(FFH) Orcs 2. Girls Just Wanna Have Fun.

It'll probably take the best part of 10 turns to heal our current stack and move it over to the last Hippy Commune. I'd rather get Hippus completly gone before starting on someone else.

I'm thinking of building a few more Kilmorphian Soldiers and stacking them to either rush Mines of Gal-Dur or something else if it gets pinched by someone else.

I'm also thinking of using our GS for an academy in the (heavily cottaged) former Hippus capital (awaiting a thematic name).
 
Sure, let's rush the Mines if it is still available. With the Mines we could get 7/5 chariots and 6/6 axes, that's pretty good for now.

OK, let the guys march over to the last city.

How big is <former Hippus cap without a proper name>? If it needs to grow a lot the academy might be better off in Gaq or Emberton.
 
Oops! :blush: :blush:

Got totally carried away and played a massive 21 turn set.

Outcome: Hippus gone, Mines built, several techs researched, extorted and traded including optix and warfare, now researching priesthood.

Proper report to follow.

Here's the save:
 

Attachments

You're Up
Unforced Error on deck
Qgqqqqq below decks
pigswill keelhauled.
 
Looking good :) What happened to our GS?
 
Kill the bannor soon.
 
I've already played without killing the Bannor, mostly building Warrens and stuff. However, I concur that we should do it soon.

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Ugg Bugg, Sheelba's chief minister, was not the brightest Orc in the realm. In particular, he couldn't remember what that workboat was supposed to be doing. He had hit his subordinates' head with a club, he hit his own head with it - nothing helped. So he grunted that they can stay near Trinity and watch the Bannor troops there.

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Good thing that Queen Sheelba intervened to assure that the Caravels deliver the Sons of Inferno to the Ember Island safely (for some strange reason, Sheelba's club always helped Ugg Bugg to remember everything).

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The Orcish Nation was dissapointed that Charadon turned out to be a coward who backed down after Sheelba refused to reveal the secrets of Optics to the wolfmen.

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I guess that there're some things the so-called "civilized" nations are better at then us, and that includes building wonders. The scrappings from our own unsuccessful Form of the Titan were sold to various merchants. But do we Orcs really need a statue to be strong and mighty in battle?

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Sheelba took pity on Keelyn. Not that the demon-raised brat was that sympathetic, but her kingdom was fighting the unbearably self-righteous Elohim, whose ambassadors constantly preached at Sheelba about the "immorality of brute force". So she agreed to the trade. Besides, it helped to make the traditional Orcish clubbing on the head ritual much more, uhm, dramatic.

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News spread around that the Sheaim mage finally managed to contact the demons he wanted to.

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I did not promote Bambur, neither did I promote the Sons. I don't know why they were left unpromoted, but I defer to my next turnplayer in making the decision.

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Some advisors at Sheelba's court wondered whether researching Smelting was the right decision. Ugg Bugg replied to them that Smelting is on the path to Ogres, which are big and strong. When some advisors continued to protest, Ugg Bugg had warmed them that head-clubbing is a good cure for intellectualism. However, Sheelba overruled Bugg on the issue of trading Smelting for Mathematics to the Elohim. Bugg had to agree, murmuring that maybe, just maybe, being able to count the hits-on-the-head-with-a-club beyond "one", "a couple" and "a lot" might prove to be useful.

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The whole kingdom was enthusiastically following Sheelba's Breeding Programme. New Warrens were being set up in all cities. The only troops trained were two Shamen, who joined the main army of the Orcs next to Gcq the Glowing.

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The clowns, however, were losing their fight with the self-righeous monks. Rumours reached the Orcs that the monks proclaimed their "tolerance" for the Balseraph culture. The Orcs were completely mystified by that concept of "tolerance", but it's not like the Northern Continent didn't contain many weird and strange things that Orcs didn't understand.

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Also, a Caravel was finally ordered to sail to the Sheaim Island and to investigate the land.

<Engineering is a placeholder, no beakers were invested in it>.

Also, I agree that we need to control our island completely, eliminating the Bannor and the Doviello. With the Sons, we don't really need that much additional military to do it. The next turnplayer can already start the de-Bannorification of the land, I think. Keep in mind that much of our army next to Gcq the Glowing is upgradeable and promotable. Then we can concentrate on the Altar. I mean, what the AI is gonna do then, invade us? I guess with the Lanun in the game (and, as usual for them, leading in score) it is a possibility, though. But then we'll hit them on their heads with our clubs... right?
 
