DMI IX - The Vampire Lord and the Tower of Mastery (FfH2)

1st thing: MOVE OUT OF THAT FOREST!!! You won't be able to chop it for a long time and with our fast settler we should find better land quickly.
 
It was dark. Shadows were creeping around the Governor's Manor. A door opened and closed, creaking. The very air was heavy with emnity and fear, an unwholesome vapour hard to breathe, blinding the inner chambers of mind, raping any thought of light and hope. Teeth snapped like a lock, they had found another prey. There he stood, larger than life, wielding a power too great and terrible for any mortal to overcome. Blood gushed forth as the unholy teeth seared through the flesh as a scythe through dry grass, scorching it with the venom of despair. There he was again, returned to Erebus, to trouble the unhappy children of men out in the wilderness. Fear was before him, and fear was after him, and fear would ever be. The Vampire Lord will rule all...

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The picture after the scouting moves. reverend_oats is right, thoser woods are not all to my liking. But I can see no better place then settle where I stand now. At least we'll keep fresh water this way. True, this city will not be ultra rocking until chain irrigation and construction. But after that it will be a pure production powerhouse. The hut nets a lousy 26 gold.

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So I decided. As we have Wine and forest abundance the tech path is chosen: Crafting > Mining > Bronze Working.

We meet our first neighbor in the East. The ever annoying Cassiel.

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Right next to Cassiel's hideout our Scout runs into a Giant Spider. I queue up another one as I'm sure of the result.

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Our city somewhat later. Please note the Hill Giant running around at our western borders.

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We have land aplenty in the West. That's good. The bad part is we are likely to see lots of Barbarian activities. And our second Scout encounters another Giant Spider, but... wins ! Yay !

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Here is an overview shot of the land:

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I guess this shot pretty much justifies my settling decision. There was no better land available as most of it is forest or jungle. The upside is that this will be prime real estate once we know Bronze Working and Sanitation. It's somewhat resourceless, but I've spotted some raw mana nodes and the all important Reagents in the West. A Settler is currently being trained (32 turns left) at our Capital, the accompanying party is ready. I've improved the Wine, the Worker can then mine the hill. BW should be next after Mining (8 turns left).

I've played 40, mostly pressing enter as usual with FfH beginnings. Please play up to 30 turns henceforth and stop whenever you feel an important point worth a stop.

Ozbenno is UP !

Imhotep
 
I vote we make elementalism a high priority. Early knowledge of the ether, build a mage guild then train an adept as we research elementalism. Chopping all that jungle the old fashioned way would be a long, slow, painful process. Let's just burn it down instead. Burnt jungles regrow as forests (and also spend some time as burnt forests, which take 1 turn to chop and have 1 move cost, but don't yield hammers). Fires don't destroy resources, and they only spread to jungled and forested squares, so they won't actually hurt us.

We have marble, so writing is also a high priority. In FfH it's what allows the great library, which is even better than its normal counterpart since it makes all scientists across your empire give 1 extra:science: The AI sucks so hard at winning the GL race that I can usually do it on immortal without marble if I try hard, so on monarch we shouldn't break our balls TOO hard racing for the GL.
 
@Monkeyfinger:

Yes, a simple Blaze spell could do the trick quicker. Something we should definitely remember along the road...
 
I played 8 turns up to the end of Mining. Bronze Working is 39 turns off. We have a huge food problem in the capital. We can't irrigate any of the tiles, even with Bronze Working. We can't work any of the forested hills even with Bronze Working. Do we want to research this now?

What about going Ancient Chants --> Mysticism now (37 turns total), build an elder council get a sage going and then Bronze Working. I just can't see BW helping us now.

What does anyone think? I'll hold of playing the rest of my turns for discussion.
 
Pretty sure raw mana's farmable, and that doing it causes no problems when you want to actually build a node. So we have uh 1 farmable tile.... -_-

Not sure if this changes your idea.
 
Does a winery give +1 food?
I.
 
I guess we'll really need construction to make the most of our capital (to chain irrigate) but at this point, its too early to think that far ahead. Before we worry about that, we need to find a city site that we can cottage spam.
 
The lure of fresh blood was too much to keep our bloodpets at home.



Unfortunately, for one it was his own blood as he became a snack for a tiger.

I have sent the other fogbusting on the ancient tower to our south east. I wanted the dead one to fog bust to our south. The west is too dangerous because of the hill giant.

Mining is replaced by Agriculture.

That's pretty much the sum of the turns.

Our scout is currently playing dodge with a bear in the jungle down south (the bear is 2S of the scout, so try and move the scout west).

Agriculture comes in and I don't change civics (wait until we have a farm).

What to do, where to go?



Bronze Working will allow us to work more hills. Ancient Chants/Mysticism will allow an Elder Council and more beakers. Left it on BW but no beakers invested.

Where on earth are we going to put our next city? (settler in 8)



1S of the jumbo seems the best choice. Cassiel is to our east so we need to try and block him. There are good sites south but not until Sanitation and the Hill Giant is probably hanging around wast.

Are we going to chase a religion? Which one? I like Octopus Overlords myself. Saverous and Hemah make a great double team. We need Fishing and Mysticism (??) for this.
 

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I wouldn't mind having a look at the map or access to the save. I can't seem to find the save though.
 
Saverous and Hemah make a great double team.
lurker's comment: Hemah is my favorite unit. :D A great double team is Hemah with a bunch of fireball-spitting sorcerers. :wow: With that combo, you can rule the world! Don't know if it will help build any towers, though ...
 
For our first couple city placements I suggest this:

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With our next techs being ancient chants followed by education followed by bronze. We cottage city #2. There are 5 grasslands to do this to without needing bronze to clear 'em out.

As for religion I'd like to chase Council of Esus. Slave trade is amazing for building the 5 wonders this victory condition will require, as well as general infrastructure and wonders. Getting elementalism puts us a hop, skip and a jump away from Esus's hero. Octopus overlords is a great option too though, I'd rank it #2.

If we can get BOTH, and run OO while using the undercouncil, hey, great. OO lets us fight our way out despite not having bronze. I wouldn't hold my breath as far as being able to do this goes, though, given how rotten our start is.
 
Our research path should really depend on where we want to go next.
If we go with city #2 then we should go for education followed by bronze working (as suggested by Monkey). If we go for city #3 we should pick up animal handling first (and maybe try to capture some spiders).
 
The suggestions by Monkeyfinger are convincing. I'd settle spot 3 first though as blocking off Cassiel's expansion towards us is of more importance than sealing the West.

The Roster:

1. Imhotep
2. Ozbenno >> JUST PLAYED
3. reverend_oats >> UP NOW
4. Ralph Jackson >> ON DECK
5. Immaculate
6. Monkeyfinger

If reverend doesn't claim the save in the next 24 hrs then Ralph should play immediately.

Imhotep
 
Desert tiles are not of concern in FfH as we can always cast Spring (or even Vitalize later) on the tile.

Imhotep
 
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