Sylph

Utatnaphor, The Wandering One's page

55 posts. Alias of Niteflier.


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Oh, I'm still here. Its still a fun game, so far. I've just had RL issues that blindsided me and will be a problem for the foreseeable future.


Whooo... Okay, I guess I should have seen that coming. I didn't, so that's on me, but yeah, I didn't see Celios as another GMPC until now.

Hindsight, that should have been obvious. Sorry, Iaz, you were right.

And Warlord, dude, you were right too.

Still, with three of the remaining civs being GMPCs or near enough to them, this is going to be a slog to finish. Good luck to you, Darjuu, and Iaz and Warlord, if you're still in this.


Ah. I just guessed since I was going last. I'll make it up next turn... and that other bonus that you gave me, that I'm just now remembering... drat, could have gotten another army out there.


Sorry about that. Forums ate my post once, and cut me off at the hour mark, so there's two post instead of one...

But I'm done now!


Arg! Cut me off

Here it is from the Inspiring Miracles again.

Power Remaining: 174
Inspire City!
I1 Create Army Power Used: 12 Armies Created: 6
I3 Create Army Power Used: 6 Armies Created: 6
I3 Create Army Power Used: 6 Armies Created: 6
I3 Create Army Power Used: 6 Armies Created: 6
I3 Create Army Power Used: 6 Armies Created: 6
I3 Create Army Power Used: 6 Armies Created: 6
I3 Create Army Power Used: 6 Armies Created: 6
I3 Create Army Power Used: 6 Armies Created: 6
Power Remaining: 40

Move Armies
I1 to J1
I3 to J3 (Yes, ALL OF THEM.)
I4 to J4
H2 to J2 Inspire!
N3 to O4
M4 to L4
K3 to L3 Since they lollygagged around and didn't attack last turn

Power Remaining: 30

Science! 43 + 1 (Last Turn) + 3 (Volcano) = 47
Advancement gain: ARmor + 8 +9 (18 Sci, 18 Sci
Science remaining: 7

Summary
Settlements: G1 4, I1 9, J1 8, K1 5, H2 9, I2 5, H3 9, I3 9, H4 6, I4 4, J4 9, M4 2, J5 4
Armies:
J1 20, Defending
K1 6, Defending
J2 6, Attacking
J3 48, Attacking
L3 4, Attacking
H4 4, Sitting this one out
J4 13, Defending
L4 3, Attacking
O4 5, Attacking

Power Remaining: 30 - 25 = 5

Fire swells up from the ground in the cities of the Sphinx, attacking the interlopers and burning them to ash. Armies are raised with surprising quickness, marching on the foul foe. Learning from the beatings their armies have taken, the Lords commission new, better armor for their troops, hoping to stem the tide of goblins.


Gathering Power 6d6 ⇒ (1, 2, 3, 1, 1, 6) = 14
Power: 14 + 266 (Last turn) + 72 (Religion) = 352

G1 Pop 3
Grow City Power Used: 1 (Agri + 9)
Advance! Power Used: 0 (Survival +5) Science Gain: 4
End G1 Pop 4

H1 Pop 8
Grow City Power Used: 3 (Agri + 9, Forest +3 flat +1)
Advance! Power Used: 0 (Survival +5) Science Gain: 9
End H1 Pop 9

I1 Pop 8
Grow City Power Used: 6 (Agri + 9 flat +1)
Create Army Power Used: 12 Armies Created: 6
End I1 Pop 9

J1 Pop 8
Create Army Power Used: 8 Armies Created: 4
End J1 Pop 8

K1 Pop 4
Grow City Power Used: 1 (Agri + 9)
Create Army Power Used: 6 Armies Created: 3
End K1 Pop 5

H2 Pop 8
Grow City Power Used: 7 (Agri + 9)
Create Army Power Used: 6 Armies Created: 6
End H2 Pop 9

I2 Pop 4
Grow City Power Used: 1 (Agri + 9 flat +1)
Advance! Power Used: 0 (Survival +5) Science Gain: 5
End I2 Pop 5

H3 Pop 8
Grow City Power Used: 4 (Agri + 9 Forest +3)
Advance! Power Used: 0 (Survival +5) Science Gain: 9
End H3 Pop 9

I3 Pop 8
Grow City Power Used: 7 (Agri + 9)
Create Army Power Used: 6 Armies Created: 6
End I3 Pop 9

H4 Pop 5
Grow City Power Used: 1 (Agri + 9)
Advance! Power Used: 0 (Survival +5) Science Gain: 6
End H4 Pop 6

I4 Pop 3
Grow City Power Used: 1 (Agri + 9)
Advance! Power Used: 0 (Survival +5) Science Gain: 4
End I4 Pop 4

J4 Pop 8
Grow City Power Used: 7 (Agri + 9)
Create Army Power Used: 10 Armies Created: 5
End J4 Pop 9

M4 Pop 1
Grow City Power Used: 1 (Agri + 9)
Advance! Power Used: 0 (Survival +5) Science Gain: 2
End M4 Pop 2

J5 Pop 3
Grow City Power Used: 1 (Agri + 9)
Advance! Power Used: 0 (Survival +5) Science Gain: 4
End J5 Pop 4

Power Remaining: 263

Okay, now for the part I was hoping to use elsewhere.

