SCH0001 - Learning FFH

While I'd love to get the city up quickly, Quotey makes a good point.. Until BW we have 0 potential to increase our commerce. I THINK we should be okay with settling 1 city though, since the capital actually does have decent commerce from dyes+reagents.
 
Okay.. Played a turn to Mining and there is NO visible Bronze.
I won't put up a new save because Quotey can press enter as well as I can :p
Speaking of, your free to play anywhere up to 30 turns, Quotey, whatever feels right to you. I'd suggest Ancient Chants after BW.

EDIT:
I meant Ancient Chants after BW... Fixed now :blush:
 
Yeah, it doesn't matter too much. BW, Ancient Chants, either is good.
 
Also even if we don't want to settle we still should build the settler so we can quickly ship him to where we want him after we get what we want. I didn't realise we didn't have any gold although I would go for #2 with the dye so maybe we will come out with a +1 gold at 90%.
 
Turn 0 (49)

I forgot about the dyes- we can settle another city easily.

Turn 1 (50)

Mining finishes and SURPRISE! No Bronze.

BW in only 24 turns. Looks like a nice, easy press ente- AWWW, SCOUTS :(

Turn 3 (52)

Some scout meets his death at the hands of a Skeellington.

Turn 11 (60)

No copper? No copper? Yeah right.

ss1ow2.jpg


Turn 16 (65)

Look whoever said no copper didn't look HARD enough. You must look with your minds eye. Now place your pointer over the spoileropenenrbutton, close your eyes, think and CLICK:

Spoiler :
ss2nd6.jpg


You saw it? good- remember that lesson, young grasshopper.

Turn 18 (67)

Our awesome warrior defeats a giant spider easily.

Turn 24 (73)

Settle Conrond More on site #3.

Turn 25 (74)

BW comes in. Ancient Chants (10) next.

Turn 27 (76)

Orthus is borneededded.

Reload this turn as my mouse whipped round as i clicked.

Turn 29 (78)

Lose a C2/Shock warrior against a combined Goblin/Warrior assault. Que sera.

Turn 31 (80)

Took 1 extra to get us to an even number.
 

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Okay, I guess I'm up? Got it! I can play anytime really but I'll give it a while to allow discussion.

Just checked the save, I feel we should switch builds in the capital to another worker before the brewery so we can start getting more mined hills online.

As for immediate research goals, Education (20 Turns) seems pretty important to get some Cottages up in the capital but also Exploration might be worth getting (only 9 Turns) to hook up dye for the extra happy. We really need Sanitation for clearing the jungle but thats like 55 turns at the moment! :eek:
 
I am of the opinion that going for Elementalism and burning away the Jungle is better than Sanitation.

I think I set capital prod to a settler, but worked on a brewery to grow it for a single turn- did I not switch or leave it in the queue? If so, could the next player fix this please.
 
Elementalism is far cheaper than sanitation, and as both are already off the tech path we want, Elementalism makes more sense.
Education before Exploration, IMO

Okay... confused? :confused:

Elementalism & Sanitation are both 1144 beakers (although Elemenalism apparently will take 9 extra turns for some reason???) Elementalism is a larger detour than sanitation requiring Mysticism and Knowledge of ether where as we already have the required techs to go for Sanitation whenever we want. Unless I'm missing something here? :crazyeye:

Will go for Education next anyhow, any preference on city placement for the next city, we have a dye plantation already improved to the west that the capital can't work, a city there would be able to work it straight away which would be nice. :)
 
IIRC city 2 gets that dye.

You are right about Sanitation being better, I forgot that we want the horse techs instead of mage.
 
Whoa I must be thinking of a different tech :lol:
Education has to come first anyway, since the capital has the food to support a boatload of riverside cottages.
 
IIRC city 2 gets that dye.

You are right about Sanitation being better, I forgot that we want the horse techs instead of mage.

Opps! :blush: your right... I was too lazy to check the dot map :lol:

Whoa I must be thinking of a different tech :lol:
Education has to come first anyway, since the capital has the food to support a boatload of riverside cottages.

I'm just glad someone else is baffled by the tech tree other than me! :lol:
 
You can bulb sanitation with a great sage if you don't have mysticism. To do so, learn writing, build a library, assign a sage (adopt pacifism?), and bulb sanitation when (s)he is born.
If you research mysticism, your sage will bulb the magicky line instead.

It may not really be of much use in this game, but its a good trick to know for jungle-heavy maps (and for more food).

i.
 
You can bulb sanitation with a great sage if you don't have mysticism. To do so, learn writing, build a library, assign a sage (adopt pacifism?), and bulb sanitation when (s)he is born.
If you research mysticism, your sage will bulb the magicky line instead.

It may not really be of much use in this game, but its a good trick to know for jungle-heavy maps (and for more food).

i.

That is good to know. I don't think it'll come into play this game, however.T
Thanks!
 
Now that things are picking up a bit, go with 15-20 (whatever seems best to you..) After we're through the roster we'll drop to ~10 a set, depending on what's happening in the game.
 
Okay here we go, played 18 turns in the end... not a round number but seemed like a good place to finish.


Inherited Turn

Switched builds in the Capital from a brewery to a settler (17 Turns) our not so bored worker is building a mine on a forrested hill which should speed that up a little.

Hit Enter


Turn 81

Yay! I've been born :lol:

School001_Groo01.jpg


I send our exploring warrior south to nose around Tebyrns lands.


Turn 82

Oh dear! It appears Orthus is right outside our territory. :eek: I bring our exploring warrior back to keep an eye on his movements.

School001_Groo02.jpg


I'd really like that axe of his but can't take him with a warrior. :(


Turn 84

Ancient Chants is in... Education next.

School001_Groo03.jpg



Turn 85

Conrond Mor finishes Warrior > starts Monument

We get a nice event, :)

School001_Groo04.jpg


+1 :commerce:, other option was +1 :food:

Send our worker to mine another forrested hill near the capital


Yawn! :sleep:


Turn 95

Settler done in Capital > continues Brewery... but I swap it for a worker.


Turn 97

Radannor Founded! Dial up a Monument. Worker starts mining a hill. I didn't notice but a monument gives 2:culture: nice!

School001_Groo05.jpg


Drop the slider to compensate for the new city we netting 25 :science: @ 80% science, 6 :gold: in the bank and +1 :gold: per turn


Turn 98

This is where I stop my set...


Closing thoughts

Education is in next turn, some of the options are...

Exploration (7 turns), HorseBackRiding (18), Myst (9 if we want GodKing), Sanitaion (39 turns... ouch! :eek:)

Capital will finish worker in 2 turns, a brewery is still in the queue.

Orthus, was last seen North East of the Capital wondering around the circled area, which is why our warrior was hanging around there.

School001_Groo06.jpg


There are two warriors stationed in Conrond Mor, again this is because Orthus was in the area.


The Capital.

School001_Groo07.jpg



And a recap of lands to the North...

School001_Groo08.jpg


and South...

School001_Groo09.jpg


For future city planning.


The Roster

Krick19 ->
Schwartz ->
Quotey ->
Groo the Wanderer -> Just Played
PaulusIII -> Up (15-20 turns)
Cheshiremythos -> On Deck


The Save
 

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Great job, I'm actually leaving now, so skip me if I come up.
 
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