Here'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
 
Here'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 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
 
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
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.
 
Right, I think I've settled my plan(s) for the turn (barring any unspotted errors in the accounting).

Two variants, one where Mazdamundi teaches Geomantic Rituals and one where he performs them. Otherwise identical.

[] Plan Mumble, Mumble, Grumble, Something Something
- [] Prepare the Ground: 2 Actions
- [] Behead the Beast: 2 Actions, 8 Fourth Generation Slann. Target Gardakka and Urdgob.
- [] Found New City: 3 Actions, North of Hexoatl
- [] Found New City: 3 Actions, East of Yagoqua
- [] Construct Sacred Sites: 2 Actions, New City East of Yagoqua
- [] Found New City: 3 Actions, South of Yagoqua
- [] Excavate the Ship: 1 Action, 3 Fifth Generation Slann
- [] Sweep for Spores: 2 Actions, Teninhuan, Focused on Area East of Yagoqua
-- [] Invoke the Serpent
- [] Heal the Thunder: 20 Fifth Generation Slann, Most Injured Thunder Lizard
- [] Spread Ayotzl's Cult: Krom'tli, 3 Actions, 4 Fifth Generation Slann
- [] Thunder From Stone: 2 Third Generation Slann
- [] Blowpipe Mk. II: 2 Third Generation Slann
- [] Omen-class Mortar: 9 Third Generation Slann, 45 Fourth Generation Slann
- [] Monument Cannons: 2 Third Generation Slann
- [] Moving Bunkers: 5 Fourth Generation Slann
- [] Loquatl Spawning: 2 Fourth Generation Slann, 30 Fifth Generation Slann
- [] Geomantic Powered Enchantments: 25 Fifth Generation Slann
- [] Slann Spawning Service: 8 Third Generation Slann, 40 Fifth Generation Slann
- [] Void-Exchanged Interlocking Spell Theory: 20 Fourth Generation Slann, 50 Fifth Generation Slann
- [] Scatter the Barbarians: 1 Action, Kroq'Gar, Awana'biltat, 2 Third Generation Slann, 24 Fourth Generation Slann, 121 Fifth Generation Slann. Draw forces from Itza, Hexoatl, and Tlaxtlan (In similar numbers as last turn). Target Gardakka.
- [] Teaching Geomantic Rituals: Mazdamundi

[] Plan Mumble, Mumble, Grumble, Smashy Smashy
- [] Prepare the Ground: 2 Actions
- [] Behead the Beast: 2 Actions, 8 Fourth Generation Slann. Target Gardakka and Urdgob.
- [] Found New City: 3 Actions, North of Hexoatl
- [] Found New City: 3 Actions, East of Yagoqua
- [] Construct Sacred Sites: 2 Actions, New City East of Yagoqua
- [] Found New City: 3 Actions, South of Yagoqua
- [] Excavate the Ship: 1 Action, 3 Fifth Generation Slann
- [] Sweep for Spores: 2 Actions, Teninhuan, Focused on Area East of Yagoqua
-- [] Invoke the Serpent
- [] Heal the Thunder: 20 Fifth Generation Slann, Most Injured Thunder Lizard
- [] Spread Ayotzl's Cult: Krom'tli, 3 Actions, 4 Fifth Generation Slann
- [] Thunder From Stone: 2 Third Generation Slann
- [] Blowpipe Mk. II: 2 Third Generation Slann
- [] Omen-class Mortar: 9 Third Generation Slann, 45 Fourth Generation Slann
- [] Monument Cannons: 2 Third Generation Slann
- [] Moving Bunkers: 5 Fourth Generation Slann
- [] Loquatl Spawning: 2 Fourth Generation Slann, 30 Fifth Generation Slann
- [] Geomantic Powered Enchantments: 25 Fifth Generation Slann
- [] Slann Spawning Service: 8 Third Generation Slann, 40 Fifth Generation Slann
- [] Void-Exchanged Interlocking Spell Theory: 20 Fourth Generation Slann, 50 Fifth Generation Slann
- [] Scatter the Barbarians: 1 Action, Kroq'Gar, Awana'biltat, 2 Third Generation Slann, 24 Fourth Generation Slann, 121 Fifth Generation Slann. Draw forces from Itza, Hexoatl, and Tlaxtlan (In similar numbers as last turn). Target Gardakka.
- [] Perform Geomantic Ritual: Mazdamundi, 2 Mag 1 Rituals Aimed at smashing the remaining 2 Ork Settlements

Edit: Should probably actually vote?
[X] Plan Mumble, Mumble, Grumble, Something Something
[X] Plan Mumble, Mumble, Grumble, Smashy Smashy
 
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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.
 
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.
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.
 
?
Did the thread decide this is what we want to do with the Ayacmanik?
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.
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.
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.
And on the note of extra resources to tap, I much prefer the idea of Teaching Geomantic Rituals right now. The orks are pretty shattered at the moment, and if other Slann can use the rituals as well it'd rather quickly scale what we can do.
 
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.
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.
 
When picking which type of Skink Priest to make next, remember that Ulgu a) allows mass stealth/misdirection tactics and b) helps Ayotzl a little bit because of the Fog theme.
 
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.
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.
 
Map has been updated thanks to @CuttleFish2.0! You can see it both on the front page and current turn.

@Xantalos is Kimilik still the city of strength, or is it Shyish themed?
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 what was the rule on Mazdamundi teaching geomantic rituals while performing them again?
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
If we got the city spanning Shields, could our artillery fire through them from the inside?
Ayup, they're selectively permeable so that's totally permissible.

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.
This is accurate.

@Xantalos
What's the difference between Scatter the Barbarians and letting them break themselves on our defenses, action and plan wise?
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.
 