Miracles:
Smite:
K1 PU: 12 Smites: 2
J4 PU: 42 Smites: 7
J5 PU: 35 Smites: 5
Power Remaining: 174
{i]Inspire City![/i]
I1 Create Army Power Used: 12 Armies Created: 6
I3 Create Army Power Used: 6 Armies Created: 6
I3 Create Army Power Used: 6 Armies Created: 6
I3 Create Army Power Used: 6 Armies Created: 6
I3 Create Army Power Used: 6 Armies Created: 6
I3 Create Army Power Used: 6 Armies Created: 6
I3 Create Army Power Used: 6 Armies Created: 6
Power Remaining: 56

Move Armies
I1 to J1
I3 to J3 (Yes, ALL OF THEM.)
I4 to J4
H2 to J2 Inspire!
N3 to O4
M4 to L4
K3 to L3 Since they lollygagged around and didn't attack last turn

Power Remaining: 46

Science!

Summary
Settlements: G1 4, I1 9, J1 8, K1 5, H2 9, I2 5, H3 9, I3 9, H4 6, I4 4, J4 9, M4 2, J5 4
Armies:
J1 20, Defending
K1 6, Defending
J2 6, Attacking
J3 42, Attacking
L3 4, Attacking
H4 4, Sitting this one out
J4 13, Defending
L4 3, Attacking
O4 5, Attacking

Turn in Progress!


Nitpicks, going over last turn:

I4 has a pop of 2 (3 after the Bounty). And... Huh. I thought there was something else, but ten minutes of review can't find it. Oh well.


Squeesed out another Advancement, so I'm happy now.


Okay, it was just, 10 armies out of nowhere??
And yes, I do have plans.


Gathering Power: 6d6 ⇒ (6, 4, 5, 3, 3, 3) = 24
Power: 24 + 266(Last Turn) + 68(Religion) = 358

H1 Pop 6
Grow City Power Used: 1 (Agri +9, Forest +3)
Advance! Power Used: 0 (Survival +5) Science Gain: 7
End H1 Pop 7

I1 Pop 6
Grow City Power Used: 2 (Agri +9, Flat+1)
Advance! Power Used: 0 (Survival +5) Science Gain: 7
End I1 Pop 7

J1 Pop 5
Grow City Power Used: 1 (Agri +9)
Advance! Power Used: 0 (Survival +5) Science Gain: 6
End J1 Pop 6

K1 Pop 2
Grow City Power Used: 1 (Agri +9)
Advance! Power Used: 0 (Survival +5) Science Gain: 3
End K1 Pop 3

H2 Pop 6
Create Settler Power USed: 15
Grow City Power Used: 1 (Agri +9)
Move Settler to G1
End H2 Pop 6

G1 Settler 1
Create City!
Grow City Power Used: 1 (Agri +9)
Advance! Power Used: 0 (Survival +5) Science Gain: 2
EndG1 Pop 2

I2 Pop 2
Grow City Power Used: 1 (Agri +9)
Advance! Power Used: 0 (Survival +5) Science Gain: 3
End I2 Pop 3

J2 Pop 5
Grow City Power Used: 1 (Agri +9)
Advance! Power Used: 0 (Survival +5) Science Gain: 6
End J2 Pop 6

K2 Pop 5
Grow City Power Used: 1 (Agri +9)
Advance! Power Used: 0 (Survival +5) Science Gain: 6
End K2 Pop 6

L2 Pop 3
Grow City Power Used: 1 (Agri +9)
Advance! Power Used: 0 (Survival +5) Science Gain: 4
End L2 Pop 4

H3 Pop 6
Grow City Power Used: 1 (Agri +9, Forest +3)
Advance! Power Used: 0 (Survival +5) Science Gain: 7
End H3 Pop 7

I3 Pop 6
Grow City Power Used: 3 (Agri +9)
Create Army Power Used: 5 (Hilly) Armies Created: 5 (Scrubland)
End I3 Pop 7

J3 Pop 6
Grow City Power Used: 2 (Agri +9, Flat +1)
Create Army Power Used: 10 Armies Created: 5 (Scrubland)
End J3 Pop 7

H4 Pop 3
Grow City Power Used: 1 (Agri +9, Forest +3)
Advance! Power Used: 0 (Survival +5) Science Gain: 4
End H4 Pop 4

J4 Pop 6
Create Settler Power USed: 16
Move Settler to I4
Miracle! Inspire City!
Create Settler Power USed: 17
Move Settler to J5
Grow City Power Used: 1 (Agri +9)
End J4 Pop 5

