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

I'll be out of town this weekend.

I expect to be still able to play my turns, but as with last time, I'll let people know if I cannot.  I may or may not be able to report.
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Oh, I almost forgot; we have our first Great Person of PB37:

[Image: t068-krill-more-stuff.jpg?raw=1]
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Barracks are really inflating our power count.

(July 7th, 2017, 16:42)Dark Savant Wrote: Oh, I almost forgot; we have our first Great Person of PB37:

[Image: t068-krill-more-stuff.jpg?raw=1]

shakehead
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(July 7th, 2017, 17:01)ipecac Wrote: shakehead

Yeah, well.  Gavagai is going to notice that.

GermanJoey should also on alert, since by now he'll have seen Ventessel's power plummeting.  He won't know it's Krill, but I'm sure he can guess he's a likely candidate.

Red dot and green dot cost 3/turn each in maintenance (6/turn for both; I didn't see a cumulative penalty in my sandbox).  Orange dot is 4/turn.  That doesn't sound like a lot, so we can certainly afford two more cities then; the main problem is that we'll then need to catch up on workers.
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Turn rolled; I don't think I can play it all without rushing before I leave, but I can get it underway at least.

Turn 69 (1240 BC) - Part 1

I continue to push Sandro and Gem north:

[Image: t069-conspicuous-absence-of-JR4.jpg?raw=1]

No new forests found at Seven Mysteries, which is a good sign.  I do expect it has a good chance of having mined copper, because GermanJoey has two of them on the trade screen and we haven't found one yet.  His whales are also expected to be in the fogged coast tile 2 south of the city.

Gem is passing by a good-looking city site which no one has claimed.  Conspicuously absent is JR4 (or whoever GermanJoey's neighbor is), though this area is expected to be relatively far from anyone's start.  She can finally head north again next turn.
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Turn 69 (1240 BC) - Part 2

Siren War Between the White Walkers and the Incest Empire Update Siren

[Image: graph-t069-power.jpg?raw=1]

That's an impressive plunge in power.  yikes  Not that this is a surprise. alright

Also, Ventessel just lost his copper -- that was quick.  He'll probably be reduced to building only archers soon.

I suppose one problem with mirrored starts like this is that it's easy to beeline and disconnect copper or horses early on.  That won't be a problem for anyone who survives to the Classical Era, but still.
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Sigh.

That is a great plunge though, from being top in power to bottom.
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Turn 69 (1240 BC) - Part 3

I doubt I'll be able to report much while on this trip, but I can still play, post, and collect information and screenshots to report later.

Castle Ironfist is building a settler; I'm definitely going to settle red dot soon.  Our workers start getting into position for that.

Harmondale needs to produce a work boat one way or the other, so I'll do that now.  It's definitely producing a worker or settler (probably the latter) next.  If the latter, the work boat is going to take a look to figure out green dot vs. orange dot.

Castleview Great Lighthouse preparation: hammer decay (on the spear) is slower than I expected, enough that I might be able to squeeze this out one turn early, on t83.  I don't have time to re-check my micro plans until I get home.

Sorpigal will be whipping the work boat next turn, as its borders are due to expand in 2t.
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Okay, back from my all-day travel.  Playing t71 now, I am the turn roll player; will wrap up reporting t69, then report t70-t71 and maybe also t72 when I have more time tomorrow.

Everyone wants our world map, to no one's surprise.  crazyeye
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Okay, I'm going to have to post self-spoilers because I'd like comments:

I moved a Sentry chariot to look at Coeurva's city, and found this:

[Image: t071-unguarded-coeurva-city.jpg?raw=1]

Is that an unguarded city near us?

Well, he's got a couple turns to get defenses there, but do people typically play this light on defense?

Any comments?  We don't have a real military, but we could shift over to producing more.
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