December 27th, 2011, 00:49
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Yikes, I saw that email, that was almost really really bad. Those galleys were going straight our way if Pin got mad and thought we'd reneged.
Which makes me think...I'm not casting aspersions on our Viking friend's character or anything, but it might be wise to have our caravel escort meet him at our borders, lest the naked-and-flapping-in-the-wind state of our current defenses proves too tempting. Not that I think he's planning it, but...better safe than sorry much?
December 27th, 2011, 01:00
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Commodore Wrote:Yikes, I saw that email, that was almost really really bad. Those galleys were going straight our way if Pin got mad and thought we'd reneged.
Which makes me think...I'm not casting aspersions on our Viking friend's character or anything, but it might be wise to have our caravel escort meet him at our borders, lest the naked-and-flapping-in-the-wind state of our current defenses proves too tempting. Not that I think he's planning it, but...better safe than sorry much?
Well, it'd pretty slimy to take our money and hit us but we are NAPless so its certainly possible. I suppose it all goes down to the original stupid or evil discussion.
I think we're safe, but doesn't hurt anything to be prepared.
I've got some dirt on my shoulder, can you brush it off for me?
December 27th, 2011, 10:41
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Gaspar Wrote:DD IS OURS!
City comes with Granary, Lighthouse, Academy and a settled GG, good stuff!
Excellent! Maybe you can finish Sian off before the Berserks arrive, at this rate!
EitB 25 - Perpentach
Occasional mapmaker
December 27th, 2011, 12:45
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Took a look at the save, not much to note but here are a couple thoughts:
- Pin offered many different gold trades. I suppose I'd just pay him off at this point, though if we can spread it over 2t we can probably just about manage Guilds in 2t. Probably better to just put it to bed at this point.
- Are we going to want to save some gold for upgrading Numids? We only really have 3 or 4 worth the bother, truth be told. If so, might just be worth running another turn of 100% gold and then running breakeven for Guilds.
- If the caravel around BC can poke underneath to get some eyes on regoland without getting itself killed/spotted, that might be worth its weight in intel gold.
- Probably should work out a way to hit Zabra'jin next turn, then swing out towards BC. Those two are pretty doable - though we might wish we had cats for BC - he'll have something better than archers in there before all is said and done. Anyway, the faster we deal with those two the faster Gurubashi Arena is a productive ville.
- Need to get a couple settlers out in less critical areas of the world. If we want to be able to take advantage of the soon to be peaceful world, we'll need more land.
Don't have time to play myself, so have fun.
I've got some dirt on my shoulder, can you brush it off for me?
December 27th, 2011, 21:06
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Got it, played. Report to come later, for now, here's a teaser: No capture next turn, but the turn after, Zabra'Jin is reclaimed methinks. That is a medic II healer, nine XP from West Point.
Megastack, meet Sian, let's make this game less annoying for us all.
December 27th, 2011, 23:37
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Gaspar, I know your counsel was to investigate lower Regroaria with the caravel, but Sian has the potential to be annoying with his new galley, so I opted to cover and guerrilla landing attempts.
I did have a look-see with the galley that's been scouting around. These are some decent but not exceptional cities down here, which will be fodder for a fast-moving fleet heading north-west from Zul'Aman. I wonder where we could get one of those?
Rego is certainly being greedy enough to warrant some punitive attacking here. In my opinion, we should mark out which cities are reasonable captures and send a few longbow-laden galleys behind the berserkers.
I'm not sure if this is a delivery or a scout, but HI2U, Oceania. I sent the full 550 (so Guilds is 2 turns starting next turn, no biggie). This isn't exactly an invasion fleet, I'm pretty sure Pin's being honest.
Got a couple escorts lined up already, the Berserking and the Sentry Ward, continuing the "troll spells" theme for our warships. We want some explorers for these guys to carry along for escorts/choking fun?
Looks like caravels, and of course horse archers, are still troll-exclusive. The race looks close here, although I'm fairly sure Rego wins it we're at least helping Pin keep Rego honest on the Liberalism race, no sandbagging there.
Because we were going to turn back on our techs next turn rather than this one, I optimized some cities for growth over beakers. They'll need to be reshuffled next turn, of course...Zul'Aman, for instance, should run two scientists instead of the governor's spy.
Some of the moves were a bit , like Atal'Hakkar here, I figured hey, why not grow one more and work the cottage + 2 scientists? Now I recall why, no enough happiness for it. Ah well, once the whip anger fades it may be worthwhile. On the other hand, one more hammer is needed still to bring the forge bonus to +2hpt...bah, no biggie.
Some cities we obviously have no darned idea of what we're doing. Poor Mount Mugamba, we swap it every direction. I eventually opted for a forge, because hey, 8 or 16 hammers (depending on mine-stealing), that's tailor-made for a 25% bonus right?
We are sooo hammer poor. Zim'Torga should probably start on a Numid next turn to get a nice 7xp knight with the whip->upgrade in queue thing, but the forge will need to finish at some point or another.
Fun times mon.
December 28th, 2011, 02:26
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Well, it was an invasion of sorts, one that costs little but might have Rego on edge:
Quote:[COLOR="RoyalBlue"]I wanted to let you know I gifted the galley Oceanside to you this turn. It is south of Zul'Aman, but due to expenses I had to cut it short this turn. Enjoy your new nav-1 galley and the presents onboard!
pin[/COLOR]
Here's the pipeline we're looking at, for the information of those watching at home:
December 28th, 2011, 13:18
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Got it, nothing thrilling happened.
December 28th, 2011, 15:46
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Well, there was a thing or two that happened. I opted to piss off neither prospective pope in the election, it's not like we have a lot of votes anyway. One thing kind of bad, though, our biggest Buddhist city is Zuldazar, our military pump with 2 GGs...it'd be bad if some AP shenanigans required us to defy a resolution.
On the plus side, we just polished off our first national wonder too with the erection of some massive stones. Take that, encroaching Yuri borders.
I realize this is really late for making the stones, but we're been a bit busy of late, for the last thirty turns or so. Need to grow this place as much as possible now, of course, these hammers make it our best island producer already, bar the wheat-lands.
We got ourselves some happy little choppy-dudes this turn, I held off on renaming the galley, but "Pindicator's Zerks" are going to leave little diplomatic bombs wherever they get off the boat.
More are incoming, too. This is going to be a fun little expedition, and it looks like the caravels should be good stack defenders for at least a little while.
Speaking of which, one unit upgrade that will be worth it is the Chain Healing, our Combat II trireme. I think upgrading the Numidians will be worth it only in a few cases, but why not roll with the few we do need? Maybe flash them at Rego, too? Pikes would be nice to see.
Zabra'Jin might be takeable next turn, he pushed out a longbow, damn all the luck. Those two landed Numids are joined by one healthy and one hurt crossbow and one healthy (supermedic) and one hurt Numid on the galleys. I guess sending the flankers in to see what happens might be worth it.
As Oledavy says, End Turn.
December 28th, 2011, 16:00
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Commodore Wrote:As Oledavy says, End Turn.
Hey, that's my line :neenernee
So, what's the grand plan for all those beserkers? If you are going after Rego, what cities would you targeting?
Also, how big is your military at this point? Could we get a shot of your military advisor screen?
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