I4 Settler 1
Create City!
Grow City Power Used: 1 (Agri +9)
Advance! Power Used: 0 (Survival +5) Science Gain: 2
End I4 Pop 2

L4 Pop 1
Grow City Power Used: 1 (Agri +9, Forest +3)
Advance! Power Used: 0 (Survival +5) Science Gain: 2
End L3 Pop 2

J5 Settler 1
Create City!
Grow City Power Used: 1 (Agri +9)
Advance! Power Used: 0 (Survival +5) Science Gain: 2
End J5 Pop 2

ARMY
I3 5 armies Miracle! x2! Move Armies to L3 Attack Grotar
J3 5 armies Miracle! x3! Move Armies to N3 Attack Grotar
K3 4 armies Move to L3 Attack Grotar
H4, I4, J4 4 armies each, standby
L4 7 armies Move to M4 Attack Grotar

Power Remaining: 242

Advancement! Science Gain: 61 + 3 (Last Turn_ + 3 (Volcano!) = 65
Advancement Gain: Religion +7 (16 Sci) Weapons +6,+7 (16,17 Sci) Armor +7 (17 Sci)
Science Remaining: 1

Settlements: G1 2, H1 7, I1 7, J1 6, K1 3, H2 6, I2 3, J2 6, K2 6, L2 4, H3 7, I3 7, J3 7, H4 4, I4 2, J4 7, L3 2, J5 2

More Miracles! Alter Terrain at G1 to Forest

Power Remaining: 236 + 30 (Turn Bonus)

The Lords are shocked at the rising goblin horde! Never before had any settlement of the Prides come under attack. Their fervent pleas to their god are answered as the waves of soldiers pass over the ground like a swift breeze to meet their foes.


When the heck did Celios take J5???


Oh!

Dice did not like you, then?

Sorry!


Yeah, that was when I was attacking Mogar, though. Ah, well


Sneaky Grotar. Very sneaky.


Oh, good. Here I was thinking I may have messed up again and was missing on A LOT of power.


Okzy, quick question about another thing I may have messed up on.

Is it possible to reduce the [grow city] cost to 0 with agriculture bonuses?


Gathering Power 6d6 ⇒ (2, 3, 2, 6, 2, 6) = 21
Power: 21+248(Last Turn)+54(Religion +5)=323

H1 Pop 5
Grow City Power Used: 1 (Agri+9[Forest gives +3, flatland gives +1])
Advance! Power Used: 0 Science Gain: 6
End H1 Pop 6

I1 Pop 5
Grow City Power Used: 4 (Agri+6[flatland gives =1])
Advance! Power Used: 0 Science Gain: 6
End I1 Pop 6

J1 Pop 5
Create Settler Power USed: 12
Grow City Power Used: 1 (Agri+5)
Move Settler to K1
End J1 Pop 5

K1 Settler 1
Create City!
Grow City Power Used: 1 (Agri+5)
Advance! Power Used: 0 Science Gain: 2
End K2 Pop 2

H2 Pop 5
Grow City Power Used: 5 (Agri+5)
Advance! Power Used: 0 Science Gain: 6
End H2 Pop 6

J2 Pop 5
Create Settler Power USed: 13
Grow City Power Used: 1 (Agri+5)
Move Settler to I2
End J2 Pop 5

I2 Settler 1
Create City!
Grow City Power Used: 1 (Agri+5)
Advance! Power Used: 0 Science Gain: 2
End I2 Pop 2

K2 Pop 4
Grow City Power Used: 1 (Agri+5)
Advance! Power Used: 0 Science Gain: 5
End K2 Pop 5

L2 Pop 2
Grow City Power Used: 1 (Agri+5)
Advance! Power Used: 0 Science Gain: 3
End L2 Pop 3

H3 Pop 5
Grow City Power Used: 2 (Agri+8[Forest gives +3])
Advance! Power Used: 0 Science Gain: 6
End H3 Pop 6

I3 Pop 5
Grow City Power Used: 5 (Agri+5)
Advance! Power Used: 0 Science Gain: 6
End I3 Pop 6

J3 Pop 5
Grow City Power Used: 5 (Agri+5)
Advance! Power Used: 0 Science Gain: 6
End J3 Pop 6

L3 Pop 1
Grow City Power Used: 1 (Agri+5)
Advance! Power Used: 0 Science Gain: 2
End L3 Pop 2

H4 Pop 2
Grow City Power Used: 1 (Agri+5)
Advance! Power Used: 0 Science Gain: 3
End J3 Pop 3

J4 Pop 5
Grow City Power Used: 5 (Agri+5)
Advance! Power Used: 0 Science Gain: 6
End J4 Pop 6

ARMYThought I'd change this up a little to make it more readable
K1 4 Army Moves to K2 Miracle! Inspire Army! Move again to K3, Attack Mermaids.
L3 7 Army Moves to L4 Attack Sirens.
H4, I4, J4 Armies Stand by.
Power Used: 10
Travel domain is a GOOD thing

