tjs282
Stone \ Cold / Fish
And I'm done. Went one turn over, just to get a few things done that I thought needed doing.
170 AD
Why are Stewards irrigating Grassland + Plains in areas which aren't short of food?!? Reassigned to mining
Troops redeployed: Rangers to the font, Spirits stay home as garrisons, backed up by Dancers
Builds reassigned; Towns below Pop7 should not be building pop-costing units, they shoud be growing to Pop8+...
Nassu isn't a great spot for Pandaren-builds any more, being so far from the borders -- but it still has no infrastructure! Let's give it some Culture, maybe a Barracks, to build pop-costing units. The Well of Ashengral seems to fit the bill nicely...
Ankor needs its Marsh draining, so Stewards would be better than Pandarens here...
Ionkor needs to be moved to the coast (where I was chopping: that was the whole point of chopping!) and Redemption Isle just needs to be removed, so they're set to Pandaren/Steward...
And why hasn't any of the Frostling territory been connected to our trade-net yet?!? We need those Silks!
Coldstorm Keep evac'd: we need to move on Icecrown Valley, get this war finished
In the meantime, our idle Explorer can go map the Rama's coast...
IBT
WoodElves recruit Lizards to fight the Skaven
171 AD
Rangers bomb Icecrown
Hunter Elder kills 2/3 Sheep + redlined Bison, trains a new Apprentice, and captures a Mule!
Remaining Hunters moved in, town set to build a Steward
We still haven't got an Embassy with Gal, so I do that (57g), since we can afford it
Too early to start cash-rushing Frostling Stewards and Pandarens, though...
Need to MM Dem to avoid a riot: still only overpopulation-unhappiness, not WW -- and the imminent Banshee will take care of that...
IBT
Dem --> Lunar Well
Ashen --> Spirit for garrisoning
Ankor --> Watermill
172 AD
New Maize sent to Kal
Rangers reduce Bison and Wolf in Benkasing, Apprentices kill them.
And with that, RemG has been properly exiled!
He has 2 towns left that I can see, but neither are a threat to us, so I won't sign peace yet, just in case of flips...
We now have a few Rama units scattered through our land, but am I bovvered...?
High Elves are looking far too flush with cash, so I relieve Dath of 788 g + 45 GPT, in exchange for Devotion (which does not help him)
IBT
Frostlings and Ramas sign PT, and the Ellies start heading south again
Dem --> Fort Redivarde (we'll need it for the next couple of wars...)
Nord --> Fishery
Jenova --> 2T Spirits
NIghtglades --> 3T Spirits
173 AD
Our victorious forces also begin the long journey south, to start beating up on the Beasts
Steward rushed in Winterhaven, and town MM'd to riot, to avoid starvation
IBT
We can build Metals Camp?!? But where?
Winterhaven --> Steward (once the riot is over)
Renoa --> Spirit
Ramas begin Tower of Mirhlaz
174 AD
Our Explorer finally meets the Burning Legion, on an island SE of the Ramas. And they are completely backwards, not even knowing Mining, Inundation or Writing yet! How on Azura did they build the Walls of Esengar...? An Embassy costs us a mere 51g
Hmm, High Elves + Ramas just learned Alchemy...
IBT
Sargaros complains about our Explorer. Don't push your luck, chum(p)
Ashen --> ScholarsQ
175 AD
Stewards now improving our road-network
Troops still moving south...
GAME SAVED
Sell Inundation(!) to the Legion for 193g. Selling an RoP as well gets us their remaining 39g (and makes them Polite!)
IBT
Skaven want MA vs. Lizards! Not yet, but soon. In the meantime, we sell them an RoP for 4gpt + 6g
176 AD
Start gathering troops near Khyronia
IBT
Magri wants an RoP: he'll pay .. erm... nothing
Satyr Worker out of Khyronia, bringing it down to Pop1!
RoP cancelled with Ramas, which will let us boot them when we want to
Dwarves begin Glade Shrine!
177 AD
Zzz...
IBT
Zzz...
178 AD
Start moving Stewards + Mules south to improve Kal
Ranger pillages Wheat-road between Rama towns
IBT
Nassu --> Lunar Well
179 AD
SCI% to 10% for Edu in 1T + 128 gpt
IBT
Edu learned, SCI% back up to 70% for Astro in 9T
Definale --> Watermill (8T before the chop...)
