Dain the Fisherman, an Amurite AAR/Game Diary (Immortal)

Grey Fox

Master of Points
Joined
Dec 19, 2001
Messages
8,726
Location
Sweden
Dain the Fisherman
Game Settings
Map: Tectonics -
Size: Standard Size
Water: Earthlike (70% Water)
Aridity: Normal

Game Speed: Normal
Difficulty: Immortal

8 AI Civs:
  • 2 Neutrals
  • 3 Good
  • 3 Evil
So that's 3 of each when including me,
Dain the Caswallawn of the Neutral Amurites.
Game Options:
  • Blessing of Amathaon
  • Living World
  • All Unique Features
Start:

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:
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.
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.
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. :p

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. :D

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 :

 
Turns 101-120
Spoiler :
We Finished research on Bronze Working and KotE.
We found Nimarail on the Hilly landbridge.
The people of Udenarat dedicate their Monument to Amathaon, the god of Fertility (+2 Food)
Garrim Gyr creates Barnaxus (111).
Eeek, Acheron has spawned in a barbarian city that basically blocks me in.
Another Sage is born in the capital, we put him to work in the Acadamy by settling him in the city.
We send a work boat in each direction to scout, we meet Jonas near Acheron.

Turns 120-130
Spoiler :
Our westward workboat finds a "real" Ljosalfar city. It seems the Ljosalfar Territory is to the west on the mainland coast.
Amelanchier has founded the Fellowship of the Leaves and adopted it.
We get our first Adept.
We meet the Khazad to the east on the coastline.
We finish research on Warfare.
We adopt Nationhood and Apprenticeship.
Jonas converts to RoK.

Turns 130-140
Spoiler :
Finished research on Conquest tech.

Turns 140-150
Spoiler :



Seems the RoK are having a war about whether Gold or Gems are the most pretty or something. We refuse to join in.
We complete Catacomb Libralus in Cevedes!
We adopt Military State + Conquest.
Now Jonas wants our help, we say no.
Finally a war we can join in on. Luchuirp needs our help against Ljosalfar, we say yes!

Turns 150-160
Spoiler :

We get a smugglers port in Udenarat!
Oh . .. .. .. ., the Ljosalfar uses their Worldspell, they got two Treants in the vicinity of Zbolub now. This might have been in our advantage long-term, but shorterm it really stopped us from taking this city. And will probably decimate our invasion army.
OO is founded in Udenarat and we adopt it as our State Religion!
From our invasion force only our Adept survives to retreat!
Amelanchier creates Gilden.

Turns 160-170
Spoiler :
We keep losing troops to Amelanchier, retreating to gather a bigger force.
Our troops are killed as they retreat. New plan, amass a battalion of Drowns.
We get a Great Prophet and build The Necronomicon.

Turns 170-180
Spoiler :
We get Military Strategy, but it seems we were beaten to the commander by like 2 turns.
We finish Heroic Epic in the capital. Time to crank out the Drowns. We are building warriors in Udenarat to Upgrade.
Amelanchier has been making constant attacks on Nimarail, he can really pump out units it seems.
We trade Marble from Jonas for Crabs.

Turns 180-190
Spoiler :
Our Drown kill Gilden!
We finished work on National Epic in Cevedes, and libraries in all cities (already had library in Cevedes), starting work on Great Library.
Got another sage in Cevedes. We settle it.

Turn 190-200
Spoiler :
We build Saverous!
Empyrean has been founded somewhere.
We get The Great Library!
We finish research on Mind Stapling, Calendar, Festivals and Masonry.

Ok this war haven't gone very well so far, but now all side-projects are done so we can concentrate fully on the war. Amelanchier do what you have to, but you're going down!
 
Very nice! It is becoming even more interesting! And I was propably wrong about the tactic. ;)
Waiting for more! :)
 
Just because I've recently gotten into the Amurites, I'm enjoying glancing over how you've played this game and seeing how it unfolds :goodjob:
 
Yeah it's not really going the way I usually play them. (Mostly cause of the weird start)
But it have been able to do one thing I usually do, get a sage economy going in capital.
 
on the one hand it is nice to have a secure backland - on the other hand you have no backland. i would have seriously considered to warrior-rush armelanchier, at least zholub.
at the moment you have a real issue: production. if you can promote saverous he can take the cities alone for some time, but an unlucky treant or some archer first strikes and he is gone, leaving you with nothing.

i wonder why you are going for cats? with OO i would opt for priests, especially with the elven land featuring so many sea based cities. destroying defenders without taking the city works quite well to get rid of a superior AI army and zholub would be the first city to fall while the small land passages would make defense with tsunami easy as walk in the park.

without magic your small empire is eventually getting too much pressure. while you can easily survive the other AIs will get out strong.

while i see the benefits of sages i would have considered a priest economy, your few land tiles won't yield any big production soon and with a few levels of luonatar you could get it using priest specialists.

armelanchier will get rangers in some time and you will have difficulties protecting an offensive stack, then.

were just my 2 cents, hope you don't mind, we may have a different style of playing :)
 
I forgot about priests for quite some time actually (and still don't have any! ;P), but I will make some in the future. Cultists are a bit overpowered anyways, but I will make some for the future rush.

Stay tuned for a 50 turn update!
 
Turns 200-220
Spoiler :
We meet Varn Gosam of the Malakim. He is the founder of the Order.
We accept his trade deal of KotE for Code of Laws. We also open our borders to him.
We explore the ship wreck with a drown outside Cevedes and we spawn a pirate ship and 2 griffons!
After sacrificing 5 drowns on Zbolub, Saverous kills one archer. We retreat and reform. :p
Our drown manages to kill that Pirate!
We get another Great Sage in Cevedes, we settle it.
We build a market in all 3 cities.
We explore the wreck again and spawn a Sea Serpent! :p
We finish research on Sailing, Trade and Elementalism.
The Sea Serpent is finally killed with a Trireme.

