SCH0001 - Learning FFH

Hm, do we want to take out Hyborem NOW to be able to build war chariots? I think we could do it losing 1/4 of our troops, less if I feel like using an Orthus Axe pickup trick that seems like an exploit to me.
 
If you think we can kill Hyborem quickly without having to deal with Rosier.. Then do it, IMO.
Also you could use the world spell for some extra strength/movement IIRC.
 
The problem is Rosier. If we can take him out/defend against him before he does too much damage, it's alright to go ahead. I'd really rather save Warcry for the next continent so we can finish quickly.
 
Hm, do we want to take out Hyborem NOW to be able to build war chariots? I think we could do it losing 1/4 of our troops, less if I feel like using an Orthus Axe pickup trick that seems like an exploit to me.

I knew you wouldn't be able to resist attacking something... At least our cottages and farms are safe! ;)

If you think you can take him, go for it.
 
Turn 0 (250)

Switch to Optics. Switch A-t-M to Chariot- 60 turns is too long imo. MM cities to take advantage of the Conquest civic.

Turn 2 (252)

Sailing completes.

Turn 5 (255)

Optics -> Math

Turn 6 (266)

Declare on Hyborem. The "exploit" is ado with the high withdrawal chance of horses. An F2 horse has 75% withdrawal, and Orthus's axe gives you Blitz. 2-loads off 75% withdrawals pert turn... and if they die, another unit can take up the axe without using up the 1 cast of take axe/turn.

Turn 7 (257)

Bone Palace completes. GA for us.

Turn 8 (258)

The battle of Dis is horrifying, but we finally capture it (only 8 turns revolt), losing 9 of our best horses and cats.

I had a heart attack when I saw there was 1 defender and no horses in our stack with attacks, but then I saw the adept :)

Now, Rosier is threatening the RoK holy city, but with cash at 100% we can easily rush a warrior/turn so no problems.

Turn 9 (259)

oh

attachment.php


well the rosier scheme was cool anyway

Turn 10 (260)

Fin. I can't believe I miss out on the GA!!!!

I think we should turn the science back up to 100. We want Astro (requires maths)

So, yeah. Cottage and farm threat again. We want lots of transports rushed after Astro. I know caravels can carry mil, but only 1 unit, so that sucks. Math -> Astro -> 0% sci and rush ships/upgrade horses. Might also want to rush the monument in Dis to start building war chariots asap.
 

Attachments

Decius
Tebryn Arbandi
Arturus Thorne
Hyborem
Cassiel
Alexis/Flauros

And that's that. :D

For the next player: please build a Hippodrome so we can train War Chariots! Once we have them and an armada we're ready to go for the overseas invasion, with Magnadine as well. Once Dis gets its second border pop (which should not be long since it's got a +4 :culture: Academy) we have nightmares for the extra bonus as well.

Fun detail is that once we have a foothold on the other continent we can 'air'lift reinforcements from Dis. :crazyeye:

A bit of caution is necessary with the troops oversea... Yarr! Here be sea monsters!
 
I say conquest :D, domination is just a bit...well routine.
 
:D
Conquest seems to be fitting, IMO. Go for it!
Great set Quotey.

schwartz
Krick19
Quotey -> Just played
Groogaroo -> Up, waiting on a got it.
PaulusIII -> On deck
Cheshiremythos -> MIA?
 
Oh yeah I'm up! "Got It" :)

Nice one Quotey taking care of Hyborem. I can't check the save right now but hopefully everything should be fairly straight forward for the moment.

Probably play today or tommorrow.
 
Taken a quick look at the save, Just to check our plans going forward...

Gear up for naval warefare, so Astronomy after Mathematics right? I assume its okay to bump the slider up at this point (currently @0%) to speed up research.

Start setting up some hippodromes for warchariots.

I'm also guessing we don't really need to settle any more cities as were heading for Conquest.

Will play in a little while.

:)
 
Okay next 10 turns, nothing too exciting happened.


Inherited Turn (260)

Everything seems in order, bump the science slider upto 50%.


Turn 1 (261)

Fiess Mabdon... Magnadine (Yay!) > Hippodrome

School001_Groo301.jpg


Galveholm... Caraval > Caraval
Torgorstad... Horseman > Granary
Graelingvig... Workboat > Lighthouse
Holowell... Huntinglodge (I assume we built this for a reason) > so... Hunter?


