- Location
- Somewhere Beyond the Sea
[] Plan Mumble, Mumble, Grumble, Something Something
I like this plan so far
I like this plan so far
I wouldn't bother with Isandrael related actions this turn. Also, I would assign more actions to preparing the ground. Also, City shields are a must, as otherwise the ork artillery will do bad things to our new citiesHere's my current plan draft. I've still got a portion of the tech section unfinished, as I'm waiting to hear how Mazdamundi teaching Geomantic Rituals while doing rituals works. The idea here is to fortify our captured Ork territory this turn, then go on the attack next turn.
Build Level 2 City Northwest of Yagoqua 2 Kimilik Actions, 1 Tekuanzi Action
They're In The Trees: 1 Xlanhuapec Action, 20 5th Gen Slann, 1 4th Gen Slann
Heal the Thunder Lizard: 4 4th Gen
Sweep For Spores: Garrisoned Territory -2 Yagoqua Actions, 1 Quotlpetl Action, 1 Hexoatl Action, 1 Itza Action Kroq-Gar, Teninhuan
-Invoke the Serpent - 1 Quotlpetl Action
Prepare The Ground - 1 Itza Action, 1 Hexoatl Action Teninhuan
Found New City: 2 Level 2 Cities in former Ork territory. 1 Xlanhuapec Action, 1 Tekuanzi Action 2 Tlaxlan Actions, 2 Yenehectua Actions
Construct Sacred Sites in both new cities. 2 Chalkaro Actions, 2 Aztlan Actions
Transfer Population to the two new cities, with each number evenly divided between the two.
-250k Saurus/500k Skinks/50k Kroxigors from Yagoqua
-25k Saurus/50k Skinks/5k Kroxigors from Tekuanzi
-25k Saurus/50k Skinks/5k Kroxigors from Kimilik
-75k Saurus/151k Skinks/15k Kroxigors from Aztlan
-85k Saurus/171k Skinks/13k Kroxigors from Chalkaro
-92k Saurus/180k Skinks/18k Kroxigors from Qotlpetl
-112k Saurus/209k Skinks/24k Kroxigors from Yenehectua
Spread Ayotzl's Cult: Krom'tli
Speak with Isendral: Free
Research:
Mazdamundi : 125/125
25 Third Generation Slann 625/625
99/104 Fourth Generation Slann 495/520
273/293 Fifth Generation Slann : 273/273
Thunder From Stone 50
Blowpipe Mk. II 50
Monument Cannons 50
Geomantic Powered Enchantements: 25
Moving Bunkers 25
Stone that Floats 150
Skink Priest: Aqshy 150
Current Total: 500 Slannpower on research
I want boats, since they allow us to make aquatic attacks against Ork territory and settle the northern continent, thus preventing the Orks there from building back up. And since getting boats lets us talk to Issy for free, we might as well do it.I wouldn't bother with Isandrael related actions this turn. Also, I would assign more actions to preparing the ground. Also, City shields are a must, as otherwise the ork artillery will do bad things to our new cities
The Northern Continent is not an issue. There's only 1.5 million Orks there, with no combat to propagate increased ork spore spread, and what little of the ork ecosystem that was there was scoured from the planet along with several miles of coast. The orks have no material, and no way across, ignore them until the orks actually attacking us are felt with.I want boats, since they allow us to make aquatic attacks against Ork territory and settle the northern continent, thus preventing the Orks there from building back up. And since getting boats lets us talk to Issy for free, we might as well do it.
Pretty sure the thread's still arguing about that, AFAIK, or there wouldn't still be a vote for which to choose. I'm still inclined toward giving them a mind, but... we'll have to see after we're done with the orks.?
Did the thread decide this is what we want to do with the Ayacmanik?
We literally can't use Krom'tli for anything but spreading the cult at the moment, and finishing the god sooner rather than later will give us an extra resource to tap for certain things.something to comment on @CuttleFish2.0, but I don't think we need to bother putting anyone on Ayotzl, as casualties from the almost certainly incoming attacks will tick that up anyways, as will simple time. We're almost there, no need to put any more effort into it.
This is a fair point, and the boats are the most replaceable part of my plan. There's a good chance that it gets replaced once I finish up the Slann section.The Northern Continent is not an issue. There's only 1.5 million Orks there, with no combat to propagate increased ork spore spread, and what little of the ork ecosystem that was there was scoured from the planet along with several miles of coast. The orks have no material, and no way across, ignore them until the orks actually attacking us are felt with.