And the save:
 

Attachments

I didn't promote them because I didn't see a reason too.
What spells would you want them to learn?
 
Well, they can learn Death, plus Mobility, Combat, etc.
 
I think with our ice-bound start we want vitalize.
 
Well, the time by which we can Vitalize is still far away.
 
We can sell philo to Hannah for 260g.

Maybe look at medicine soon, our cities have serious health problems and Arthendain (?) the dwarven doctor appears available.
 
We start with nature mana right?
How many promos do they have?
 
Got it.

Am I right in the assumption that we want to kill everyone on our continent, settle the unclaimed spots and then tech Altar techs as fast as we can and get the GP as fast as we can? EDIT: we might want to kill Tebryn if the AC counter gets too high, just to have an undisturbed builder game. That's a job for later though.

If yes:
Tech now should be Astronomy. This is the only non-Altar tech we need for foreign TRs and resources.
SoI promotion: they already have great combat spells. I'd say one of them needs Haste + Regeneration to support the stack while the other needs Vitalize as Q suggested (to support our empire). If we don't plan to do more conquest missions these two are the right choices. Plus we need a good navy later for defense, maybe a few cultists, that's all. EDIT: no cultists, we already have Bambur.

If no, I will think of something else but in that case we should have a vote :)

EDIT2: Q, one of the guys is one promo (2XP) away from Vitalize. I'll pick that one for Nature.

EDIT3: what's our WB up to in Trinity? It should have netted the whale, I assume? :confused:

EDIT4: will need Military Strategy before researching Astro. I thought we already had that. Why did we research Smelting btw? We have the Mines :confused:

EDIT5: why did we build an ACADEMY in Braduk which will run ton of PRIESTS until the end of the game??? Lone Wolf, could you please refrain from using great people without team consensus? Also, could you please post a ppp before playing the next time you're up just like everybody else?
 
While waiting on comments I've been looking into wonders that could speed up the prophet generation:
  • Celestial Compass (useless otherwise but +2 GPp)
  • Dies Diei (obviously out)
  • Mercurian Gate (out as well)
  • Prophecy of Ragnarok (Tebryn might build it faster than us and it would reduce Braduk's unit building capabilities. Still +2 GPp)
  • Shrine of Sirona (+2 GPp, fairly useless otherwise)
  • Necronomicon (out)
  • Shrine of the Champion (we should look into this after we have our proposed territory. +3 GPp)

Also: we do want more temples in Braduk so founding / trading for other religious techs is obviously OK.
 
As the Altar gets built we acquire more GP slots automatically so other wonders are likely to be lower priority. The challenge is going to be having enough food to support specialists which is why I'm suggesting medicine as we're losing masses of food due to sickliness and trading for health resources is a bit longer term.
 
While waiting on comments I've been looking into wonders that could speed up the prophet generation:
  • Celestial Compass (useless otherwise but +2 GPp)
  • Dies Diei (obviously out)
  • Mercurian Gate (out as well)
  • Prophecy of Ragnarok (Tebryn might build it faster than us and it would reduce Braduk's unit building capabilities. Still +2 GPp)
  • Shrine of Sirona (+2 GPp, fairly useless otherwise)
  • Necronomicon (out)
  • Shrine of the Champion (we should look into this after we have our proposed territory. +3 GPp)

Also: we do want more temples in Braduk so founding / trading for other religious techs is obviously OK.

Mercurian should work just fine. If you built it in the altar city Basium will run priests and continue building on it. Two players adding prophets is faster then one.
 
As the Altar gets built we acquire more GP slots automatically so other wonders are likely to be lower priority. The challenge is going to be having enough food to support specialists which is why I'm suggesting medicine as we're losing masses of food due to sickliness and trading for health resources is a bit longer term.
We can build granaries, smokehouses, herbalists and even aqueducts ATM to counter the sickness while teching Astro which should give us some good trades especially with the Lanun. I'd say teching Medicine is a waste of beakers ATM.
Also: adding Altar levels will only add 1 extra priest slot which is very suboptimal (we only have 1 level ATM). Which is why I suggest building some wonders just for the GPp and building other temples.
@Folket: I'm not sure it's worth the +2 GP to rely on an incompetent ally to get the other priests. Have you ever tested the strategy you suggested?
EDIT:^^remember, we're playing vanilla. Who knows what Basium would do? Probably run a sage and a merchant or whatever...
 
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