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[SPOILER] PB37 Dark Savant tries not to be a blatant MP n00b

(June 27th, 2017, 15:58)Mardoc Wrote:
(June 27th, 2017, 15:18)ipecac Wrote: Also,

Mardoc: what is with that 7 immediately-improvable resources capital abomination that Krill has??

Count again, at least with regard to 'immediately-improvable'.

Only one, technically, but he can, and did, almost complete both Hunting and Mining before his worker was done on t18.  My C&D says he finished one of those techs on t16 and the other on t19 -- he even had time to screw around and swap techs just to confound C&D.

He'd have finished the farm and 3 pastures by t34.  And it looks like he produced a worker at size 4 (he stalled at that size for a while), which I think would have also finished on t34, and that same turn he's also done researching Bronze Working.  He then grows to size 5 while producing a quechua, and completes a settler in 4 turns with the help of one chop.

So all 7 resources are functionally immediately improvable -- the limitation on improving those tiles had everything to do with growth and worker availability, and nothing to do with research.
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Turn 59 (1640BC) - Part 4

Coeurva played and ended turn; I logged in and whipped the spear in Harmondale as we discussed, since the overflow can go into a worker and Harmondale can withstand the double whip unhappiness while it produces the worker and we get the silver connected.  I should have looked before whipping, because Coeurva planted a city, and it's here (to the left of the pig tile, on that fogged tile):

[Image: t059-coeurva-city-5.jpg?raw=1]

And he moved that warrior back towards us.

I was planning to move the axe north and the coming spear south as we discussed in chat, but this changes things -- I think we want to push the axe south after all, and get some sort of follow-up to it.

I also had the warrior in Castleview kill the barb warrior, since there isn't any plan of ours that includes not killing it.
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We do have that warrior on sentry duty on the western peninsula -- I can retreat it towards Harmondale, so I can start to shift a warrior towards yellow dot.  I think the extra warrior would be more useful there than it is on the peninsula -- we can get the sentry warrior back there later, or even just produce a sentry scout.

I don't have a feel for how often barbs spawn on MP maps, though, so maybe that's a bad idea, but I think it's better this way.
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I'm going to step away for a few hours and do other things while I make up my mind about where to maneuver our military.

In the meantime:

Turn 59 (1640 BC) - Part 5 (C&D)

Score tally:
  • CML: +2 points for +1 pop (11 pop total)
  • Coeurva: +2 points for +1 pop, then +3 points for planting city #5 (12 pop total) which claims 7 new land tiles.
  • dtay: +3 points for +1 pop (8 pop total)
  • Gavagai: +5 points for +1 pop in each of Istanbul and Edirne (13 pop total)
  • JR4: +2 points for planting city #4 whicih claims 6 new land tiles, then -2 points for a -1 pop whip (12 pop total)
  • Ventessel: +2 points for +1 pop (7 pop total)
Coeurva's power rating has been completely level for several turns now, but it should go up now because he gained an even-number pop point.

As mentioned, Gavagai built an archer last turn.  I can't see any other way he gained 3000 soldiers last turn.

Reverse C&D: Since we lost that warrior, other people doing C&D won't actually be able to tell that we just built an axe!  It might actually be helpful to conceal that axe.  Hmm.
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Turn 59 (1640 BC) - Part 6

I'm going to be boring and say that I went along with the plan to move the axe north and next turn's spear south.  It'll be easier to reinforce the south.

I didn't move any other warriors, since now we'll have additional military headed north.  This also means the spear can actually leave Harmondale next turn (it'd be otherwise needed as a happiness garrison).

Mostly I was deliberately staying away from the game for a few hours just so I didn't make any hasty reaction to Coeurva's new city.  (It IS closer to his capital than ours.)
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The land favouring settling cities far from each other is likely some nefarious plot by Mardoc to mess with the usual settling habits.
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(June 28th, 2017, 04:48)ipecac Wrote: The land favouring settling cities far from each other is likely some nefarious plot by Mardoc to mess with the usual settling habits.

I do think that was a very interesting idea.
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Anyway, t60 rolled, and I've started to play, but I belatedly noticed that Krill revolted to Slavery on t59.

No Slavery-Organized Religion double swap for him, then.
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Turn 60 (1600 BC) - Part 1

GermanJoey played before I did, and he just planted his 4th city, Heavenly Star, right here:

[Image: t060-city-of-heavenly-star.jpg?raw=1]

GermanJoey has now seen both Sandro and Gem, and may be able to guess that we're close to circumnavigation.  I wonder if he was wondering how we had contact with Ventessel.

I maneuver Sandro and Gem closer to each other.  They're actually close to making contact, if that were required. crazyeye Current status of circumnavigation watch:

[Image: t060-circumnavigation-watch.jpg?raw=1]

It looks like the seam in the map may be between Ventessel and GermanJoey, since there's a way to get from Ventessel's northwest to GermanJoey, and there might not be a land connection to Sandro's northeast.

And Gem has apparently found the land of the Houyhnhnms.  That's a lot of horses! Monocle

It's possible Ventessel will kill our scout just for the XP (unlikely, yeah -- his chariot only has ~80% odds), so as a precaution I have to keep moving Gem west at least for this turn.
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Turn 60 (1600 BC) - Part 2

Gavagai did not move any units into view.

Darlana, the warrior that killed the barb warrior, returns to Castleview.  I actually plan to move her back out next turn, but she has to return this turn because Castleview will have an unhappy face from no garrison if I don't.

The two workers that had built the camp continue north.  One builds one turn of a cottage; this is the worker that will help yellow dot.  The other just moves, getting as far as the hill where our warrior was killed; he can start improving the silver next turn.  The worker at Castleview finishes a road on the silver -- normally you'd build the mine first, except I need that road so the approaching worker can start helping next turn.

Harmondale finishes its whipped spear and starts on a worker, due in 2t; the spear heads east on the road.
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