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So the plan is fill out cities. After the 12th city, probably have capital grow and have the southern cities chop trees for further southern cities. Get 2 GS and somehow find a way to generate enough beakers for communism+Gunpowder.
Not good is that we are losing islands already. NC+REM are probably sending a settler to copper, cutting us off. Mack is likely eyeing silver city next to Free Speech. Our response is definitely settle hill city S of Free Speech and deny that to RMOG. Try to get a galleon out of there to silver (not likely though.)
October 3rd, 2016, 23:47
(This post was last modified: October 3rd, 2016, 23:47 by Alhazard.)
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In fact, I might send the settler from the capital straight to S of Free Speech, and have this aggressive plant whip wb then lbs.
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Yeah that blocking city S of Free Speech is so huge that I am going to delay hooking up iron and horses at Ebbflow Archon just to road towards it.
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RMOG saw the 2 workers roading to city 9. Moved 2 LBs to city site because he moved his explorer there. I really hope that if he declares, his explorer will get kicked out of that spot.
October 19th, 2016, 00:48
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Hi!
So how are things going?
Are the bulb plans still on track?
Are you doing anywhere close to decently in expansion compared to the others?
Is that mack as your closest neighbour? What happens if he starts to build up knigs cataphracts?
October 19th, 2016, 03:17
(This post was last modified: October 19th, 2016, 03:26 by ipecac.)
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taotao:
Things are not going well. Bulb plan was in hindsight a big mistake; our expansion is too far behind, so that mack, RMOG and REM managed to poach one good city site each. We have plans though.
The interesting thing about this map is that there are threats on all sides. The only neighbour who isn't a threat is Scoola because he isn't close enough (I'll try to get screenshots later).
Mack's cataphracts are not too great a concern since he hasn't beelined towards them (he still needs the three key techs of Gunpowder, Nationalism, Mil Trad). And in Janissaries we have one of the best counters available.
October 19th, 2016, 06:48
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Sorry to hear that.
Will be interesting to see what kind of plans you come up with though
Quote:ipecac
Mack's cataphracts are not too great a concern since he hasn't beelined towards them (he still needs the three key techs of Gunpowder, Nationalism, Mil Trad). And in Janissaries we have one of the best counters available.
Ehem, last I checked cataphracts were a strong knight replacement, not cuirassier...
October 19th, 2016, 10:49
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Sorry been very busy to update properly. As you can tell, mack is sending a majority of his knights to RMOG. Our problem is that both REM and plako have been spiking in power.
October 19th, 2016, 12:35
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(October 19th, 2016, 10:49)Alhazard Wrote: As you can tell, mack is sending a majority of his knights to RMOG. Our problem is that both REM and plako have been spiking in power. Actually I can't. Only been reading this thread (and doing a very sloppy job at that).
Quote:mack is sending a majority of his knights to RMOG.
Phracts, not knights. But it's great if they're directed in any direction that isn't hereto.
Quote:Our problem is that both REM and plako have been spiking in power.
Do please tell (power graph maybe?).
In general, some overview picture of the current world would be nice.
Last picture I've seen, contained 4 (recently renamed) cities of yours, but later on I've heard you talk about 12! cities?!
Also, I have a hard time picturing how you're connected to the other players. Initial reaction was that there was a wide strip of land going in a NNW-SSE direction and only 1-tile wide narrow bridges going in other directions, but if you've lost prime city locations to 3 other players that can't be it.
I understand if you're busy and I don't really plan on getting heavily involved, but I'm just pointing out that I'm very much in the dark regarding the state of the game at the moment
October 19th, 2016, 23:45
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