Stone \ Cold / Fish
- May 19, 2009
- Inside my skull
You do realise that this victory started our Golden Age?! That was a real pity, since it was waaaay earlier than would have been preferable: we only had 3 towns founded, and are still in NoSphere!Turn 67
Sneak attack my another Mantis unit, that took out my injured Hunter Apprentice. Our Ranger is done building in Demasus, so I queued up another. Going to send my current lone Ranger to help deal with the Mantis threat. Mantis attacked the Ranger while she was on a mountain... bye bye Mantis.
(Could I suggest that only the Ranger<> be able to start the Moon-Elf GA -- rather than the first usefully offensive unit they can build?!)
It's also a bit of a shame that you used some of the GA shield-boost for a building in Dem, rather than another vet Rangers to help kill the Swarm (and intimidate the rest of our neighbours).
To add insult, in the meantime, 2/3 of our potential watered 1st-ring town-sites got sniped, and the third turned out to have Maize on it I've done my best to compensate, but it ain't pretty...
Spoiler (T)urn (L)og (D)on't (R)ead :
OK, I see we've lost Sites 2 + 7 to the Frostlings and Amazons, and Site6 has Maize, so shouldn't be Settled
Current Pandaren sent to Site W4 to grab those Horses
New Steward goes to assist with Mining the Plains near Nassu
Nassu switched to building another Pandaren (51T before growth!), and MM'd for Pop4 in 1T
Dem MM'd to use 2 BGrass tiles (not unroaded Flood + Forest), so we'll get the Incense-Forest shields-on-growth to Pop5
Ooh, lots of tech-trades available!
RemG pays Mapmaking + 217g
Kerri offers Steel after I add 119g
Brihad is broke and has no other techs
We are still up Philo + Construction, but RemG will currently pay all he has (663g +8 gpt) to get Construction, so it's obviously worth more than that!
Therefore I'll just sell Philosophy:
RemG pays 366g
Kerrigan pays 166g (so we got our 119g back, + 47g)
GA ends! Yeah just as I figured, what a waste...
Pandaren arrives at Site W3
Frostlings send a Bighorn + Seal from the Barrens to land just south of our Pandaren -- too late, RG!
Steward begins road to Horses and Site W3
Pandaren founds Cape Bertonia --> Spirit (10T)
Jenova --> Barracks
Plains-Mine finished, Stewards to BGrass NE of Dem (will road + irrigate), and Flood SW of Nassu (irrigate + road)
Mantis(?) spotted briefly near Hunter-stack
Dem --> Ranger
New Ranger sent to Jen, just in case the Mantis is heading that way
Sprite sent to recon: it's not a Mantis, it's an Androctonus!
Androctonus reappears on Hills NE of Jen
Ranger on Mountain bombs Androctonus, Apprentice kills it and promotes
New Ranger sent to join victorious Apprentice
LUX% to 10% to keep Dem happy at Pop6 and finish the Ranger in 2T
Frostling Settler pair come into view near Frostopolis
Dem --> Spirit (2T)
Steward to road BGrass on river
Frostling Settler-pair arrive at the Barrens
Dem --> Spirit (2T)
vSpirit fortified, vRanger to Nassu to keep order
Steward to Forest near Jen
SCI% to 20% for EWaters in 1T + 16gpt
Next tech target: Seafaring for boats to go exploring
Dem --> Dancer
Nassu --> Pandaren (13T)
Cape Bertonia --> Lunar Well (to put some pressure on the Frostlings)
Ramas build Hopes Temple!
Frostlings start GrimLight
Blizzard Falls just popped its borders!
Pandaren + rRanger to Plains NE of Site6
Steward to Hills NNE of Dem
Amazons start GrimLight
Renoa Island founded NE of Maize --> Lunar Well
Frostlings now know Currency, Animal Husbandry and Seafaring, and have a massive pile of gold!
Time to sell Construction (worth 886g straight up, which is more than last time I asked, so likely no-one's done any research on it yet):
RemG pays Currency + 469g
Bhidra pays Animal Husbandry for Currency + 132g (40g cheaper than Kerri's offer)
They all know Seafaring, we're now only 5T off, so we might as well finish it
Dem --> Spirit
Dancer to Hunter + Ranger on Mountain
Steward to road Plains + Maize to Renoa
SCI% to 40% for Seafaring in 1T + 15gpt
LUX% to 10% to fully employ Dem's citizens and get another Dancer in 3T
Dammit, I think Kerri just got Premonition and swapped it with RG for Construction...