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.
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.
 
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.
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.

EDIT: Action added, everyone - choose to Break the Tide if you want to defend the ground you claimed against the retaliation of the orks.

Break the Tide - The orks have tasted what it is like to war with the lizardmen, and they want more. They come like a great green tide, fifty million strong, and they will not stop if they succeed in running over your fortifications. Their bloody ambitions must be halted here and now. Muster the legions. Arm the defenses. Not one step back! Effect: Muster forces to defend specified territory against significant enemy incursion. Same mechanics as Scatter the Barbarians - one city action allows population from that city to be sent. Specify number of units.
 
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I feel like researching Secrets of the Fungus will make Sweep for Spores much more effective in it's execution, as the Lizardmen will know exactly what to look for in eliminating the Greenskin ecosystem.
 
Here is my plan. It invests more heavily into preparing the ground than the other plans, to maximize our defensive benefits. Additionally, it does not invest in artillery, instead investing in city shields since we will be building a city on the front lines. It also puts actions and 4 5th gen slann into promoting Ayotzl, in order to get whatever benefits the god will give before the orks attack. Also, it does Purge the parasite at Yagoqua, since Xantalos said that would only need 2 actions thanks to Yagoqua's sacred site.

[ ] Plan Overwhelming Defense
-[ ] Research:
--[ ] Metropolis Preservation Barriers: 15 3rd gen, 10 4th gen, 25 5th gen (450/450)
--[ ] Aqshy Skink Priest: 15 4th gen, 75 5th gen (150/150)
--[ ] Void-Exchanged Interlocking Spell Theory: 4 3rd gen, 50 5th gen (150/150)
--[ ] Thunder from Stone: 2 3rd Gen (50/50)
--[ ] Blowpipe Mk2: 2 3rd Gen (50/50)
--[ ] Monument Cannons: 10 4th Gen (50/50)
--[ ] Loquatl Spawning: 8 4th Gen (40/40)
--[ ] Geomatic Powered Enchantments: 5 4th gen (25/25)
-[ ] Slann Actions:
--[ ] Slann Spawning Service: 36 4th gen, 4 5th gen (184 Slann Power), Restore war casualties
--[ ] Heal the thunder Lizard: 4 4th Gen (20/20)
--[ ] Perform Geomantic Ritual: (Mazdamundi) Mag 1+1 and Mag 1, to be used in support of our defense as appropriate.
--[ ] Control the Quango: 4 4th gen Slann
---[ ] Quango will be directed to target industrial centers
--[ ] Corral the Thunder: 1 Third Gen Slann, 3 4th Gen Slann
---[ ] 2 thunder lizards will be used to support Break the Tide
--[ ] Scry and Spy, Ork vs Ork: 10 5th gen Slann
-[ ] Martial Actions
--[ ] Break the Tide
---[ ] 1 3rd gen Slann, 14 4th gen Slann, 100 5th gen Slann, 195 Slann power total
---[ ] Kroq'gar (Mobilizes Hexoatl's forces, 500,000 Saurus, 250,000 Skinks, 50,000 Kroxigors)
---[ ] 1 Itza Action (500,000 Saurus, 250,000 Skinks, and 50,000 Kroxigors)
---[ ] 1 Tlaxtlan action (250,000 Saurus, 125,000 Skinks, 25,000 Kroxigors)
---[ ] 1 Xlanhuapec Action (250,000 Saurus, 125,000 Skinks, 25,000 Kroxigors)
----[ ] These forces will reinforce the garrison and, if the opportunity arises, act offensively against the orks to cull their numbers.
----[ ] If possible, once the new city is built, try to get the attacking orks to focus on attacking the city.
---[ ] Sweep for Spores (Teninhuan, 1 Itza Action, 1 Hexoatl Action, 1 Qotlpetl action)
--[ ] Stewardship Actions
---[ ] Found new city: East of Yagoqua, assign Awanabil'tat, 1 action from Yenehectua, 2 actions from Chalkaro
---[ ] Prepare the Ground: 1 from Yenehectua, 2 from Aztlan, 1 from Kimilik, 1 from Tekuanzi
---[ ] Construct Sacred Site: At New city, 1 action from Hexoatl, 1 action from Qotlpetl
---[ ] Spread Ayotzl's Cult: Krom'tli, 1 action from Xlanhuapec, Tlaxtlan, Kimilik, Tekuanzi, 4 5th gen slann
---[ ] Purge the Parasite: At Yagoqua, use 2 Yagoqua actions
 
So break the tide synergies with the city shields and fortifications. The only problem with turtling up is, that we give Gardakka the chance to strengthen his position and slowly overwhelm the other Boss. Attacking Gardakka or otherwise impeding him is a reasonable choice.

I get the feeling that people are going to include actions that are either not needed, yet, will create problems that we have to deal with or just lead to new options to take, without actually dealing with our current objectives.

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.

It is more important to decide wether we want Mazdamundi to spread his teachings, which, to be fair, can still be done after the war or use Geomantie Rituals to shape the course of the war to our designs, which would further limit the amount of Geomantic Rituals we can perform.

It's would be better to decide what action can be taken instead and get the best of both worlds.
For example:
--> Teaching the Rituals
--> bringing the Ice-Dragon's to attack Gardakka
--> Focusing on defense and replenishing

--> it would lead to a potentially deadly blow against the Orks in the next turn, if we can set it up right.
 
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Ayotzl is at 910/1000

Another war turn with the orks and the great turtle guardian will likely be ready for his duty.
 
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.
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.

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.
I rate getting Ayotzl set up as fast as possible (without wasted effort) pretty high.
 
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