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So Pindicorarrarr is being annoying, looming all aggressive (can 1-turn warrior in Slithy, no worries). They are going to get sooo incredibly attacked.
In true Seven style, here is my message, trying to cow Turd Ferguson there.
On the plus side, killed a warrior guarding a village, got Mysticism.
Bare bones report ftw!
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Okay, so, Turd wandered off but I'm reasonably sure he'd be hitting me in a live from New York second if Slithy Toves was empty. Rego/Pin cannot be allowed to remain so close to us, so, let's solve it with the Toku Zulu Solution:
Okay, yeah, so not as nice as impis, but what we got are horses. For now, at least, barbarian hordes are pouring into the pastureland. And yeah, that is a woodie II warrior, so nice of you to notice.
Cyneheard seems a bit unfriendly, rooting for the barbs it would seem. Meh. I lost one warrior clearing the first barbarian, so next turn it's going to be another exercise in annoyance as we see what new dance awaits. At least we got shock on the winner.
The plan is simple. I've been tossing hammers into chariots while making workers and work boats, all the while saving the forests near Slithy. As soon as Sailing comes in and Slithy grows, it'll whip out a galley and get a second the next turn with overflow + chop. These two will be loaded with four C1 chariots, two each from the capital and Mimsy.
It's not a flawless plan, but with surprise and enough speed, I hope to be able to punish the Ethiopes for their farmer's gambit, hard. Dooter, meanwhile, keeps rocketing away but hopefully Krill or Ceil is tackling that scary 'mids + Oracle (probable Colossus) civ.
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So Regopin have hooked up copper, which is a very bad thing. Two galleys are due in three more turns, we'll just have to watch and see if axes or spears are the power spike source. On the plus side, the barbarian flow just isn't stopping. Check out what we've got:
General mechanics question: the tile 1E, 1SE of Slithy Toves, is that visible to Regopin's borders?
Dedlurker question: Should I DoW Cyneheard for cover when the power spikes?
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I believe visibility over water is the same as land until optics. you can see tiles next to your borders. If your border is a hill, you can see 2 away. If a peak, 3 (I think - don't hold me to that)
To answer your question - I dunno without a better screen shot.
Completed: PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57
Current: PB 52. Boudicca of Maya
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So when scores are like this:
And power is all like this:
Ya might want to do something. I think the little dip is "Turd" getting eaten by a barbarian axe. Yep, you heard me, axe. Looks like when he gets a little closer we'll be swinging three shock chariots.
If I am to have any shot whatsoever in this game I need to take and hold Ethiopian lands, which is why you can see the Archery research above, Pro archers are still good at city-holding. Also, if you look to the upper left, you'll notice the copper site is getting roaded towards. That's my whole flock of chariots down south too, awaiting galleys. Ought to be fun soon, this is the "risk taker" part of the title coming into play.
Once the offensive goes splat, you're see the loser bit. My people already think so at least, Slithy Toves is about to have a wonderful size 2 happy cap. No way of boosting it anytime soon, either, but such is life. Two turns, whip second galley, then it's off to the Horn of Africa. Japano-Bantu pride!
Sheeyit but I enjoy this game sometimes. Yes I know this is a chariot rush around turn 80, oh well.
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Commodore Wrote:Sheeyit but I enjoy this game sometimes. Yes I know this is a chariot rush around turn 80, oh well.
It's never too late to chariot rush.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Lewwyn Wrote:It's never too late to chariot rush.
Right you are. Unfortunately, the plan to get a third shock chariot to invade with hit a snag...
Ow that's a lot of damage. Also, waitaminute, are those borders going further west...
Bastard coated bastards with bastard filling.
Okay, so it's time to scramble the capital to squeeze out one more chariot, annoying but okay. I'm going to try getting shock a little more cautiously this time. I hope the river isn't too much.
Cyneheard is poking around as I road towards the copper site. He'll snipe anything he can, but I doubt he'll take too much risk. Some furs or ivory would be just lovely right now, need to juggle MPs while I assemble the Expeditionary Force.
Calendar would be really nice for happy and commerce, plus with Marble the MoM is always a worthwhile build. This lovely little spice river needs Gire and Gimbal on it post-haste, working spice plantations and a few river cottages.
I'm a lover, not a fighter, really, if I can just have this continent to myself I'll be a happy little Zulu.
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Jackpot. Scouting out and back next turn and then with both galleys on the staging tile we strike. Back home, defenses are wafer-thin, but right now "being Agg/Pro Zulu" seems to be a fairly effective deterrent.
When I invade I'll make a point to move last so that Rego/Pin have the first part of the turn after. No double-moves here, I'm ruthless but not a bastard. Copper, interestingly, get hooked up the same turn the war horns sound so hopefully they still assume I'm only able to field chariots. Shock axes then say hi.
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Well hullo there, Rego. Looks like you're chopping out a something. You have no idea how tempting it was to kill your workers in quick vengeance for your settling of Zululand. But thanks to that copper...heh, nope, carry on my friend.
The copper visible is the only copper currently hooked in Ethiopia. Next turn, I'll go last to remove any temptation to double move from the green boys (and yeah, I'll be somewhat tempted myself, but no worries, I won't double-move). With luck, I can wipe out the copper city (or...capture?) and then it's only the warriors of Ethiopia to deal with for a while. Even if I can't kill the city, I can certainly take out the copper.
Right. So. Copper is important. We're Aggressive Zulu. What about our pitiful copper location? Claws Catch was settled this turn with the help of this three-worker stack (stupid slow roads on tundra). See the fourth worker below? That's the whole Zulu worker force (until next turn, thanks Rego). Next turn, they road the copper, and the fourth starts the mine. Then they all finish it the next turn, just in time for the capital and Slithy Toves to start shock axes.
Should be interesting, at least, assuming anyone is actually watching this little Pitboss.
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Commodore Wrote:Should be interesting, at least, assuming anyone is actually watching this little Pitboss.
Lurkers are like sharks, when they smell blood they will come.
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