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[spoiler]Pindicator's pb80 thread

Comm tricked me. He has showed HBR earlier as a 1-turn tech.
But now he is showing it again. So if I'm being attacked soon it's going to be with trebs
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115

Oh shoot, I had Pig-Horse all wrong!




He doesn't have any horse and he needs that spot to get one of his own.

Shoot, I need to think how I want to play this. I suppose we're lucky I lost one of my 3 battles last turn and now there's just a single archer left. But do I let him take that spot? Or just gift him horse and take it for myself?
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Not posting this in the tech thread because it really isn't helpful for the problem we're having now, but ...

With the changes to Engineering, does the mod really need the Landskencht to be moved to a longbow? Maybe I'm not the best example this game, but I clearly went Engineering ahead of Feudalism and haven't been punished for it (yet)
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There were a lot of "why are we doing this" changes in the RtR mod, which is why we largely abandoned that and went to Close to Home instead.

Yuris's problem is less that the Landsknecht is on the wrong unit and more that he can't build pikes at all.
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(October 6th, 2024, 10:41)T-hawk Wrote: There were a lot of "why are we doing this" changes in the RtR mod, which is why we largely abandoned that and went to Close to Home instead.

Yuris's problem is less that the Landsknecht is on the wrong unit and more that he can't build pikes at all.


Sort of always felt RtR had an identity issue. Does it want to be a balance mod, or does it want to be a BtS Remix mod. There's nothing wrong with the latter, and that IMO is what the mod actually represents, but it's all under the guise of balance in a way that makes it feel a bit confusing when there's so many changes that have little to do with balance. Especially when CtH shows that a relatively light changelog can produce something that is plenty balanced enough that games are not won and lost on civ/leader picks anymore. If RtR was my baby, I would drop the "balance" pretense as primary concern and go wilder with it. Introduce entirely new concepts if you want and change the game significantly. Then games can choose between the balance mod or the fun mod.
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118

Where did we leave things off?  In the middle of a golden age, and you can barely tell:




#3 in GNP is rather depressing when you're the only one in a GA.  Well, I'm building libraries and harbors everywhere to try to make up for that.

Also, everyone is putting their EP into me.  Benefits of being in the middle, i suppose.  I tried to put some into Krill to get graphs on him, but that is a luxury:  now Thoth is pouring EP into me and I need to keep in touching distance of his spending there.

Rather worried he is going to try to come at me from the north:




Defenses on Basset Island are rather paltry right now.  After the economic buildings finish then Basset and Doberman are going to switch back over to unit production and try to get some decent garrisons for all cities - especially now that caravels are on the scene.

Commodore is ironically my least worry right now. I don't think he is going to attack me at knights - instead he probably will push all the way up to Rifles. He's 4-turning Nationalism here. I am so screwed long-term.

Landing units in the far northeast this turn to start on the barb cities:




Good thing I negotiated that division with Yuri before this universal NAP thing got declared. In any case, we're blessed a bit to find all the barbarian defenders have switched from archers to axes - which somehow makes things easier. Just need a couple chariots and we can take everything. I have one landed and another on the way. The keshik will just cover, I think.

I need to figure out how to get to Economics. Trade routes are my only hope, I think.
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122

My 20th city is Laika:




I ended up going Optics ahead of Guilds because I will be able to get circumnavigation with Optics, thanks to the sentry keshik that ran through Krill's northern half of his empire. My trireme is in position to uncover the last vertical strip with the advent of the tech, at end of turn:




Hopefully the +50% trade route yield from harbors is worth the diversion away from Guilds and +1h to workshops.
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(October 13th, 2024, 17:09)pindicator Wrote: Hopefully the +50% trade route yield from harbors is worth the diversion away from Guilds and +1h to workshops.

Might want to check mod changes for RtR. The harbor thing is CTH, but not sure about RtR.
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The tooltip for the building says +50% with circumnavigation, so I'll be double checking next turn
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123

Here we go again rolleye




This was exactly why I didn't load the galley last turn with units to go take Aryan, because in the back of my head I knew that my barbarian galley luck had just been atrocious this game. But now on top of it my keshik dies to a barb axe? 7% chance for the two events combined happening - and all of the sudden I have ZERO defense at Laika.

I think I have a sub-50% win rate against healthy barb galleys now?

But like I said, this stuff happening was in the back of my head (because it's been happening all game long rant), so I have a backup plan. The chop at Pug now goes towards 1-turning a galley there instead of finishing the lighthouse, so we can ship reinforcements over. (Longbows have been streaming up from Pit Bull, as the city has been able to one-turn them.) That still won't save Laika in time, should the axe come straight over - especially since it was barely scratched! Seriously game: wtf? WTF!?! Anyway, I stopped farming the corn with the worker captured and should I see an axe we'll be able to 1-turn a chariot there (who will probably also lose rolleye)

Anyway, super frustrated at the barbarian dice rolls this game. Saving grace has been my position keeping barbarians from spawning near me, otherwise I probably would have rage-tilted long ago.

You could argue that I should have had one of my triremes back at home - but with one of them wounded I was keeping them together. Also, I was really set on getting the circumnavigation bonus and scouting the area. But it turns out that circumnavigation is real:




Really need to go all-in on trade routes here. Which means growing cities and figuring out the fastest way to bee-line Economics.
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