More Miracles!
Alter Terrain at K1 and H4 to Forest.
Power Used: 6+6=12

Advancement! Science: 59+12(Last turn)+3(Volcano!)=74
Advancement Gain: Religion +6 (13Sci), Agri +6,+7,+8,+9 (14,14,15,15 Sci)
Science Remaining: 3

Settlements: H1 6, I1 6, J1 5, K1 2, H2 6, I2 2, J2 5, K2 5, L2 3, H3 6, I3 6, J3 6, H4 3, J4 6

Power Remaining: 241+25(Last turn bonus)

RP:
The Lords turn their attention back to the land, leaving their armies to mop up the remaining water monsters near them. Fresh faced settlers make new cities, and their god blesses the land into more forgiving terrain. The Lords of the Prides dig deep into the lands, learning new, powerful ways to feed their peoples when their cities grow beyond normal means of feeding.


Whoops, my bad.

Forgot to put 4 army on H4 in my summary last turn. Its in the turn itself, just not the summary.

Edit: And another: H3 should have 5 pop. Think that's all.


Gathering Power 6d6 ⇒ (6, 4, 3, 3, 6, 6) = 28
Power: 28 + 166 (Last Turn) + 49 (Religion +5) = 243

H1 Pop 5
Advance! Power Used: 0 (Survival +5) Science Gain: 5
End H1 Pop 5

I1 Pop 5
Advance! Power Used: 0 (Survival +5) Science Gain: 5
End I1 Pop 5

J1 Army 6 Pop 5
Advance! Power Used: 0 (Survival +5) Science Gain: 5
Move Army to K1 (Travel!)
End J1 Pop 5

K1 Army 6
Attack! Combat with Centaurs

H2 Pop 5
Advance! Power Used: 0 (Survival +5) Science Gain: 5
End H2 Pop 5

J2 Pop 5
Advance! Power Used: 0 (Survival +5) Science Gain: 5
End J2 Pop 5

K2 Pop 3
Grow City Power Used: 1 (Agri +3 Survival +5)
Advance! Power Used: 0 Science Gain: 4
End K2 Pop 4

L2 Army 7 Pop 1
Grow City Power Used: 1 Agri +3 Survival +5)
Advance! Power Used: 0 (Survival +5) Science Gain: 2
Move Army to L3 (Travel!)
End L2 Pop 2

H3 Pop 5
Advance! Power Used: 0 (Survival +5) Science Gain: 5
End H3 Pop 5

I3 Pop 5
Create Settler! Power USed: 11
Grow City Power Used: 1 (Agri +3 Survival +5)
Move Army And Settler to H4 (Travel!)
End I3 Pop 5

J3 Pop 5
Advance! Power Used: 0 (Survival +5) Science Gain: 5
End J3 Pop 5

H4 Army 4 Settler 1
Create City
Grow City Power Used: 1 (Agri +3 Survival +5)
Advance! Power Used: 0 (Survival +5) Science Gain: 2
End H4 Army 4 Pop 2

J4 Pop 5
Advance![/i] Power Used: 0 (Survival +5) Science Gain: 5
End J4 Pop 5

Power Remaining: 228

Advancement! Science Gain: 44 + 1 (Last Turn) + 3 (Volcano)
Advancement Gain: Agriculture +4 and +5 (12 Sci and 12 Sci) Seafaring +1 (13 Sci)
Science Remaining: 12

Power Remaining: 228 + 20 (Turn Bonus)

Settlements: H1 5, I1 5, J1 5, H2 5, J2 5, K2 4, L2 2, H3 5, I3 5, J3 5, H4 2, J4 5
Armies: K1 6 (Attacking Centaur), L3 7 (Attacking Mermaids), J4 4, I4 4

Darkness sweeps the vision of the oracles. The Lords are not moved by it, but turn back to the land to learn more from the soil.


Map corrections: There should be no armies at I1, and 6 at J1. As well, J1 should have 5 population.

Edit: J3 Should have 5 pop, and K2 was changed by miracle to forest last round.


Ah, edited after I read it. Travel it is, since the other one I wanted is blocked.


To go from 2V to 0W is eight steps. To reduced the difficulty down to the minimum, you would need Survival +7, I think.

Weapons go against Armor, so if you have Weapons +4 and your opponent has Armor +9, you have a one in six chance of destroying his army.


I'm still kinda surprised no-one else has gone. Usually two or three of us post right away!


Yeah, I forgot the turn summary last turn... and this turn I forgot the colons. Eh, give and take.


Ah, I1 is Power used: 8; and Armies Created: 4
Since I grew I1 to 5 before I created the armies, it should be good, then? J3 is the same, it looks like.


