Alright, so we're going for conquest or religion.
Thanks to a little oopsie, I had to start a new game, but all settings are the same. (The pictures are nasty. That's the last time I'm using jpeg!)
Our new homeAfter our capital city, Khazad, was founded, production started on a scout to find out what lays beyond the uncharted blackness. We also began researching how to pull those tasty shrimp out of the water. The eastern warrior goes one north and explores the lair. What happens?
Ow.Also note that the Ordo Machinarum has been founded. That means that the Mechanos are in the game, since only they can found that "religion". Anyways, turns fly by, we build a scout and begin a worker in Khazak. Fishing is discovered(Didn't take a pic) and we begin learning how to chant stuff. On our scout's expedition, he comes across some not so friendly orcs.
Luckily, he strategically retreated to safety. Not seen, a skeleton attempted to encroach upon Khazak and in two turns he was at the city's gates. Not for long.
Oh, I'm sorry. Did I knock off your head?Not much happens until we discover Ancient Chants.
Apparently, we chant the monument out of the groundNext up, we order our researches to learn how to plant stuff. Overall, not much happens, just your basic exploration. Our worker gets finished, and we order up another scout to explore the northern wilderness. The worker goes off to herd the pigs to the west of Khazad. But then we meet up with our first contemporary!
Hey! I'm as graceful as a walrus, thank you very much.Apparently the little bitch doesn't like us. Ah well. Just to spite her, I claim a castle right on her borders.(Sometimes you can find unclaimed castles just littering the countryside. If you send a unit to claim it, the castle will convert nearby squares to you.) The last important events of this round are the discovery of agriculture...
Wait, how did we have a city before agriculture developed?and the training of some new scouts. A work boat was now ordered so that we could increase the yields of the already potent shrimp. Finally, 25 turns have passed and this is how we stand:
As you can see, we have two unique features near us: Bradeline's Well and the Tomb of Sucellus. These both yield Chaos and Life mana, respectfully. Mana is required to be able to cast spells. What spells your mages can get are determined by the types of mana you have. Unfortunately, being the Khazad, our mages can only learn the weakest Rank 1 spells.
So, any comments? Suggestions? Obviously the Sheaim are going to be an pain in the ass later on, but right now the numerous barbarians in the fog of war are our main concern. Their are many goblin warriors all around, as well as two gargoyles somewher.(The gargoyles are very dangerous right now. They have 8 strength at a time when the strongest unit ANYONE can build has 4 strength.)