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

(October 7th, 2013, 21:03)wetbandit Wrote:
(October 6th, 2013, 07:33)Kurumi Wrote: Thanks Bandit for doing all of this.

Knights or Galleons?

Playing. Reporting. It's great. I suck at playing as a team, because I don't ever do much behind the scenes.
Yeah, I'm not happy about my past behaviour either. shakehead
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Discovered that I didn't delete that Sentry Immortal, I merely GIFTED it to Molach. smoke

Time to build a new rig.
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(October 11th, 2013, 15:09)wetbandit Wrote: Discovered that I didn't delete that Sentry Immortal, I merely GIFTED it to Molach. smoke

Time to build a new rig.

Explain that to Molach, wetbandit. It's only fair that he gifts it back, since it was a misclick. No reloads involved, which is a plus.
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I guess I could post that in the tech thread...or PM him. I'll PM him.

Thanks Ichabod.
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Slight change of plan.

I didn't realize that the Econ GM was still up for grabs. There was one GM born in 840, presumably to retep with, what I surmise now, Great Lighthouse points. He's now researching Econ. I can tie him and force a coin flip.

This will nuke our castles, for whatever that's worth. The TR income (+9 in Tail with Bureau bonus) will be made up by adopting FM at the next golden age, which could be in three turns provided we don't roll a 28% prophet.

Downside:

Lose Econ coinflip, roll Great Prophet, no Castle Defense or TRs (3 castles total so not much)

Upside:

Deny GM to retep, top 2 civ, fire GA, longer time to wait for Astro.

Astro can be finished in 4-5 turns.
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You don't lose the castle defense bonus do you?
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Ah, upon brief research, it appears that the Castle defense bonus against non-gunpowder units remains. Thanks Old Harry.

Waiting for the results of the Econ coinflip, hopefully I'm right that the GM is available, otherwise, just lost 3 turns on astro. BXB whipped about 10 cities, I wonder A) if those are Cataphracts and B) if so, who gets that gift. I hope that he has a mess of Galleys that can land on Retep!

In thinking about this game, it suddenly dawned on me that so many good UUs are present, or at least eligible for use: Praets, Cho-ku-nus, Phracts, Musketeers, Cossacks, Redcoats. Camel Archers are meh, I guess with 20-30 of them the withdraw seems nicer; probably a little better than Immortals, but I'm pleasantly surprised at how versatile the Immortals were and are currently. Kuro has the worst draw. I suppose he could have made some use out of carracks, but you really don't want to plan to leverage Carracks on a pangaea; even with this many islands. Oxy also unfortunate, naval UU in the middle of the pangaea, surrounded by Phracts, Musketeers, Praets, Camel Archers, and even Cossacks, theoretically. Yikes.

I can't help but feel frustrated with Halvgud's increasing length of time to play his turns, but it's a thankless task to take over a position that's very limited with what he can do. He's sandwiched in between two bigger powers, a buffer state with OB to suttree.
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More errata:

Molach gifted that Immortal back, cheers to Molach. He's got a sizeable force on the border; 4 Maces, 4-5 Praets, 1 Pike, and a cat. We both have scouts in each other's territory and he sees the Knights build up in Mad Dog; reasonable response. (Also funny that the HE ended up in Mad Dog, the site of our two most important battles. I'm not much for RP, but that's some good fodder for one so inclined.) Confirmation bias for me that fighting a medieval war against him would be too bloody; even though we have total cover with WLP fighting Kuro.

BXB gave us his map, happy that we'll be working together and that I have some small influence in directing where the Phracting will happen.
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Lost the GM for hilarious reasons. BXB launched their own GA and went into Merc, losing my best trade routes. Loss of trade routes left me with insufficient beakers to finish Economics. I peeked this morning and don't recall the exact number, but I'm guessing it's 50 beakers or less.

7 turns to astro.
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34 beakers.

Saving gold anticipating popping a GA. Need to calculate whether FM or Merc will be better for us. Probably Merc for the short term to help Island cities get some border pops, then FM for the long run. Extra +2 or +3 TR (and much more in some cities) vs 22 Specs.
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