Renoa --> Barracks
180 AD
Pandaren rushed in Ionkor (99g)
Steward rushed in Redemption Isle (57g)
IBT
Dem, Nassu --> Treant
CapeB --> Shipyard
181 AD
Pandaren moved to planned site
Steward begins roading Agatte
Pandaren rushed in Coldstorm (117g)
Steward rushed in Winterhaven (57g)
GAME SAVED
Handover
Research:
We just learned Education, and have a monopoly on it (we might actually be tech-leader now!). You can almost certainly get Alchemy + gold from the Ramas for it right now (Bridha wanted about 750g for Alchemy straight up), but it might be worth holding onto it for another couple of turns, to see if anyone comes up with anything else that you might be able to trade for.
Expansion:
I've left you a Pandaren near the ruins of Redemption Isle and Ionkor, at the mouth of the river on the NE coast, on the tile where our next town should be founded (actually where the Pandaren I set to build in Redemption Isle should have been sent in the first place, mumble grumble). You will get another Pandaren from Coldstorm Keep over the next interturn, which I would recommend sending to found a town on the Horses (where there is a Dancer waiting) north of Winterhaven.
Builds/military plans:
I have queued up the next builds in Renoa, Winterhaven and Moonhaven, so you shouldn't need to worry too much about those towns, and I would recommend using a similar build-queue for the 2 new towns as well (i.e. Lunar Well to pop the borders -- rather than sacrificing our maintenance-free Mules! -- ChiefsGuild to reduce corruption, [Water]mill to boost productivity, ScholarsQ for research, Warehouse if needed for Pop8, then Fishery if Coastal -- or Barracks if inland).
Don't bother building mil-units in mid-/north Frostland, just set those town-Governors to "Emphasise Food" and leave them to grow for now. Once Renoa andWinterhaven Moonhaven have finished their Barracks, they can start building vet Spirits to garrison all our northern territories (and free up those Rangers to fight AI-landings, or head south).
You will see I've started building Treants in Dem + Nassu. These are intended as border-garrisons against Amazon sneak-attacks, so should be sent to Kal + Nightglades (+ Ankor). If Kerri remains passive (or if we can 'persuade' her to help fight the Beasts + Lizards + Ramas), we can use those Treants as stack-anchors for our advance into Rama territory instead. It is still really important to keep Kal, Nassu + Dem as large as possible, though: if necessary, consider merging native Stewards into those core-towns, to get them up to Pop13 a bit quicker (and save us some unit-maintenance!). Any new Wheat + Maize supplies should also be sent to these towns.
CapeB is building a Shipyard in preparation for building a small stack of vet Explorers, for bombarding the Rama's mainland coastal towns (this is preferable to having Ballistae slowing down our fast attack-stacks), and then shipping units over to their island-towns. Once CapeB reaches Pop13 as well, we can switch it to building our better ships ("Corsas"?).
Our southern Barracks-towns can pretty much keep building whatever units they're currently building. Maybe just take a look at them each time they grow, to see if they can now build a more advanced unit (Spirit --> Dancer --> Ranger) without too much wastage. But please don't build (or allow the Governator to choose to build!) any pop-costing military units (Banshees, Treants) in any towns which (1) are still under Pop7, and/or (2) don't have a Barracks, and/or (3) don't have the food-supply available to regrow faster than they'll build the unit!
I have not declared on the Beasts yet, because I didn't have enough Rangers in range to be sure of doing sufficient damage to the Gor(s?) before we attack with our Hunters. There are still 3-4 Rangers en route to the stack, but once they arrive, you can probably set off the fireworks. Khyronia just built a Satyr Worker, bringing it down to Pop1, which means that it will autoraze if we capture it before it regrows (or pops its borders) -- but this may not be a problem, because the coastal Hill 1SE is a better site anyway (the Pandaren being built in Ankor can do that; there is already a Steward building a road along the Hills from Ashengral).
Once the Beasts are evicted, you can choose whether to move against Hajipur immediately, or bypass it to go after Tail Town. If you go for the Ramas first, definitely sign up Kerri to help, and give her an RoP to get her units into Rama territory quickly, so she can do some damage (and weaken herself)...
Terrain improvements:
I have started moving Stewards + Mules (back) to Kalimsa, because that town is currently our highest priority for terrain-improvement, to speed up the SotS build. All its still-unimproved-but-workable tiles should get a road + mine, starting with the Grass + Plains, then the Hills, then the Mountain.
Once Khyronia is ours (or gone!), we can set our Stewards to clearing + roading all that southern Marsh, to make more workable tiles (and room for Settlement) in that direction. Jungle can be Settled on directly, so that's a lower priority for clearance -- but we do also need to start building a road south from Jenova towards Tail Town...
