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[SPOILERS] Kurumi & wetbandit serve you Hannibal's Breakfast Cocktail (of Persia)

Here's pictures of the situation on the ground:



Nope! Demoman culture swamps Pyro and the water and therefore must be eliminated. Azza also settled another city with a lovely name.



Azza just 2 pop whipped in Demoman, so we'll see a 6th defender, probably an archer unless he manages to get metal from someone. We have 5 axes, 1 Imm and 2 cats on the island, the 2 CR3 guys have 59% already on the top archer. Two more axes on a boat which can attack amphibiously. With the double whip, probably makes sense to attack next turn, especially given that we already have positive odds with our best guys.




Paying close attention over here.

Didn't take an F9 shot, but we have top ~13.6% total population to WLP's 13%. We're #1 by demos and we might even be #1 overall depending on the decimal that was truncated from WLP's total.
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Links broken.
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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works fine for me
Please don't go. The drones need you. They look up to you.
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I saw them both broken and now working. Blame dropbox.
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Dropbox does a lot of random "maintenance" that causes their files to be inaccessible for a while.
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Didn't take pictures, but conquered Demoman at loss of 1 axe and 2 cats, and fired the GA. CS in 3.
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Seems like drama is taking place on the far side of the world as evidenced in the tech thread. I'm glad that our war hasn't been mired in any clock or double move shenanigans, at least I hope I haven't been ignorant/negligent of any of our own.

In case it becomes an issue, a reload of this turn would be a problem for us, given the combat involving Demoman.
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Alcohol convinced me that firing the GA last turn was a good idea. It wasn't. Waiting until at least this turn would have been a better idea. We'll have the next GS in 5 turns and will likely use him on an academy since he'll be stuck bulbing Alphabet. We'll squeeze as much as we can out of Tail as a Bureau-Academy.

On to better news, our war is over! Here's our prize, along with shiny GG.




The rest of the world got into a damn big fight against the big bully Suttree. He's knocked Sisub down to 2 cities, picked a fight with Oxy, and now finds himself on the bad end of some regional balancing by WLP. Those are some ugly turn splits.




View of our new and old frontiers:






Molach has Cats, he's moving forces off of our borders; combined with the WLP-Suttree fight, we might be left to ourselves here for a bit.





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Cancelled the marble deal and started TOA in Mad Dog to capitalize on overflow and multiplier.

We have 3 domestic Calendar resources, although 2 will require new cities, 1 of which will also need a border pop. Calendar is useful to us then, but I'd like to get MC-Mach sooner rather than later for defensive reasons. Forges are great and maces because, well, maces. We are dropping pretty low in power, Three Olives will begin making axes.

CS came in, saving gold to finish Monarchy before the GA is up for a final revolt to HR-Bureau-Slavery-OR.

Azza is on two different islands to our South and West, respectively. The Southern Island has 2 unclaimed city spots in addition to Azza's city including a source of iron. Azza has no metal hooked up currently. I'm dropping 2 axes on the land mass to scout it out. I'm taking the 5 mover West with the Sentry Immortal to Scout out the Western island and to see if we can land a cheap Circumnavigation.
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T129:

Finished Monarchy and revolted:




We are now the 2nd (!) nation to adopt bureaucracy, trailing Molach by an embarassing number of turns. It's possible that retep is also in bureau, and the Scout is heading Northeast to try and make contact, wherever he may be.




I'm most pleased with the 2nd place in CY. F8 showed we were at 14.8% of world pop with WLP at 14%.




I'm happy with this. The next GS is in 2 turns, and the scientists will grow the cottages. Short term trade off working the coast as it's effectively 6 commerce with bureau boost over the 3 commerce cottage. And now just noticing the weedy working coast instead of lake. banghead Nice job, idiot.

On that end, I plan to use the GS for an academy in Tail. It's potentially worthwhile to move the Palace to Sobieski because of its greater commerce potential. I'm not sure what to do with that at this point. Bulb isn't useful; Alphabet.

As for tech, saving gold on Priesthood and going to run through MC-Machinery.

Converted Mad Dog to Hindu and it has 4 turns left on the ToA. After it gets close to finishing, I'll have Three Olives start its own version for the eventual failgold cascade. I'll probably have Tail jump in on it and potentially finish it after I get a forge in place there.

Building settlers to backfill our land. With CS in, we can chain irrigate a lot of the dry tiles around the Great Western Desert and have some marginal filler cities. We need to settle one for the incense and the island for the sugar. I think I'd also like to place a helper city near Sobieski to help grow its cottages.




Getting these guys in place to take this city while it remains fairly simple. I'm moving another 2 axes to join these 2, those 2 on the iceball are CR3 and C1,CR3. Azza doesn't have metal or horse and isn't receiving it from anyone we've met. It's possible he's received either from retep, but we don't know. He doesn't appear to have IW obviously. Suffice to say, I'm not too worried about a chariot coming out of nowhere.

The 5 mover is heading west with sentry immortal to scope out Azza's last redoubt.
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