city with a Great Work. We finish Mining and see a copper underneath our capital. Next tech is Archery for Lumbermills.
Turn 87:
Capital finishes work on Heron Throne!
Turn 92:
Finish research on Archery, going for BW next.
Turn 97:
Spoiler :
Amelanchier captures a barbarian city on the landbridge and we meet another civilization. Well, you do well to be Cautious Amelanchier, because you are first on my target list!
Someone also founded RoK, I bet Khazad is the 3rd Neutral civ.
Turn 99:
A Sage pops out of Udenarat, we use it for an Acadamy for the capital.
Turn 101:
Luchuirp wants to open their borders, we say yes.
Spoiler State of Affairs :