I think Priority No.1 now is killing the Swarm. They are now building (regular) Androctoni instead of Mantises (twice the price, half the defence!), so I only had to fight one of them during my set (I played 18T to round off to 100AD).
We already have 5 units (2 vHunters, 2 vRangers, 1 vDancer) near their capital -- which I think is still their only town, and it's on Floodplains, so will get no terrain-defensive bonus). We can also send down the cRanger from Renoa right now (garrison that town with the nearby rSpirit instead), another vDancer from Dem in 3T, and the vSpirit + rSpirit from Jenova and near Nassu, respectively. Once everyone is in striking distance, send them all in for the kill in a single turn, and with a bit of luck, that should squish the bugs forever.
Their capital town is in a good site, so we should keep it if possible. Build Stewards(Swarm) out of it to get rid of any excess pop-points, then a Well, then (prebuild?) our Granary.
Priority No.1.5 is to found more of them!
So Nassu should build only Pandarens for a while: grow it up fast using the high-food tiles (it can now get 7fpt for growth in 3T!), then switch to shield-rich tiles at Pop6(ish) to finish the build. That will keep our commerce-output as high as possible for fast research, without much risk of riots.
We need to settle aggressively NW and NE before the Amazons and Frostlings pop those borders again. The next Pandaren (currently due in 6T unless you fiddle with Nassu's tile-assignments) should therefore head for the riverside Grass 1NW of Nassu's Horses, and 2NE of Grove: this will close our Cultural borders over the intervening Plains tiles, which can be roaded+mined for more shields to both towns (we can Forest/Chop those tiles later, if/when we want buildings).
The second Pandaren should go to the coastal Plains ENE of Dem, NNW of the Barrens of Rigal (to get the Fish after one border-pop). Once the Swarm is dead, we can start founding towns along the rivers to the south.
As you'll see, I'm building Wells for cheap maintenance-free Culture in the 2 towns I founded. We are 1T from learning Seafaring (don't forget to put SCI% back to max for the next project!), so once CapeB has finished its Well (in 2T), it should start building Explorers to map our southern coastline and then contact the rest of the world. (And the second coastal-town-to-be-founded can do the same thing, but in the opposite direction!).
Dem should keep building military-units: you can tweak it for 6, 7, 8, or 10 spt depending on what you want/need (e.g. vSpirits for defence/MP, vRangers/vDancers for fighting) -- and will need to do that if you care about avoiding overrun on the current Dancer-build.
The Steward near Jenova will finish chopping in 3T. If you decide to keep the Barracks-build going, you can leave the citizens working the current food-tiles. Don't switch to a cheaper build (e.g. a Watermill) unless you can micromanage to finish that build in 1-2T, before the chop happens -- otherwise most of those chop-shields will be wasted. If you finish the Barracks, start building mil-units from there.
Renoa should next begin pre-building our Maize Farm, ready to switch over when the Steward finishes connecting that Maize to our trade-net. After that, it could go on Steward- or Pandaren-building duty. And (if it doesn't flip) it would also be a pretty good site to (pre)build our Spire of the Sunset -- once we've founded enough towns for that (but don't chop any Forests into any SW-prebuilds, or we won't be able to switch!).
If any town looks like it's going to get rowdy after growth at the current LUX%-setting, switch the current build to a Steward (we need more of them anyway!). (I've been oscillating LUX% between 0 and 10% to maintain order)
We were up Construction on the Amazons and the Ramas a couple of turns ago, but I think Kerri just learnt Premonition, because she and RemG both suddenly know it, and we can't sell Construction to her anymore (suggesting she sold a monopoly-tech in exchange). If we want it, I would suggest waiting until the Ramas learn it/ buy it from one of them, and then sell Construction to the Ramas in exchange for it (if we still can).
We should also think about what Sphere we want to research/use next. Once Seafaring is in, I think we can go straight for Water Sphere(?) -- but this is a Continents map, so the faster boat-movement may not be particularly useful. Would Earth Sphere be a good target/ useful for the Moon Elves? If not, then just go for boring ol' Balance Sphere.
Whichever Sphere you decide on, I think we should now beeline it, then get the respective Node + Tower built ASAP, so that we can get as many units + spells out of them as possible.
The save is below. Just so you know, I won't be able to play again for about a week, because Christmas starts on the 24th in Germany, and our attic (where this computer is) is also our "guest bedroom" -- and my wife's family will be visiting for several days from the 26th. I'll be able to log into CFC on my phone, though, if you have any specific questions.