Gathering Power 6d6 ⇒ (1, 5, 5, 2, 1, 6) = 20
Power: 20 + 10 (Error) + 108 (Last Turn) + 44 (Religion +5) = 182

H1 Pop 5
Advance! Power Used: 0 (Survival +5) Science Gain: 5
End H1 Pop 5

I1 Pop 4
Grow City Power Used: 1 (Agri +3 Survival +5)
Create Army Power Used 8 Armies created: 4 (Scrubland)
Move Army to J1 DC:2 1d6 ⇒ 3
End I1 Pop 5

J1 Army 9 Pop 4
Grow City Power Used: 1 (Agri +3 Survival +5)
Advance! Power Used: 0 (Survival +5) Science Gain: 5
Move Army to K1 DC:2 1d6 ⇒ 3
End J1 Army 6 Pop 5

H2 Pop 5
Advance! Power Used: 0 (Survival +5) Science Gain: 5
End H2 Pop 5

J2 Pop 5
Advance! Power Used: 0 (Survival +5) Science Gain: 5
End J2 Pop 5

K2 Army 7 Pop 2
Grow City Power Used: 1 (Agri +3 Survival +5)
Advance! Power Used: 0 Science Gain: 3
Move Army to L2 DC:2 1d6 ⇒ 4
End K2 Pop 3

H3 Pop 4
Grow City Power Used: 1 (Agri +3 Survival +5)
Advance! Power Used: 0 (Survival +5) Science Gain: 5
End H3 Pop 5

I3 Pop 5
Create Army Power Used 4 (Hilly) Armies created: 4 (Scrubland)
Move Army to H4 DC:2 1d6 ⇒ 1
End I3 Army 4 Pop 5

J3 Pop 4
Grow City Power Used: 1 (Agri +3 Survival +4)
Create Army Power Used 8 Armies created: 4 (Scrubland)
Move Army to I4 DC:2 1d6 ⇒ 6
End J3 Pop 5

J4 Pop 5
Advance! Power Used: 0 (Survival +5) Science Gain: 5
End H3[/b] Pop 5

Power Remaining: 157

Advancement! Science Gain: 33
Advancement Gain: Armor +5 and +6 (10 Sci and 11 Sci), Weapons +5 (11 Sci)
Science Remaining: 1

Miracle! Alter Terrain of K2 to Forest

Power Remaining: 151 + 15 (Turn Bonus)

Settlements: H1 5, I1 5, J1 5, H2 5, J2 5, K2 3, H3 5, I3 5, J3 5, J4 5
Armies: J1 6, K1 3 (Attacking Centaurs), L2 7 (Attacking Sirens), I3 4, I4 4

The Prides go to war with Centaur and Siren, as their prayers for more livable land are granted. Armies march on the Chosen of Mogar, and the Axis Mundi overshadows the world.


Whoops. That was supposed to be PREVIEW, not POST! I'm second this turn.

Also, J1 Should have had 3 armies at the begining of the turn, not 1


Gathering Power: 6d6 ⇒ (5, 3, 6, 5, 5, 3) = 27
Power: 27 + 74 (Last Turn) + 34 (Religion +4) = 135

H1 Pop 4
Grow City Power Used: 1 (Agri +3 Survival +4 Forest +3)
Advance! Power Used: 0 (Survival +4) Science Gain: 5
End H1 Pop 5

I1 Pop 4
Create Army Power Used 4 Armies created: 2 (Scrubland)
Grow City Power Used: 1 (Agri +3 Survival +4)
Move Army to J1 DC:2 1d6 ⇒ 1
End I1 Army 2 Pop 4

J1 Army 3 Pop 3
Grow City Power Used: 1 (Agri +3 Survival +4)
Advance! Power Used: 0 (Survival +4) Science Gain: 4
End J1 Army 3 Pop 4

H2 Pop 4
Grow City Power Used: 1 (Agri +3 Survival +4)
Advance! Power Used: 0 (Survival +4) Science Gain: 5
End H2 Pop 5

J2 Army 3 Pop 4
Grow City Power Used: 1 (Agri +3 Survival +4)
Advance! Power Used: 0 (Survival +4) Science Gain: 4
Move Army to K2 DC:2 1d6 ⇒ 6
End J2 Pop 5

H3 Pop 3
Grow City Power Used: 1 (Agri +3 Survival +4)
Advance! Power Used: 0 (Survival +4) Science Gain: 4
End H3 Pop 4

I3 Pop 4
Grow City Power Used: 1 (Agri +3 Survival +4)
Advance! Power Used: 0 (Survival +4) Science Gain: 5
End I3 Pop 5

J3 Army 4 Pop 4
Create Army Power Used 4 Armies created: 2 (Scrubland)
Grow City Power Used: 1 (Agri +3 Survival +4)
Move Army to K2 DC:2 1d6 ⇒ 6
End J3 Pop 4

K2 Army 9
Attack! Riptide armies

J4 Pop 4
Grow City Power Used: 1 (Agri +3 Survival +4)
Advance! Power Used: 0 (Survival +4) Science Gain: 5
End H3 Pop 5

Power Remaining: 118

Advancement! Science Gain: 2 (Last Turn) + 32 (Cities) + 3 (Volcano) = 37
Advancement Gain: Survival +5 (9 Sci), Religion +5 (9 Sci), Weapons +4 (10 Sci)
Science Remaining: 9

Miracle!
Smite H5 Power Used: 6 +1 (Distance) = 7
Smite G5 Power Used: 6 +1 (Distance) = 7
Smite F5 Power Used: 6 +1 (Distance) = 7

Power Remaining: 97 + 11 (Turn) = 108

Utatnaphor rains fire down upon the Chosen of Mogar, seeking to wipe them from the lands claimed by the Prides. Armies march forth to do battle with the Riptide demons


Need to double check the map vrs my turn before I go again. I think I lost of couple of population in a few of my cities. Next time.

