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December 8th, 2009, 07:04 AM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: How do you organize your turns?
1) Change research distribution if necessary. Check new magic sites in case I found anything particularly nice.
2) Watch the battles I fought on that turn.
3) Immediately go and rescript anything that I did the previous turn that was stupid.
4) Equip newly forged items and figure out what I need to forge this turn.
5) Look at the state of my empire and take account of the threats I'm immediately facing.
6) Give obvious movement orders.
7) Go back to my mages doing forging and change orders around if there's anything critical I didn't notice before.
8) Recruitment.
9) Summons/rituals.
10) Finish giving attack/movement orders.
11) Diplomacy.
Once the game reaches the point where I am doing a lot of fighting I'll start sleeping on my turns before sending them in. I have aspergers which makes it incredibly hard for me to concentrate, and I think my best when there is nothing around to distract me. Often I will think of things that I hadn't realized or considered before that significantly alter my plans as I'm falling asleep, or when I wake up the next day. So in a game where I am in crunch mode, I add a step 12) of sleeping, and a step 13) of fixing any dumb mistakes I made the previous day. I make many of these, so step 11 is crucial.
Wraithlord, I would bet some of your files are worth their weight in gold :P. Not that they're likely to weigh much. But you get my meaning.
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
Last edited by rdonj; December 8th, 2009 at 07:19 AM..
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December 8th, 2009, 04:26 PM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
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Re: How do you organize your turns?
Yes, that kind of intel both on enemy nations and on my own can be devastating in the wrong hands at the wrong time.
See (long and boring) example from my last finished game of a random turn notes:
Code:
-> Turn 76:
EA:
GR: 276X2, 29, 49
SC:
Raid: 80(131),
Sneak attacks:
HfH:
Normal: 70(59), 58(59), 217(192), 199(216), 97(102), 138(150), 112(104),
241(223),
MH: 291(150),
ID: 89(230, 141, )
Astral window: 293(150), 276(150),
Reserve Army: 173 (Magoth teleport from 139)
VP 22 R'lyeh: Anti magic caster - teleport from 139 (cancel if R'lyeh can cast dome of protection),
Reserve army gateways from 216 to 4,
Water breathing equipment: 3/3 shambler suits, 3/3 RoWB
Position Burn to join assault
VP 117 Caelum:
Teport SC from 282
Move SC from 143
Crumble from 134 and 284
Add two fairy queens for relief, flight and fog warriors
-> Need 2/8 water breathing rings
-> Flying boots to Nycofator at 266-> 284-> 298
-> Teleport magoth from 139 to 173 and from there to 303
-> VPS round down:
Location Controled by Comments
222, Pangaea, Capital, probably very well defended
207, Pangaea, 580 units, mostly chaff, lot's of mages and one Adon SC
293, Ermor, ???
22, R'lyeh, 40 unit strong army
118, R'lyeh, Under siege by Van
123, R'lyeh, Capital, ???
200, TC, Capital,???
276, TC, ???
74, Van, ???
79, Van, ???
57, Van, ???
1, Van, ???
287, Van, 90 units, Mech. man, living statues, 2 Tarts
-> important provinces:
124, summon shadows
116, witches
125, Conj. 30%
216, Thaum 20%
68, enchantment bonus. controlled by Van
218, summon ghoul
134, Adept of iron order
297, summon devil
205, summon imp
143, conj. 20%
139, Illusionist
Uncastled labs: 93, 130, 240, 158, 205, 176, 211, 178, 121, 114,
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