FFH2: Paradise Regained

For the purpose of our victory conditions, is our starting position where we build our first city or where our settler spawned?
 
Thessa commanded that we should first settle near the Remnants of Patria to learn all the secrets we could of the ancient empire, and the great migration began. As we arrived at the hill we'd originally planned to set up camp at, a foraging party reported sighting corn to the west, and so we delayed the founding by a second turn. We settled Hyll near the western boundaries of what was once the Great Forest:



Our scouts then made contact with the local villagers, who were awed by our return. They taught us the secrets of Agriculture and gave us 57 gold. We reorganized our government along Agricultural principles.

Further scouting revealed two more friendly villages which taught us Fishing and gave us a rough map of the east. Our scouting parties made contact with the Sheaim to the west and Khazad and Bannor to the east but we haven't heard anything from them in years and fear they are lost. The Dwarves seemed all too happy that their underground kingdom had been untouched by the Age of Ice, and we fear they may plan to take advantage of this to expand into our ancestral lands.

Due to the lack of wood, our sages spent many turns researching the art of Crafting from local materials so that we could build Wineries, and learning the human arts of Mining as we had passed a source of gold on the way to our first city.



The council decided that if the dead Duke had wanted a monument to himself, he would have decreed so in his will rather than donating the money to the people. The money was therefore saved to fund future research.



We sent two groups of Warriors to clear the area around the Tomb of Sucellus for our second city. They were victorious in several encounters with vicious goblins and Evermore was founded without further incident. The Elephants in the area did not attack us.

Here is a map of the east showing two of our rivals' positions and a possible spot we could claim territory.



OOC version:

settled even further west, two turns late, to get the corn, 3rd ring incense and 3rd ring whale. Not too bothered about the sheep or pigs for now as I think we would want to skip AH if possible in order to try and rush Fellowship. The first two default city names were swapped for obvious reasons.

build warrior - worker - warrior - warrior - settler

2 scouts eaten by lions, this is a rather weird pangaea as it looked like we were on a peninsula but there are other civs on both sides. We have a lot of resources, but so do other civs. Lots of incense around, no reagents.

other options from that event were: free obelisk in the city (sucks it's our capital), +1 happiness 20 turns


Stuge is up.

I played 50 to get us to the founding of our second city, take 25 or so until the tech rate speeds up at your discretion. Writing turn reports in a roleplaying style is optional.
 

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Uberfish (wondering how we got a t51 second city given how bad the start looked)

All hail the power of Patria :bowdown:!

Looks like an excellent opening, finding Incense was a huge deal, now we can bloom our way to joy. I do think we should seal off the east as soon as possible. Do we want to try for the Altar?

Darrell
 
Tower of mastery would be more in character than Altar IMO, since our leader is a mage. I think it's all a little early to worry about such things though. If we're thinking about GPs already we would need a bard to build the Fellowship shrine, assuming we get it first which isn't guaranteed. (If we fail to get the religion, we do get a free disciple IIRC, but the bard isn't much use then.)
 
I assume we shoot straight for Fellowship from here.

Any ideas for our third city if I get around to building a settler?
 
We could consider diverting to Education for plains cottages to pay for our expansion (even if we'd have to rebuild them after planting forests, they'd help) if we're going to take a remote site to the east. Apart from that though, I'd shoot for fellowship now.
 
We could consider diverting to Education for plains cottages to pay for our expansion (even if we'd have to rebuild them after planting forests, they'd help) if we're going to take a remote site to the east. Apart from that though, I'd shoot for fellowship now.

In my practice game, I noticed that Bloom cannot be cast on tiles with improvements. I ended up pillaging a lot of my own cottages to get forests (yeah, I know, but it was a bit of role playing). I like farms better for now just because pillaging them doesn't feel quite so wrong :lol:.

Darrell
 
Hm, it looks like 0.31 with patch a just became available. Just wanted to check if the team wanted to start a new game with that setup before playing.

I have no preference either way. We're not very far into this one but I don't know how much trouble creating the map was.
 
New versions are always buggy, and while the fixes are quick to be posted, we may end up with an unplayable game as a result. I say we keep our .30 start. We can use .31 for our next game once most of the bugs are ironed out.
 
Keep this game, the land is awesome and I don't want to deal with bugs.
 
Can someone tell me where I could get patch k? I planned to get it before playing my set but now it has vanished with the release of the new version.

Better skip me while I struggle with this issue. If I can't even upgrade to k anymore, I'll :wallbash: for being so slow.
 
Hyll built a worker, three warriors, a settler and has just started an elder council. A couple of mines were built around the city. Production rocks now, but the city will be short of food until we can start vitalizing our lands.

The settler is headed for the city?-sign south of Hyll.

Evermore built a warrior and has been working on an obelisk since. An elder council would be a good next build.

Tech order: Ancient chants ->mysticism ->hunting (ETA 11 turns). I switched to god king when myst came in.

We should research education after hunting. I don't think we're in danger of losing the Fellowship and our workers will have lots of spare time to build cottages. We'll need edu for priesthood anyway before we can start casting bloom.

Long-term musings: Druids will be awesome for terraforming, so commune with nature should be one of our goals. An army based on archery/recon would go nicely with that. And we'll need an army, what with those Sheaim bastards in the game.

Tales from abroad: The Khazad got Runes of Kilmorph already. Must've been a pretty determined bee-line.

I signed open borders and exchanged world maps with Sabbathiel. The Hippus are located south of the Bannor.

Orthus has entered the world, reliable as always, three tiles south of the Bannor capital.

I would add a lol smiley but it just wouldn't do for someone who is supposed to care of all living beings.
 

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