Oh, and Mogar, I just finished my turn, so I took the +7 for turn bonus.


Power Gathering 5d6 ⇒ (1, 1, 1, 4, 5) = 12 Horrible, Horrible rolling
Power: 12 + 47 (Last Turn) + 25 (Religion +3 = 84

H1 Pop 3
Grow City Power Used: 1 (Agri +3 Survival +4 Forest +3)
Advance! Power Used: 0 (Survival +4) Science Gain: 4
End H1 Pop 4

I1 Pop 4
Create Army Power Used 4 Armies created: 2 (Scrubland)
Grow City Power Used: 1 (Agri +3 Survival +4)
Move Army to J1 DC:2 1d6 ⇒ 4
End I1 Pop 4

J1 Army 3 Pop 2
Grow City Power Used: 1 (Agri +3 Survival +4)
Advance! Power Used: 0 (Survival +4) Science Gain: 3
End J1 Army 3 Pop 3

H2 Pop 3
Grow City Power Used: 1 (Agri +3 Survival +4)
Advance! Power Used: 0 (Survival +4) Science Gain: 4
End H2 Pop 4

I2 Army 2
Move Armies to J2 DC:2 1d6 ⇒ 4

J2 Army 3 Pop 3
Grow City Power Used: 1 (Agri +3 Survival +4)
Advance! Power Used: 0 (Survival +4) Science Gain: 4
End J2 Army 3 Pop 4

H3 Pop 2
Grow City Power Used: 1 (Agri +3 Survival +4)
Advance! Power Used: 0 (Survival +4) Science Gain: 3
End H3 Pop 3

I3 Army 2 Pop 3
Move Army to J3 DC:2 1d6 ⇒ 5
Grow City Power Used: 1 (Agri +3 Survival +4)
Advance! Power Used: 0 (Survival +4) Science Gain: 4
End I3 Pop 4

J3 Army 2 Pop 4
Create Army Power Used 4 Armies created: 2 (Scrubland)
Grow City Power Used: 1 (Agri +3 Survival +4)
End J3 Army 4 Pop 4

J4 Pop 3
Grow City Power Used: 1 (Agri +3 Survival +4)
Advance! Power Used: 0 (Survival +4) Science Gain: 4
End H3 Pop 4

Advancement Science Gain: 3 (Last Turn) + 26 (Cities) + 3 (Volcano) = 32
Advancement Gain: Weapons +3 (7 Sci), Armor +3 (7 Sci) Armor +4 (8 Sci) Religion +4 (8 Sci)
Science Remaining: 2

Power Remaining: 67 + 7 (Turn Bonus) = 74

Settlement Population: H1:4, I1:4, J1:3, H2:4, J2:4, H3:3, I3:4, J3:4, J4:4
Armies: J1: 3, J2: 3, J3: 4

The Lords of the Prides are stunned by the unexpected dissapearance of the Orizaba. The discovery of the Sea-Folk in their place only causes more confusion. Extremely wary of these creatures, the Prides ready for battle.


Updates, updates, updates. Good thing I can see this from work, or I'd have to wait til morning! ;)

Take your time, Alos.


Ah? Unfortunately, I find myself the one that will probably be affected most.

Hope Umbral feels better.


Power Gathering 4d6 ⇒ (3, 5, 2, 1) = 11
Power: 11 + 18 (Last Turn) + 21 (Religion +3) = 50

H1 Pop 2
Grow City Power used: 1 (Agri +3 Survival +3 Forest +3)
Advance! Gain 3 science
End H1 Pop 3

I1 Pop 4
Create Settler Power Used: 6 (Survival +3)
0i]Grow City[/i] Power Used: 1 (Agri +3 Survival +3)
Move Settler to J1 DC: 2 1d6 ⇒ 3
End I1 Pop 4

J1 1 Settler
Create City
Grow City Power Used: 1
Festival! Power Gained: 1
End J1 Pop 2

H2 Pop 3
Create Army Power USed: 2 (Hilly) Armies Created: 2 (Scrubland)
Grow City Power Used: 1
Move Armies to I2
End H2 Pop 3

I2 3 ARmies
Move Army to J1
End I2 2 Armies

J2 1 Army. Pop 3
Grow City Power Used: 1 (Agri +3 Survival +3)
Advance! Gain 4 science
End J2 1 Army Pop 4

