Update 2: On The Treachery Of SpidersOur travels continue. Our carrav runs into a kraken going east, demonstrating the need for caution when exploring.
As you can see, they're rather monstrous, having Regeneration 8, a respectable melee attack, and a truly massive number of hit points.
I want one as a pet.
For comparison, here's our carrav. Um. At least it eats less...?
Our valiant carrav then explores south, because I want to explore south for some reason. It runs into another kraken, and I foolishly think the beast can't see it. The carrav survives with one hit point. And we were deliberately being cautious too, intentionally leaving a movepoint in case it needed to retreat out of sight range...
In any case, the carrav retreats to our shores and begins repairs.
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Meanwhile, westward combat continues. Wolves assault the city only to be beaten back, bears come down to be pelted with arrows, a unit of wild rogues appears to be pelted with arrows and then crushed by our infantry, and a unit of wolves is seen heading north. Emissaries for an alliance with the cockroach lords...?!
We clear out a wolf den and grab a lost caravan, but as one of my advisors suggested we focus on the human city, we put our southwestern journeys on hold to go north. Our spearmen are crushed by giant spiders, apparently coming to the cockroaches' aid, and so I order two additional units trained. We could really use something a bit hardier than goblins, no offense intended...
Meanwhile, the roach lords apparently come to our city from the north. I suspect they are here to parley, but my military officials insist this is a show of force. Our unit of spearmen crush them, and then drive back the rats that follow.
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Once the spearmen are ready and everyone is rested, we engage the city proper. It's been nearly rebuilt; perhaps the roach lords are more benevolent and cunning masters than I had assumed, but we demolish it relatively quickly. The spiders simply sit there, rather suspiciously; perhaps there has been a falling out between them and the roach lords, or perhaps they know a lost battle when they see one, or perhaps they simply have something more cunning in mind. Whatever the case, the city is now ours.
In related news, both archers level up again. It's a tough call between Dodge (+25 Melee Resist) and Endurance (+15 Death/Elemental Resist), but I ultimately go for Endurance, since it gives more overall and nastier beasties tend to have magic damage.
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On the development side of things, we're a bit of a mess. Hornaxe, our capital, is currently heading towards mana production (and with it, werewolves and shamans), though it still has several other capabilities (the fishing village, harbor, goblins' guild, market, etc). Pestyhall has been focusing on food, though it's not very large so that's not saying much. New Garuta I'm uncertain of; on the one hand, the dead forest isn't particularly
infertile, and could thus produce food. On the other, humans growing monster food is a bit inefficient, and humans tend to be better at commerce. We could also go mana to attempt to gain access to human mages and clerics, or military for other purposes.
It might also be worth noting that there's donkeys in them hills, which can provide a handy economic building (+10 gold) or valiant knights. The other structure is an infernal rift, which can increase research.
Also, a word on cities and food. Only tiles that are directly built on can produce food; it's not like in Civ where you can shuffle population around. Consequently, water tiles can't produce food except in the form of a Fishing Village, a monster unique improvement that gives +5 food, as opposed to the +3 a standard farm gives. It can only be built once in each city, however, unlike farms which may be spammed.
Oh, and the other-race penalty is 20%, which is the same as production perks or terrain modifiers.