September 23rd, 2020, 15:22
Posts: 8,022
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Joined: Jan 2006
I'm dedlurking but I would say at this point the cat is out of the bag and you can't re-ban what has already been unbanned by lack of follow-up.
And for sure mjmd owes you a first round pick.
I've got some dirt on my shoulder, can you brush it off for me?
September 24th, 2020, 09:10
Posts: 8,786
Threads: 40
Joined: Aug 2012
Turn 204
Looks like the Indian armada is heading towards Jowy. Mjmd declared war on Charriu and took a city last turn, so Jowy might be feeling a bit too secure. We don't want Mjmd to raze any of Jowy's cities because if he knocks Jowy out of the game India might be able to concentrate on us without interference. Our best hope for a win is to have cooperation from Jowy and Cairo in taking down the leader.
So we sent Jowy some incomprehensible diplo. Last turn we offered five gold and this turn we offered four. Can anyone guess what it's supposed to mean?
Our west coast is breathing easier - Corvallis *could* get burnt from the fog this turn, but the majority of the galleons are out of range of any of our cities. I think we don't need to switch to nationhood this turn, so we can delay it to the end of the golden age and incorporate a Theocracy switch.
Speaking of golden ages, we got our artist from Clackmas and rolled an engineer from Benton. We already have a scientist, and Dies the Fire will pop a merchant t209 for the 2-man GA. During that GA we'll get another merchant and scientist out for the 3-man GA (using the artist). During that GA we need to get a merchant, scientist and artist out for the 4-man GA. Or we aim for the Economics merchant (before Chemistry... risky) and the Communism spy/Physics scientist. With Physics we could even build some airships to piss Superdeath off.
King o Montival will knock out a few 8XP privateers to tail the Indian armada. Should we intervene to protect Jowy or do we want conflict over there? With Vassalage/Theocracy and West Point the city will make 22XP mounted units. That means we just need one more Great General and the Pentagon to get commandos out as standard. Now how do we get the 240XP we need for that GG?
Demos and power. The Forbidden Palace completes EOT so I'm hoping the slider shifts up to 50% breakeven.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
September 24th, 2020, 11:13
Posts: 18,036
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Joined: May 2011
(September 24th, 2020, 09:10)Old Harry Wrote: Our best hope for a win is to have cooperation from Jowy and Cairo in taking down the leader. Ouch, burn. Your best hope to win is having Cairo and Jowy cooperating to take you down? I guess given how they've conducted their wars...
September 24th, 2020, 11:29
Posts: 17,527
Threads: 79
Joined: Nov 2005
We're not the leader yet. But if mjmd stays distracted for another 10-15 turns...
Suffer Game Sicko
Dodo Tier Player
September 25th, 2020, 02:27
Posts: 8,786
Threads: 40
Joined: Aug 2012
Messages with our neighbour:
Mjmd Wrote:Mjmd Wrote:Old Harry Wrote:Mjmd Wrote:Dear Pin / OH. I honestly didn't know they were banned. I will delete any I have remaining. I did not hide them from lurkers, so hope you believe this was an honest mistake. Lurkers can attest I've made a lot of other mistakes.
Don't worry about it, honest mistake. I've made plenty too.
There is the small matter of information imbalance though - we suspect you picked your moments to attack us/others thanks to info you got from spies, and you probably have a better idea of your neighbor's land than they do of yours.
I can't think of a way to remedy the former, so we probably just need to let it slide, but if you delete your spies and we use ours just to scout you and noone else I'd be happy with the latter.
All existing spies were deleted last turn. I've asked the lurkers their opinion on what should happen, because honestly I have no idea. Lacking lurker input I reached out to GKC. Here is the whole string.
Even I think 10 turns is a little light. How about you get to use until EOT 220.
Old Harry Wrote:Yeah, I wouldn't be happy with deleting pre- t220. But that sounds reasonable.
Have you used spies on anyone else? You should suggest the same reparations deal to them.
He's got off lightly, but I wouldn't want a hefty punishment to sour the game and winning from behind (don't listen to Commodore's trolling folks ) against the odds is much more satisfying than a cakewalk to concession.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
September 25th, 2020, 11:00
(This post was last modified: September 25th, 2020, 11:00 by GeneralKilCavalry.)
Posts: 1,948
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Joined: Apr 2019
I would also say - don't delete the spies, It'll be fine if you march them back and keep them on your border (unless they're costing unit maintenance)
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman
September 25th, 2020, 17:29
Posts: 8,786
Threads: 40
Joined: Aug 2012
Hey lurkers, can you have a look at Cairo's reload issue and point out that it can't have been that big a misclick if you don't notice it when you make it. I'd do it but I don't want to piss off a neighbour. Kthanx!
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
September 25th, 2020, 19:41
Posts: 15,377
Threads: 112
Joined: Apr 2007
(September 25th, 2020, 17:29)Old Harry Wrote: Hey lurkers, can you have a look at Cairo's reload issue and point out that it can't have been that big a misclick if you don't notice it when you make it. I'd do it but I don't want to piss off a neighbour. Kthanx!
FWIW I agree that calling it a misclick with the way he's publicly described it is not quite right. There are a few things at play, so I'm giving it a tad more time for other lurkers to chime in. Shouldn't be too much longer to resolve.
September 26th, 2020, 07:56
Posts: 8,786
Threads: 40
Joined: Aug 2012
Turn 205
Thanks for helping out. As a reward I drew some lines on a map for you.
We were due to start our 2-man golden age in about 6 turns, but if we could capture Evaporator we could launch a MoM-fueled golden age. And Noble pointed out that we'd just need five great people to launch two golden ages at once. A quick bit of tweaking for the GPP plan means we get our fifth out of Benton eot212. So t212 becomes t0 for the war (we can always let it slip if we want, but it's usually best not to delay a surprise attack).
The intention is mainly to get the extra 8 turns of golden age by capturing Evaporator with a 5 or 6-move galleon, but we added some stretch goals: For a mere five extra galleons and fifteen units we can try to burn Maple Sugar, the HE city. A spare 4-move galleon can burn Buckets while the main strike force can burn Splitting Wood on the way if it's still empty. If those are successful we could try to burn all the cities along the south coast on subsequent turns.
We just need to figure out what to build now.
Mjmd is definitely heading for Jowy so we sent another countdown message.
Demos and power.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
September 26th, 2020, 09:12
Posts: 12,335
Threads: 46
Joined: Jan 2011
Yes. I enjoy this.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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