H3 Pop 2
Grow City Power Used: 1 (Agri +3 Survival +3 Forest +3)
Advance! Gain 3 science
End H3 Pop 3

I3 Pop 3
Create Army Power USed: 2 (Hilly) Armies Created: 2 (Scrubland)
Grow City Power Used: 1 (Agri +3 Survival +3)
Move Armies to J3
End I3 Pop 3

J3 Armies 2, Pop 3
Grow City Power Used: 1 (Agri +3 Survival +3)
Advance! Gain 4 science
End J3 Armies 2, Pop 4

J4 Pop 2
Grow City Power Used: 1 (Agri +3 Survival +3)
Festival! Power Gained: 2
End J4 Pop 3

Advancement! Current Science: 3 (Last Turn) + 14 (Cities) + 3 (Volcano) = 20
Advancement Gain: Weapons +2 (5 Sci), Armor +2(6 Sci), Survival +4 (6 Sci)
Science Remaining: 3

Power Remaining: 42 + 5 (Turn bonus) = 47

Settlement Population: H1:3, I1:4, J1:2, H2:3, J2:4, H3:3, I3:3, J3:4, J4:3
Armies: J2: 1, I2:2, J1: 1

Few words are heard from the god of the Prides. The Lords grow wary of the silence to the east, and gird themselves against attack. Visions of strange folk elsewhere in the world warn them of what can happen to those unprepared for war.

Sorry for using you as an example, Iaz!


Ah, can do.


No combat at I2? Did the Centaur run away?


That was some pretty big fail for moving settlers. I hope my next turn isn't that bad.


Is it just me, or has Itzpapalotl not been posting? I haven't seen any turns by them since turn 2, I think.


Great. I'll just add that onto my remaining then. Have to do more plans later.


Um, so the speedy turn power boost is in effect now? Or next turn?


Power gathering 4d6 ⇒ (1, 4, 3, 4) = 12
Power: 12 + 10 (Last Turn) + 10 (Religion +2) = 32

I1 Army 1 Pop 3
Grow City Power used: 2 (Agri +1 Survival +2)
Advance! Science Gain: 4
Move Army to I2
End I1 Pop 4

J2 Army 1 Pop 3
Grow City Power Used: 2 (Agri +1 Survival +2)
Advance! Science Gain: 4
End J2 Army 1, Pop 4

J3 Pop 2
Grow City Power Used: 1 (Agri +1 Survival +2)
Advance! Science Gain: 3
End J3 Pop 3

I3 Army 2 Pop 3
Move Army to I2
Create Settler Power Used: 5
Move Settler to J4 DC:3 1d6 ⇒ 4
Grow City Power Used: 1 (Agri +1 Survival +2)
End I3 Pop 3

J4 1 Settler
Create City
Grow City Power Used: 3 (Agri +1 Survival +2)
End J4 Pop 2

Advancement!
11 (Last turn) + 11 (This turn) = 22
New Advancements: Agriculture +2 AND +3, Survival +3, Religion +3
Current Advancements: Agri +3, Survival +3, Religion +3, Weapons +1, Armor +1
End Science: 4

H2 Pop 3, Settler 1
Move Settler to H1 DC:2 1d6 ⇒ 4
Create Settler Power used: 6
Move Settler to H3 DC:2 1d6 ⇒ 2
Grow City Power Used: 1 (Agri +3 Survival +3)
End H2 Pop 3

H1 1 Settler
Create City
Grow City Power Used: 1 (Agri +3 Survival +3)
End H1 Pop 2

H3 1 Settler
Create City
Grow City Power Used: 1 (Agri +3 Survival +3)
End H3 Pop 2

Power Remaining: 10 + 8 (Speed Bonus) = 18
Science Remaining: 4

Settlement Population: I1:4, J2:4, H2:3, I3:3, J3:3, H1:2, H3:2, J4:2
Armies: J2: 1, I2:3.

The Lords foresee troubles ahead, and spread the Prides far and wide, to the high volcano and the thick forests. The Oneiromancers show bad tidings in the future.

Emissaries to the Orizaba still await an answer.


Gathering
3d6 ⇒ (4, 1, 2) = 7
Power 7 + 17 (Last turn) + 8 (Religion +2) = 32

I1 Army 1 Pop 2
Grow City Power Used: 1 (Agri+1 and Flat)
Advance! Power Used: 0 Science Gain: 3
Move Army to I2
End I1 Pop 3

J2 Army 1 Pop 2
Grow City Power Used: 1 (Agri+1 and Flat)
Advance! Power Used: 0 Science Gain: 3
End J2 Army 1 Pop 3

Miracle! Alter Terrain at H1 to Forest. Power Used: 7

H2 Pop 3
Create Settler Power Used: 4
Move Settler to H1 1d6 ⇒ 1
Grow City Power Used: 2
End H2 Pop 3 Settler 1

Move Army at I4 to I3

I3 Army 1 Pop 3
Create Settler Power Used: 4
Move Settler to J3 1d6 ⇒ 6
Move Army to I2
Grow City Power Used: 2
End I3 Army 2 Pop 3

J3 Settler 1
Create City!
Grow City Power Used: 1
End J3 Pop 2

Power Remaining: 10
Science Remaining: 3

Current Advancements: Agri+1, Religion+2, Survival+2, Armor+1, Weapon+1

Settlement Population: I1:3, J2:3, H2:3, I3:3, J3:2
Armies: J2: 1, I3: 2, I2:2.