Turns 220-230
Spoiler :
We explore the Wreck again and a barbarian drown is spawned, it is quickly taken care of.
We bombard Zbolub. Finally we have a decent invasion army!
We finally destroy the Wreck and some furious Crabs appear. :p
Varn demands Elementalism and we give it too him.
We get another Great Sage in Udenarat, we settle it in Capital.
We attack Zbolub and kill a fair share of archers.

Turns 230-240
We get another Great Sage in Cevedes, we settle it.
Saverous kills another Archer. And another.
We meet Perpentach.
Saverous kills yet again another Archer, followed up by a sequence of victories by my drowns and the capture of Zbolub! We decide to keep it, plan was originally to squeeze in more cities, but a decent one works better with our current plan.
Spoiler :
We used our Zealot to make a great work and restore order in Zbolub.
Apparantly, Flaruos of the Calabim have been killed.
We finish research on Sorcery.

Turns 240-250
Spoiler :
Traded KotE and Calendar to Luchuirp for Animal Husbandry and Cartography.
We open our borders to Perpentach and meet Sabathiel.
We trade Elementalism to Sabathiel for Horseback and his World Map.
Ljosalfar isnt that big luckily and are at war with both Luchiurp and the Clan. They have taken one city from Luchiurp and the Clan and I have taken one city each from them.
The Clan are the biggest on our continent, having conquered Khazad.
Balseraph are alone on a big island to the east of the Mainland, and they have conquered it all, killing of Calabim in the Process.
Finally we can upgrade to our first Wizard, I give him Metamagic II.
We finish research on Math, going for Priesthood (kinda forgot about the Cultists :p).
Varn Gosam declares war on Amelanchier.
Changed my two Manas into Earth and Air, now I have all elemental manas.



Future plans include;
  • Strengthen our economy and industry with Gambling Houses and Lighthouses everywhere. (Rush as much as possible while we still can)
  • Switch civics to Apprenticeship and then spam adepts (they will be built with 10 xp from 6 Manas and 4xp from Civics)
  • Build Tower of Elements for stronger Fireballs.
  • Change Manas so I have 3 Water when I upgrade to Wizards for free Water II. And take Fire II when upgrading. For Water Walking Fireball spammers.
 
settler on the turn u founded ur first city... i should try that some time :p

good game btw fox...that's one super capital u got there. gives me a reason to target urs when we play another mp!
 
settler on the turn u founded ur first city... i should try that some time :p
I wouldn't recommend it unless you got a good tile like the remnants as I had. And/or nothing good to upgrade with a worker in your BFC, which I had basically nothing of. Or if you are expansive with at least a forested Hill to work.

I got 50 more turns played last night to post later today. Should be up in 4+ hours.
 
Turns 250-260
We get Priesthood.
Traded Elementalism and Math to Luchuirp for Feudalism and their World Map.
Traded Math to Varn for Hunting and Way of the Earthmother.
Jonas demands KotE, we give in.
We explored the lair outside Udenarat and a Spectre was spawned. It's taken care of easily with our drown.
We rush a Gambling House in Udenarat.
We explore the lair again and get a Great Engineer!
I think I'll save him for the Crown of Akharien.
Spoiler :

Turns 260-270
Spoiler :
Perpentach demands Elementalism, and he gets it.
We meet Hyborem. He seems angry.
We research Optics.
We rush a Gambling House in Nimarail.
Sabathiel has aparantly called in Basium and he wants to trade world maps with us, we do so.
We get a Great Sage in Cevedes and use him to bulb 1608 Beakers towards Arcane Lore.
We get the Immigrants event. I take +1 Population since I am trying to grow Cevedes anyways, and all the other options cost gold which we are saving for build rushes, and we dont really need any of the other choices. This makes Cevedes size 14.
I bombard Dendrum with my Trimeres and siege the city with my Drown.
I rush the Gambling House in Zbolub. Rushed a Granary in Nimarail.
Spoiler :

Turns 270-290
Spoiler :
We build our first Cultists. :p
We rush the Lighthouse in Udenarat.
We finish research on Arcane Lore, and we get a Great Sage in Cevedes the same turn.
We use the Great Engineer to rush 820 Hammers into the Crown of Akharien and we settle the Great Sage into the city.
2 Turns later we finish the wonder!
Crap, Embers beat me to Dendrum. We'll I need to war them eventually anyways.
We train Hemah and promote him to Water III.
Saverous dies, but I dont care.

Turns 290-300
Spoiler :
Luchuirp wants to trade Fanaticism for Sorcery, we agree to the trade.
We also trade Sorc+Festivals for Poisons and Way of the Wise +WM from Basium.
We have most of our wizards on the frontline, but most of them don't have Fire II yet.
They will get it once Govannon reaches the front to teach them Fire I.
Hemah is also on his way.
A Great Commander has been born in Cevedes, we use him to build a Command Post.
Adopting Scholarship and Undercouncil.
Upgraded two of my Drown to Stygian Guards.
Canceled open borders with the Clan.
We get peace with Ljosalfar. We need to prepare the war against the Clan instead now.
Spoiler Me Want These Manas :


Future plans include getting that island and it's mana, and maybe win Tower victory. We are probably going to fight the Clan no matter what. Possibly taking the Red Dragon's city.
 
Wow, really an interesting game, GreyFox! Hope it works out, I often find Clan hard to fight, but your horde of fire wizards should make short process of those embers.
 
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