ROTQM13: Rolling Over The Quintet's Magic

the game auto-declares, that is, we don't actually do it; it's on sight

that was part of the reason i turned back from epxloring, too: oz's warnings and the large SOD we faced last game w/o the AW

also, quick FfH question: with cottages so late and seemingly other civs not needing it so much, where's the commerce,or rather, the beakers? specialists??

i'd also like to just see if the land goes off more to the NE or if it ends in ice like the west; wouldn't do to get surprised
 
early game beakers come from elder councils which give +2 raw beakers and a sage slot, but education isn't that far off really (definitely later than pottery in vanilla civ though)
 
You have to remember that in FFH and especially in MNAI and it's derivatives early game is much more focused on building units to fend off the world that's trying to kill you. :)
 
I would like to see if I can explore these two areas in my set however the bears might have something to say about the NE section and it is less of a risk because the same will happen to the AI, can leave until we have hunters.

0KqHMCL.png


I manage the tiles a bit better (we weren't using Remains of Patria) and the settler drops a few turns.

Ancient Chants is replaced by Mysticism.

An exploring warrior to the west is eaten by a Griffon. I'll just stay home I think.

Settler comes in. I can see three city sites maybe

ItKMsOW.png


Which one do we think?
 

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I think the north west city is probably the best spot rn if we're not placing purely for strategically blocking AI but it's currently guarded by a griffon that's eaten like 3 of our dudes :lol:
 
I also vote for the northest city, as I have already stated that I prefer not taking our first settler too far from the capital. The griffin may be an issue but if we move fast enough we can hopefully found the city before any local wildlife can react, and after that they cease to be a problem as animals can not move within cultural borders.

Does anyone have other opinions? If not I will try to found our next city at the start of my set.
 
Honestly I'd go for a distribution like this:
Turn.png

Also, what does one need to do to join you guys? If that is there is still space open.
 
Well then, I started playing, and founded our new city as planned. Luckily the Griffin was flying somewhere else:
upload_2022-4-3_23-27-49.png


I started work on a monument to expand our cultural borders, as we want to get that deer too sooner rather than later. Otherwise food seems to be scarce. I suggest we build our next cities in the south about where PPQ Purple suggested.
In the capital I continued building warriors for the moment.

Vallus was founded just in time to trigger an event:
upload_2022-4-3_23-33-3.png

As you can see, there was only one choice available. Not that we would have picked anything else anyway. We don't need no magic items! We are going to protect the world from magic and make the magic users pay for it.

Also, on turn 101 we get some unexpected good news:
upload_2022-4-3_23-40-44.png

Looks like we are in the lead, at least in one cathegory.

Otherwise I had an uneventful set of turns. I played until turn 105 and then saved the game. Our cities are reasonably well garissoned so I started to build a new worker in the capital. I can see some barbarians aproaching our borders but thankfully there is no sign of our rivals yet.

Honestly I'd go for a distribution like this:
View attachment 623922

Also, what does one need to do to join you guys? If that is there is still space open.

As far as I know we still have a slot open (@Ozbenno to confirm). Personally I would be happy to have a new player in the team.

Rooster at the moment:

King Bulrush - Just played
pholkhero - UP
Tinadafish - On deck
[new player?]
back to Ozbenno
 

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Ok, let me catch up, but i'llh ave to play and post tomorrow.

and welcome :D
 
Ok thanks. In that case I just need instructions on what to download and how to set up the game.
 
we're playing on the latest version of MNAI-U and you just download the save and drop it in your saves folder in (default documents/mygames/beyondthesword/saves/single)
 
Ok, I'll try that. I'll probably be ready by the time you finish this cycle.
 
A good portion of my set revolved around lizardmen lurking in our forests.

At the outset, the two lizardmen to our south split off: one coming over the mountain pass, and one to the west. I sent reinforcements south.

We successfully defended in the pass, but were wounded mightily. I upgraded our warriors to hill I, but needed to heal. I sent the rookies to the west, hoping to cut off the attack there.

Meanwhile, Mysticism came in, and i'm revolting:
lKkH2dA.png


I struggled a bit, but ended here. I thought we could use the knowledge of copper before we settle again.

Sadly, our fresh troops were not enough to stop the barbarians, but our hilly guys came in to avenge them!
3PLy7hR.png


The barbarians created Orthus, and there are several lizardmen about. in the capital, i built an elder council and then all warriors. We've got anotehr in the NE, guarding for now, but maybe fog busting as well further NE. I also have one more warrior heading to our other city to help guard our two workers building a farm there. After that, i thought maybe they could make a road to the mountiain pass in the SE where our warrior is, and maybe along those hills for defensive movement and reinforcement.

I stopped after 13 turns as I was done another warrior, and started a settler, but thought maybe the case could be made to grow to our happy cap of 9 (in 9 turns) and then do the settler, so stopped for the group to decide.
 

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Ozbenno
King Bulrush
pholkhero >> just played
Tinadafish >> UP NOW
PPQ Purpole >> on deck

also, ppq, i had some issues getting everything sorted for the game; post if there's any issues
 
I'll be free to work on it this weekend so expect such posts than. Until than I'll be reading this intently. :)
 
Picked up the save, will play later today, I think we're in a good enough spot to settle one more city
 
I stopped after 13 turns as I was done another warrior, and started a settler, but thought maybe the case could be made to grow to our happy cap of 9 (in 9 turns) and then do the settler, so stopped for the group to decide.

I usually preffer to wait until some population milestone is reached before building a new settler. Unless someone has a good reason why we need to rush to founding a new city now.
 
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