Save is below. I wish you good Hunting...
Brainfart edited (March 2nd)
Spoiler (T)urn(L)og(D)on't(R)ead :
170 AD
Why are Stewards irrigating Grassland + Plains in areas which aren't short of food?!? Reassigned to mining
Troops redeployed: Rangers to the font, Spirits stay home as garrisons, backed up by Dancers
Builds reassigned; Towns below Pop7 should not be building pop-costing units, they shoud be growing to Pop8+...
Nassu isn't a great spot for Pandaren-builds any more, being so far from the borders -- but it still has no infrastructure! Let's give it some Culture, maybe a Barracks, to build pop-costing units. The Well of Ashengral seems to fit the bill nicely...
Ankor needs its Marsh draining, so Stewards would be better than Pandarens here...
Ionkor needs to be moved to the coast (where I was chopping: that was the whole point of chopping!) and Redemption Isle just needs to be removed, so they're set to Pandaren/Steward...
And why hasn't any of the Frostling territory been connected to our trade-net yet?!? We need those Silks!
Coldstorm Keep evac'd: we need to move on Icecrown Valley, get this war finished
In the meantime, our idle Explorer can go map the Rama's coast...
IBT
WoodElves recruit Lizards to fight the Skaven
171 AD
Rangers bomb Icecrown
Hunter Elder kills 2/3 Sheep + redlined Bison, trains a new Apprentice, and captures a Mule!
Remaining Hunters moved in, town set to build a Steward
We still haven't got an Embassy with Gal, so I do that (57g), since we can afford it
Too early to start cash-rushing Frostling Stewards and Pandarens, though...
Need to MM Dem to avoid a riot: still only overpopulation-unhappiness, not WW -- and the imminent Banshee will take care of that...
IBT
Dem --> Lunar Well
Ashen --> Spirit for garrisoning
Ankor --> Watermill
172 AD
New Maize sent to Kal
Rangers reduce Bison and Wolf in Benkasing, Apprentices kill them.
And with that, RemG has been properly exiled!
He has 2 towns left that I can see, but neither are a threat to us, so I won't sign peace yet, just in case of flips...
We now have a few Rama units scattered through our land, but am I bovvered...?
High Elves are looking far too flush with cash, so I relieve Dath of 788 g + 45 GPT, in exchange for Devotion (which does not help him)
IBT
Frostlings and Ramas sign PT, and the Ellies start heading south again
Dem --> Fort Redivarde (we'll need it for the next couple of wars...)
Nord --> Fishery
Jenova --> 2T Spirits
NIghtglades --> 3T Spirits
173 AD
Our victorious forces also begin the long journey south, to start beating up on the Beasts
Steward rushed in Winterhaven, and town MM'd to riot, to avoid starvation
IBT
We can build Metals Camp?!? But where?
Winterhaven --> Steward (once the riot is over)
Renoa --> Spirit
Ramas begin Tower of Mirhlaz
174 AD
Our Explorer finally meets the Burning Legion, on an island SE of the Ramas. And they are completely backwards, not even knowing Mining, Inundation or Writing yet! How on Azura did they build the Walls of Esengar...? An Embassy costs us a mere 51g
Hmm, High Elves + Ramas just learned Alchemy...
IBT
Sargaros complains about our Explorer. Don't push your luck, chum(p)
Ashen --> ScholarsQ
175 AD
Stewards now improving our road-network
Troops still moving south...
GAME SAVED
Sell Inundation(!) to the Legion for 193g. Selling an RoP as well gets us their remaining 39g (and makes them Polite!)
IBT
Skaven want MA vs. Lizards! Not yet, but soon. In the meantime, we sell them an RoP for 4gpt + 6g
176 AD
Start gathering troops near Khyronia
IBT
Magri wants an RoP: he'll pay .. erm... nothing
Satyr Worker out of Khyronia, bringing it down to Pop1!
RoP cancelled with Ramas, which will let us boot them when we want to
Dwarves begin Glade Shrine!
177 AD
Zzz...
IBT
Zzz...
178 AD
Start moving Stewards + Mules south to improve Kal
Ranger pillages Wheat-road between Rama towns
IBT
Nassu --> Lunar Well
179 AD
SCI% to 10% for Edu in 1T + 128 gpt
IBT
Edu learned, SCI% back up to 70% for Astro in 9T
Definale --> Watermill (8T before the chop...)