Utatnaphor answers prayers unexpectedly, changing dense jungle to softer forest. Unfortunately, the Prides were not able to capitalize on the change quickly enough. The planned movements to be rid of the hoove'd strangers unfolds on schedule, and a new settlement is born in the barrens.

The Lords send to the Orizaba, "Take the sodden wetlands as you please, our paws cannot run in the swamps."


Iazamaz, he who walks among us wrote:
how many uses of the alter terrain miracle does it take to terraform a forest into a volcano?

From what I can see, Iaz, Four:

Forest -> Scrubland
Scrubland -> Barren
Barren -> Crater
Crater -> Volcano


Gathering
3d6 ⇒ (3, 1, 6) = 10
Power 10 + 6 (Last Turn) + 5 (Religion +2) = 21

I2 Army 1, Pop 2
Grow City Power used 1
Create Settler Move Settler to J2: DC 2 1d6 ⇒ 4
Move Army to J2 DC 2 1d6 ⇒ 5
End I2: Pop 2

J2 Army 1, Settler 1
Create City Pop 1
Grow City Power used 1
Advance! Power used 1: Science Gain: 2
End J2 Army 1, Pop 2

H2 Army 1, Pop 2
Grow City Power used 1
Advance! Power Used: 0 Science Gain: 3
Move Army to I3 DC 2 1d6 ⇒ 3
End H2 Pop 3

POWER REMAINING: 17
SCIENCE: 5

Advancement!
Spend Science on Armour +1 and Weapon +1
Current Advancements: Agri+1, Religion+2, Survival+2, Armor+1, Weapon+1

I3 Pop 3
Create Army Power Used 2 (Hilly, -1 Power Per), Armies Created 2 (Scrubland 1 Extra due to Pop)
Grow City Power Used: 1
Move Armies to I4 DC 2 1d6 ⇒ 6
End I3 Army 1(From H2), Pop 3

Settlement Population: I2:2, J2:2, H2:3, I3:3.
Armies: J2 1, I3 1, I4 2

The Prides are startled at the new creatures they encounter! Hunting groups that were set to attack the horse-creatures split and turn to defense, new groups forming to drive off the birds of sky's fury.

Guarded emissaries turn to the Orizaba. "We seek not war, but will defend our ranges. Travel no further west, and we shall range no further east"


As I understand it, more religion advancements, mean more Power at the beginning of your turn. For every settlement you have when you gather power, you multiply by the level of Religion you have, and add that to your Power Gathering roll.


Gathering
2d6 ⇒ (6, 5) = 11
Power 11 + 7 (Last Turn) + 2 (Religion) = 21

H2: Pop:3
Create Army Power used: 2 (Hilly, 1 per) - Armies Created: 2 (Scrubland). Move 1 Army to I1 DC: 2 1d6 ⇒ 3
Grow City Power used: 1
Inspire City! Power used: 10!
Create Settler: Settler moves to I1 DC: 2 1d6 ⇒ 4
Ending H2: Army 1, Pop 2

Power Remaining: 8

I3 Pop 2
Grow City: Power used: 1 (2 Pop - Agri +1)
Advance! 3 Science Generated
Ending I3: Pop 3

Power Remaining: 7

I1 Army: 1 Settler: 1
Create City: Pop 1
Grow City: Power used: 1
Advance! 2 Science Generated
Ending I1: Army 1, Pop, 2

Power Remaining: 6
Science Remaining: 5

Advancement!:
Spend Science on Religion +2 and Survival +2
Science Remaining: 0
Current Advancements: Agriculture +1, Religion +2, Survival +2

The Prides are surprised and wary of the newcomers on the Barrens. They cautiously move forth, spreading further under prayers to their god. The new lands they claim aid them in learning to adapt.

I get the feeling I did something wrong up there, but for the life of me, can't figure out what...


Okay, so the difficulty is what you fail on, no what you have to roll. Got it.


So moving from 1S to 0B would mean rolling 2 or more on a d6. Going from 1S to 0S would mean I would have to roll a 1 on a d6... I really wouldn't relish a failure there...


Rules check: Moving a Army/Settler from no difficulty to a 2 difficult, requires a roll, correct?


Okay, thanks. I hope that won't stop me from planning my next moves, though? <grin>


Just to make sure, the map will not be updated until the end of turn right?