Turn 141
What was it that I didn't want? He's left one cat in de_tuscan making it a gimmie for a horse archer while my stack trudges towards the now un-horsable de_inferno. So do I raze de_tuscan or keep it? Its a bit of a crappy city, but gives my capital more insulation, so lets keep it.

Annoyingly I didn't calculate the culture on these tiles, so the Horse Archer is defending de_tuscan on his own. If he provokes Azza to send a pike to re-capture all the better though, I'll just take it again next turn. In fact can I pretend this was deliberate?

de-nuke went the way of de_cbble this turn, and Azza spiked my spying horse archer, so I can't keep tabs on hydra's stack.

Over in the west Azza thought he'd have a shot at Oldham, but I've been building this mini-stack for just such an occasion. I lose a crossbow and a horse archer at 70% odds, but given the Great Artist fiasco I'm just happy to win my 90% battles. Anyway, the stack will now advance on cs_assault which only has a spear in it.

Possibly one of the greatest meetings of minds there has ever been - Einstein, Newton and Cai Lun (he was in office supplies). I could start to research Rifling in six turns if I skip education, but if I want to part-bulb Printing Press I need to get Education out of the way, so might as well part-bulb it too as that will give more overflow when I do start on Rifling in seven turns.

I'll be 1-turning 3 knights when Guilds comes in this turn, then building three more next turn. With this level of military builds I should switch to Police state, but I think I need the Rep beakers for this turn at least.

Hydra is whipping and drafting heavily, I have a feeling I'm going to be too late to rifles... I'm a bit unhappy with Azza throwing in the towel like he did - I think it means Hydra is more likely to look my way earlier. Ah well, at least I've now taken someone else's city. That's one pre-game goal complete!


Ah, I'm an idiot. It's only four techs to Military Science and Grenadiers! Guilds this turn, then Gunpowder, Chemistry and Mil Sci. If I bulb Guilds with the Engineer (who I think gives almost exactly the 884 beakers required) this turn I can then 1-turn Gunpowder and Chemistry and (possibly) have Military Science in three turns. That doesn't help with the cavalry that Hydra can now build, but his rifles aren't going anywhere!

What was it that I didn't want? He's left one cat in de_tuscan making it a gimmie for a horse archer while my stack trudges towards the now un-horsable de_inferno. So do I raze de_tuscan or keep it? Its a bit of a crappy city, but gives my capital more insulation, so lets keep it.

Annoyingly I didn't calculate the culture on these tiles, so the Horse Archer is defending de_tuscan on his own. If he provokes Azza to send a pike to re-capture all the better though, I'll just take it again next turn. In fact can I pretend this was deliberate?

de-nuke went the way of de_cbble this turn, and Azza spiked my spying horse archer, so I can't keep tabs on hydra's stack.

Over in the west Azza thought he'd have a shot at Oldham, but I've been building this mini-stack for just such an occasion. I lose a crossbow and a horse archer at 70% odds, but given the Great Artist fiasco I'm just happy to win my 90% battles. Anyway, the stack will now advance on cs_assault which only has a spear in it.


Possibly one of the greatest meetings of minds there has ever been - Einstein, Newton and Cai Lun (he was in office supplies). I could start to research Rifling in six turns if I skip education, but if I want to part-bulb Printing Press I need to get Education out of the way, so might as well part-bulb it too as that will give more overflow when I do start on Rifling in seven turns.

I'll be 1-turning 3 knights when Guilds comes in this turn, then building three more next turn. With this level of military builds I should switch to Police state, but I think I need the Rep beakers for this turn at least.

Hydra is whipping and drafting heavily, I have a feeling I'm going to be too late to rifles... I'm a bit unhappy with Azza throwing in the towel like he did - I think it means Hydra is more likely to look my way earlier. Ah well, at least I've now taken someone else's city. That's one pre-game goal complete!


Ah, I'm an idiot. It's only four techs to Military Science and Grenadiers! Guilds this turn, then Gunpowder, Chemistry and Mil Sci. If I bulb Guilds with the Engineer (who I think gives almost exactly the 884 beakers required) this turn I can then 1-turn Gunpowder and Chemistry and (possibly) have Military Science in three turns. That doesn't help with the cavalry that Hydra can now build, but his rifles aren't going anywhere!


Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
In progress: Rimworld