Renoa --> Barracks
180 AD
Pandaren rushed in Ionkor (99g)
Steward rushed in Redemption Isle (57g)
IBT
Dem, Nassu --> Treant
CapeB --> Shipyard
181 AD
Pandaren moved to planned site
Steward begins roading Agatte
Pandaren rushed in Coldstorm (117g)
Steward rushed in Winterhaven (57g)
GAME SAVED
Research:
We just learned Education, and have a monopoly on it (we might actually be tech-leader now!). You can almost certainly get Alchemy + gold from the Ramas for it right now (Bridha wanted about 750g for Alchemy straight up), but it might be worth holding onto it for another couple of turns, to see if anyone comes up with anything else that you might be able to trade for.
Expansion:
I've left you a Pandaren near the ruins of Redemption Isle and Ionkor, at the mouth of the river on the NE coast, on the tile where our next town should be founded (actually where the Pandaren I set to build in Redemption Isle should have been sent in the first place, mumble grumble). You will get another Pandaren from Coldstorm Keep over the next interturn, which I would recommend sending to found a town on the Horses (where there is a Dancer waiting) north of Winterhaven.
Builds/military plans:
I have queued up the next builds in Renoa, Winterhaven and Moonhaven, so you shouldn't need to worry too much about those towns, and I would recommend using a similar build-queue for the 2 new towns as well (i.e. Lunar Well to pop the borders -- rather than sacrificing our maintenance-free Mules! -- ChiefsGuild to reduce corruption, [Water]mill to boost productivity, ScholarsQ for research, Warehouse if needed for Pop8, then Fishery if Coastal -- or Barracks if inland).
Don't bother building mil-units in mid-/north Frostland, just set those town-Governors to "Emphasise Food" and leave them to grow for now. Once Renoa and
You will see I've started building Treants in Dem + Nassu. These are intended as border-garrisons against Amazon sneak-attacks, so should be sent to Kal + Nightglades (+ Ankor). If Kerri remains passive (or if we can 'persuade' her to help fight the Beasts + Lizards + Ramas), we can use those Treants as stack-anchors for our advance into Rama territory instead. It is still really important to keep Kal, Nassu + Dem as large as possible, though: if necessary, consider merging native Stewards into those core-towns, to get them up to Pop13 a bit quicker (and save us some unit-maintenance!). Any new Wheat + Maize supplies should also be sent to these towns.
CapeB is building a Shipyard in preparation for building a small stack of vet Explorers, for bombarding the Rama's mainland coastal towns (this is preferable to having Ballistae slowing down our fast attack-stacks), and then shipping units over to their island-towns. Once CapeB reaches Pop13 as well, we can switch it to building our better ships ("Corsas"?).
Our southern Barracks-towns can pretty much keep building whatever units they're currently building. Maybe just take a look at them each time they grow, to see if they can now build a more advanced unit (Spirit --> Dancer --> Ranger) without too much wastage. But please don't build (or allow the Governator to choose to build!) any pop-costing military units (Banshees, Treants) in any towns which (1) are still under Pop7, and/or (2) don't have a Barracks, and/or (3) don't have the food-supply available to regrow faster than they'll build the unit!
I have not declared on the Beasts yet, because I didn't have enough Rangers in range to be sure of doing sufficient damage to the Gor(s?) before we attack with our Hunters. There are still 3-4 Rangers en route to the stack, but once they arrive, you can probably set off the fireworks. Khyronia just built a Satyr Worker, bringing it down to Pop1, which means that it will autoraze if we capture it before it regrows (or pops its borders) -- but this may not be a problem, because the coastal Hill 1SE is a better site anyway (the Pandaren being built in Ankor can do that; there is already a Steward building a road along the Hills from Ashengral).
Once the Beasts are evicted, you can choose whether to move against Hajipur immediately, or bypass it to go after Tail Town. If you go for the Ramas first, definitely sign up Kerri to help, and give her an RoP to get her units into Rama territory quickly, so she can do some damage (and weaken herself)...
Terrain improvements:
I have started moving Stewards + Mules (back) to Kalimsa, because that town is currently our highest priority for terrain-improvement, to speed up the SotS build. All its still-unimproved-but-workable tiles should get a road + mine, starting with the Grass + Plains, then the Hills, then the Mountain.
Once Khyronia is ours (or gone!), we can set our Stewards to clearing + roading all that southern Marsh, to make more workable tiles (and room for Settlement) in that direction. Jungle can be Settled on directly, so that's a lower priority for clearance -- but we do also need to start building a road south from Jenova towards Tail Town...
Save is below. I wish you good Hunting...
Brainfart edited (March 2nd)
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