Turn 2 (262)

AtM... Chariot > Hippodrome
Nininsnal... Caraval > Brewery


Turn 3 (263)

Maths is in > Astronomy next (6 turns)

Vallus... Seigeworkshop > Catapault
Holwell... Hunter > Workboat


Turn 4 (264)

Conrond Mor... Horse Archer > Hippodrome
Torrolerial... Horse Archer > Lighthouse
Steinvik... Horse Archer > Hippodrome

Didn't realise there was a barb city over to the West... looks like Quotey left me something to kill after all (other than cottages and farms).

School001_Groo302.jpg



Decided to keep it, even if it just helps us build a few more naval units.

School001_Groo303.jpg



Turn 5 (265)

Radonnor... Horse Archer > Hippodrome
Galveholm... Caraval > Caraval
Halowell... Workboat > Lighthouse


Turn 7 (267)

Dial down the science slider to 20%, only loses us 1 turn on Astro but I think we may need some cash to rush buy these hippodromes as they are quite expesive (300H)


Turn 8 (268)

Tongurstad... Granary > Caraval


Turn 9 (269)

Vallus... Catapualt > Catapault
Graveholm Caraval > Caraval


Turn 10 (270)

Nininsal... Brewery > Smokehouse
Despero... Monument > Lighthouse

And on this last turn the exploring caraval's finally find something of use,

School001_Groo304.jpg



Our Next Victims,

School001_Groo305.jpg



Summary

Felt like a bit of a waste of a golden age to be honest. There are plenty of barb cities about, one on our continent to the south west and a couple on the island to the south east, just in case the next player gets bored! ;)

Astro will be done in 2 turns.

I havn't promoted units that have gained exp from the last war, just incase we want the promo's to suck seige damage or need to promote a particular line for our next target.

The caravals I've also left mostly unpromoted, they can recieve the extra cargo promo though which might be an idea.

I only just realised that the Ride fo the Nine Kings hasn't been started yet, sorry I thought we'd started it?


The Roster,

schwartz
Krick19
Quotey
Groogaroo -> Just played
PaulusIII -> Up Now
Cheshiremythos -> MIA? Ondeck? :confused:


The Save,
 

Attachments

Whoa.. Where'd Ethne come from, I could swear I had standard settings.. No extra civs...
Guess I was wrong.. :(
In any case.. My only question for Groogaroo is: Did you use Magnadine on the barb city? I hope so, we want him to be buffed asap. (I still don't have my civ PC.. Wednesday is when I'll finally be able to see the save.)
 
In any case.. My only question for Groogaroo is: Did you use Magnadine on the barb city? I hope so, we want him to be buffed asap. (I still don't have my civ PC.. Wednesday is when I'll finally be able to see the save.)

:sad: No I didn't! Shoulda thought of that! However there are still 3 barb citites close by so we should be able to rack up some EXP for him.

1 Decius
2 Tebryn Arbandi
3 Arturus Thorne
4 Cassiel
5 Alexis/Flauros
6 Ethne
7 US
8 Hyborem > Not a Civ

Sounds about right to me, 7 civs including us
 
Got it!

I checked the save. Ethne is actually nearly on par with our strength (!!!) but Flauros is way behind, especially once we get our war chariots up. I think the Calabim are best used as a springboard for attacking the Elohim, unless the Grigori turn out to be both weaker and easily conquered.

I've got time right now: unless you guys want to discuss some more, I'll play today.
 
I think your good to go Paulus, there isn't a whole lot to discuss. The Hippodromes I started are gonna take a while to finish :sad: so any way we could speed that up would be cool. Seems with our current civics we can produce units super fast but we are actually fairly hammer light when it comes to building an expensive building like the old Hippo.

Have some fun with the Barb cities & Magnadine :)
 
FfH default is only human + 5 civs :p
Not too much going on until we get some boats out.. So get right on that. Hippodromes and War Chariots are a plus.
 
Ngggh! How frustrating the 10-turn limit on SG's can be!

Gentlemen... after this set we are 1 turn away from a DoW + amphibious landing on either Cassiel or Flauros. Whichever one you want to see die first. Magnadine, 3 War Chariots and a bunch of HA's are on their way to the other continent... woe upon those in our path.
 
:D I hope I get to war. I'm guessing you played your set, and it sounds like you did well. Should we wait for cheshire?
 
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