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Mmmm, the tech thread comment had nothing to do with anything in the event log.
I guess PB24 does count as me quitting, although I never missed a turn there. Never quit a game once it was up and running, then.
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(May 12th, 2015, 20:56)Commodore Wrote: Briefly: Because of the tech thread comment plus event log; no; no.
Aaaaand Pitboss 24?
Given that Elkad basically said that unless the game was remade he was just going to hit enter and not play I don't think you can give all that much blame to anyone but him.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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We're back!
![[Image: b8tqnehkkrwcbl3wwqkg.gif]](http://i.kinja-img.com/gawker-media/image/upload/s--Uh-GbHSl--/b8tqnehkkrwcbl3wwqkg.gif)
And, um nothing much has changed except for *everything* changing...
May 27th, 2015, 17:59
(This post was last modified: June 1st, 2015, 15:25 by Commodore.)
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Allllll right then! It's been over a fortnight since we've seen a save. What kind of civilization are we playing? What was the momentum set up for? What's the plan?
Well, it looks like I'm Genghis Khan (Agg/Imp) of China (Chucklenaught/Pavilion). I'm in the middle of a pangaea, with a fairly sprawling empire (island holding two more cities is due south), a middling economy, and pretty decent luxuries/resource spread going on. A somewhat inconsistent “barbarism” theme seems to be in operation; the works of Robert Howard supply inspiration for the names, while AI missions are unit names (habit seems to have been dropped at one point). Anyways, it's a decent enough empire...I've seen/piloted better, but I've seen/piloted worse too.
The lack of dedlurker shown in the lack of workers. Tragic lack of cottages here.
The game itself is a pretty standard PBEM, progressed to almost exactly where PB25 is at the moment, actually! Weird bits are normal speed, and apparently Vassal States are on. So enjoy colony costs I guess?
The player roster is pretty solid; Wetbandit the best of the lot, but Yuri's got experience and Flugauto on his second game has shown competence. The only wild card is Logical Tautology, shown here smurfing as “Pindicator”. I see I'm at war with him; have been for half the game it seems because of a greedy plant and the fact that #2 can war with #1 without much compunction. And make no mistake, this newcomer Logical Tautology is winning this so far...neck and neck score with me, far better crop, only a little less MFG, and better GNP plus not already a golden age down the hole. The others are strictly behind for various reasons:
-Yuri is the maker of the GLH but isolated from contact.
-Wetbandit spent an arm and a leg to get Pyramids but is sluggish on growth.
-Flugauto is Darius and it's been the early game, so duh.
Peace weight definitely has me the odd leader out..
Everyone not me has a little more room (and I should be able to get a little 3-food city on the further-south island plus a filler on the north island, but colony costs say that's not best until after Alphabet and/or courthouses to defray the expense), but it's going to have to be hacked out of jungle and (finally) is contended with their other N/S neighbor. So the ball ain't going up tomorrow, but some fighting is decidedly in the cards this upcoming era, not two-three after.
I've got twelve cities and almost as many cottages, so honestly most of the cities ain't much special to see, just farms and mines and coast tiles. On turn 108 there isn't a good reason for the capital to lack full cottagation, but it does. I suspect the rest of those dry tiles will be sporting workshops, optimally, making this a hybrid city with fair commerce but truly awesome manufacturing. Given the aforementioned state of the demographics I think we call this “doubling down”.
Not Ottawa...but could have been much better than it is.
It'll be a long and hard growing process with just a lake and some grass cows for food, but Antillia here will be a moai city worth having eventually, with twelve coastal tiles all getting the bonus plus the mines and a couple workshops I'm looking at this place as my one stop shop for all southern naval needs. This is a pretty good “compromise” moai build...I love those little one-tile island dealios but with nerfed whips, no Ind, and no stone those just take too long to realistically set up.
Pindicator and Wetbandit got the map's stone, and no marble to be seen.
