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41 Vice: Commodicator/Pindore

(November 6th, 2018, 10:47)pindicator Wrote: What's funny is if you give us both a galley at the start and the equation changes: then we both have easy opportunity off of what looks to be a small island. Well, then why not just tech Sailing and peacefully coexist? Opportunity cost: the time to tech Sailing and build the galley takes early game resources that we'd rather spend on this that help us expand. And that 1 galley can also get us 2 skirmishers which can potentially take a city at this early phase in the game. Finally, civ is not a cooperative game. In fact, I'm not sure there really are any cooperative 4x games. Your goal is to conquer your enemies, which is easier done with me cities (more production). Or get to the end of the tech tree, which also requires more cities (more science). Even the victory types that don't necessarily require more cities need enough cities so that you are able to defend against your neighbor's aggressions. 

With the start Commodore settled on we are going to get our first skirmisher out eot19, and will be reaching Superdeath's lands right around when the first settler will be out and about (if he goes for the fast first settler like we had originally liked). That would mean 1 or 2 warriors, which our 1 skirmisher probably won't kill on its own, but it will certainly delay his snowball, perhaps even catch a settler unawares. (How sweet would that be for Comm?)

The brutal question to ask, is one that I think I can ask because it's not a spoiler. You mention starting with a galley, but the opposite point also applies: how would things be different if you hadn't chosen CRE/PRO/Mali? What if you had gotten a different civ?
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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(November 6th, 2018, 11:00)Krill Wrote: The brutal question to ask, is one that I think I can ask because it's not a spoiler. You mention starting with a galley, but the opposite point also applies: how would things be different if you hadn't chosen CRE/PRO/Mali? What if you had gotten a different civ?

http://www.realmsbeyond.net/forums/showt...p?tid=5567

wink
fnord
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Point taken.
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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I think as long as we don't have 1 teammate pushing for rushing, 1 teammate pushing for a farmer gambit, and 1 teammate wanting to build wonders with all 3 taking different turns at the wheel, we should do better than the Zulu started.
Suffer Game Sicko
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So the biggest debate was on starving on turn 18 or not; we opted to keep working the pigs, so skirmisher number one comes out at the end of turn. Timing works out amazingly well; we'll finish the warrior with overflow turn 20 while we grow to size three, and then the settler is only delayed from the original plan by a couple turns. It's pretty great.
[Image: 3HQKrpu.jpg]
Clinton the second city is still going where we'd originally planned it, but city number three needs to be pushed. We have a couple candidates...
[Image: ogqVFD9.jpg]
I don't see how Superdeath survives this choke long-term. Unfortunately, if he's properly paranoid, this could be a very expensive strangulation.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Turn 26

With Commodore in transit, and me with an actual free moment this week, I told him I would be able to pick up the turn. And as soon as I logged in I realized I had picked a good day to play:




Superdeath, playing before us, had put his warrior right next to our skirmisher and warrior hanging out east of Clinton.

Fear not lurkers, we know the price of your views is blood

[Image: dbxKETS.jpg]

2xp and a promotion gained, but only a single hit taken so we may not even with to use it right away. The warrior followed.

And the scout advanced.




A second warrior can attack, but this is a calculation that Commodore has seen where I may have played more timidly. The odds of killing the scout are not so high as to make the attack or victory certain. And yet even if he should, the warrior would likely lose enough life that our advancing skirmisher would have better chance of success.




The known world (taken before the war moves). It appears we have a connection to land northeast of the capital, hopefully to the Big of the Big & Small. And another to the southeast seems to be likely as well. Perhaps we are not so constrained as we first believed?

But that won't save superdeath...
Suffer Game Sicko
Dodo Tier Player
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What's the plan after pottery? BW or AH? copper or horses?
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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(November 12th, 2018, 22:27)Lewwyn Wrote: What's the plan after pottery? BW or AH? copper or horses?

Bronze, definitely. Need to know where HIS copper is, plus slaving and chops.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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popcorn
fnord
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What’s the micro for the next dozen or so turns look like?
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