The aquatic attack angle is a point, but a minor positive imo, and not worth the Slann rn.
Krom'tli can be used on any action that'll generate lizardmen casualties - which includes combat. So, Scatter the Barbarians, Purge the Parasite, Sweep for Spores can all for sure take Krom'tli, and Behead the Beast and Prepare the Ground could potentially be argued since those would also include casualties if they didn't go perfectly.We literally can't use Krom'tli for anything but spreading the cult at the moment, and finishing the god sooner rather than later will give us an extra resource to tap for certain things.
Shyish, I just wanted to get the turn out first before focusing on changing city descriptions. Unless you specify otherwise, the next two cities you found will be the cities of Strength and Lore.@Xantalos is Kimilik still the city of strength, or is it Shyish themed?
Basically he can teach up to 125 slannpower of slann while performing a ritual, and in subsequent turns any slann who learned how to ritual can then teach up to their slannpower rating of slann in rituals. So a third gen could teach 25 slannpower worth.@Xantalos what was the rule on Mazdamundi teaching geomantic rituals while performing them again?
Ayup, they're selectively permeable so that's totally permissible.@Xantalos
If we got the city spanning Shields, could our artillery fire through them from the inside?
This is accurate.Krom'tli can be used on any action that'll generate lizardmen casualties - which includes combat. So, Scatter the Barbarians, Purge the Parasite, Sweep for Spores can all for sure take Krom'tli, and Behead the Beast and Prepare the Ground could potentially be argued since those would also include casualties if they didn't go perfectly.
Scatter is actively going out and attacking them like you did last turn - the required action per city that participates represents the required logistical commitment of doing so. Letting them break on your walls is, well... more passive in turns of actions committed, but if you have enough forces in place or commit geomantic rituals or whatever I'll still likely make a battle interlude. You're allowed to transfer however much populace you want into the garrison if you wanted to bunker up there.@Xantalos
What's the difference between Scatter the Barbarians and letting them break themselves on our defenses, action and plan wise?
What would we put in to represent a more active defense? Something along the lines of counterattacking and contesting the various fortifications, rather than just waiting for them to come at us.Scatter is actively going out and attacking them like you did last turn - the required action per city that participates represents the required logistical commitment of doing so. Letting them break on your walls is, well... more passive in turns of actions committed, but if you have enough forces in place or commit geomantic rituals or whatever I'll still likely make a battle interlude. You're allowed to transfer however much populace you want into the garrison if you wanted to bunker up there.
Hmm...lemme write up a Hold The Line action real quick - it'll basically be identical in mechanics to Scatter Barbarians, but focused around actively defending the specified territory as much as possible.What would we put in to represent a more active defense? Something along the lines of counterattacking and contesting the various fortifications, rather than just waiting for them to come at us.
You could drop that to 1 if you want, the pop shrunk this turn. Or do something else with it, with only Small concentration you're not gonna see any Aya casualties there this turn.Also, it does Purge the parasite at Yagoqua, since Xantalos said that would only need 2 actions thanks to Yagoqua's sacred site.
oh, I didn't notice it had shrunk.You could drop that to 1 if you want, the pop shrunk this turn. Or do something else with it, with only Small concentration you're not gonna see any Aya casualties there this turn.
Will a Mag 1 on each of the warbosses be guaranteed to kill them? Would having more than 10 Slann Power on scrying help make sure the war bosses die?
My primary reason for wanting to start cracking away at the ship is actually primarily for information. Excavating it might tell us more about the circumstances under which it arrived and knowing that could help us in our negotiations with Isendral. Yes I expect it'll probably at least start hinting at how we will accomplish spaceflight, but the reason I included it in my plans is because I want to know more about what exactly transpired to contrive the current circumstances of Mochantia.For Example: Excavate the Ship
--> Why would anyone want to pick this right now? This is probably the only thing that will never run away and we have all the time in the world to do this action. Why would we want to do this, if the next action is just to analyze the ship, which will probably take at least 2500 Slann points, since we don't even have fuel, yet.
I rate getting Ayotzl set up as fast as possible (without wasted effort) pretty high.something to comment on @CuttleFish2.0, but I don't think we need to bother putting anyone on Ayotzl, as casualties from the almost certainly incoming attacks will tick that up anyways, as will simple time. We're almost there, no need to put any more effort into it.