All that wise commentary said, here is a wonder being built the hard way, with nothing but OR to boost it. Cairn of Odin's culture reads the hilarious “96% Barbarian, 4% Barbarian” thanks to its black-border barbarian origin. Smokey Bear weeps for the vast forests that once were, and there are going to be a lot of archer/sword/missionary whips to cram in overflow hammers, but we're first to Calendar so the MoM might still happen. Or else someone else builds it and the failgold powers the economy further up to knights, so frankly I'm happy either way.
Kiiiind of hoping for the failgold, actually, to tell the truth.
The only other city worth a damn cottage-wise is The Humbolts, and it still is only really going to be what I think of as a hybrid. I'm untroubled by this, in for the hammer economy penny, in for the pound. This city pretty much has the dubious glory of being the center-most city on the planet; not actually sure why Judaism hasn't spread farther but with the self-founded religions everywhere but in distant Japan, I guess it'll have to be the sword that spreads the good word to the gentiles.
Aiming for religious victory, just domination-wise.
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Did you change the thread title?
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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(May 27th, 2015, 18:10)Krill Wrote: Did you change the thread title? No? Same Beetles reference as before...
May 28th, 2015, 21:26
(This post was last modified: May 28th, 2015, 22:41 by Commodore.)
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![[Image: latest?cb=20140319015214]](http://vignette3.wikia.nocookie.net/aoc/images/8/83/Cimmerians_Venarium.jpg/revision/latest?cb=20140319015214)
Joking aside, we're at 150 BC and looking at our next techs going Metal Casing->Machinery->Guilds. We're low on room and high on tech, which is a recipe for face smashing if ever there was one. Might not even strain too hard on the Guilds thing; two dozen Chinese Chucklenaughts might well be enough to crush a neighbor by their lonesome. So really, as we gear up for our militaristic shot up towards the Medieval Era, the biggest question is who chu' wanna kill?
Yuri traded maps with me this turn, and so we can see what I'd suspected; Pindicator didn't just push me (and check out that culture gap in his push), but he also rumbled pretty far south against Yuri. That's a strategic mistake; he managed to make himself the middleman, just like us barbs. So with this new map knowledge, I'd rank the target prospects in reverse order of likelihood, albeit with the best two victim contenders very close:
- Yuri, natch. He's only got ten cities at a less than awe-inspiring level of development, he's been a friendly and good trading partner and is the most likely one to keep that up once borders can open, and he's not, um, touching me anywhere but rather is a natural ally against the Ottomen.
- Flugauto, for similarish reasons. He's slightly bordering me and has a few more cottages, plus matches me in cities at twelve, but his empire is awkwardly long and lean and he's got the late-game leader/civ to induce him to trade peacefully for now. He's also at +1 relations for trading furs. That said, I'm not writing him off at all.
- Wetbandit, now, is a good prospect. His empire is fatter and open, with lots of forking opportunities and difficult lines to reinforce. He's at a mere ten cities and behind on crop yield, and lacks cottages from his admittedly backward maps...but he has the Pyramids. With Representation, all my own crappy cottaging would be forgiven. Shape-wise, his empire is the easiest to integrate with my own, plus his removal is the removal of a Phi threat to a whole mess of first-to bonii.
- Logical Tautology, though, barely edges out the soggy pilferer. His awkward empire doesn't integrate quite as well, save Breakside/Eclipse of course on my side of a fantastic natural border, but there are rich cottages up there, easily enough to make any economy sing. But that fantastic development (twelves cities like me, too) is the danger. He's got the tech to get longbows soon, and those are protective. If it was Pin, not a chance...but Logical Tautology is new. He might not know to withdraw/cat mass/etc. Plus, Yuri might be willing to dogpile. It's risky, though, which is why the two green targets are basically a coinflip. If I could get Breakside/Eclipse, I would totally be willing to peace out with LT and wheel onto WB.
MC is 2t, so Machinery 4t and Guilds 6t? With as much time again saving gold. That's not awful at all really for this strung-out, shambolic-economy, lurching pink monster of a so-called civilization.
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Well this is kind of cute. Maybe he's got 2-3 extra chariots in the fog?
I guess he's only got to win one 1% battle and then the rest are nearly coinflips!
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He's an optimist, I like it!
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