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[SPOILERS] Dazed and scooter play Stalin of Vikings and make a big mess

New turn is up. I did a couple things, but overall I didn't touch too much. I did set Scarlet onto a settler and moved a couple obvious units, but I left a lot of things in place (like the Caravel - not sure if you're intending for it to finish healing in place). Few notables:

[Image: t168_evilmist.JPG]

Didn't think to check the event log - yep, Mist stole Feudalism. Nicely done. Good thing is now we have the EP advantage. It doesn't actually matter for us, but it's nice to have a buffer where he can't see everything we do for now. I saw our scout was ready to move onto the hut. I seriously hesitated for a few seconds as I'm genuinely afraid of popping Astronomy from the hut. There's a sentence not frequently on this forum lol. Anyways, I figured the odds were miniscule.. right? There's no way our enormous commerce we're getting from Colossus is going to go poof because of a freaking hut right? RIGHT!??!

[Image: t168_crappy_scout_event.JPG]

Phew, just a crappy map that revealed exactly 1 tile lol.

[EDIT: just remembered again that it's not poppable with RB Mod so nevermind, we should actually be griping about this result. wink]

Dropped the missionary off on the island as it's able to move in and convert next turn if we drop it off now:

[Image: t168_hindu.JPG]

Plus it lets our galley get back a little bit sooner. We had two galleys in Orange Pips. One was full health so I started moving it back. The other is at 1.8/2, but it'll finish healing this turn so I left it. I didn't touch the Trireme, but I'm going to suggest we send it over to Holmes actually. It'll actually be more effective at sinking enemy galleys than the Caravel will be, and I'm genuinely nervous about Krill trying to colonize Holmes. Fortunately his coastal city has just one outlet so we could declare and park a Caravel + Trireme pair on that tile and completely neutralize him smile. I think that's what it looked like. I'm not convinced he'll actually do much colonizing given he's got other things going on, but it's something we should be on the look out for, and given that he's sealed off the south of that continent now it's a much bigger threat.


Dazed - any objections to going ahead and using our scientist on Education bulb and turning on tech? Then I think head for Nationalism. I'd like to sandbag Liberalism a bit, as we can afford it. Education is CRAZY expensive and nobody will be able to tech that in the next 15-20 turns without a bulb and that'll give us a LOT of time to work with. If the golden ages work out properly, we might even be able to sling Rifling or something awesome like that. Wouldn't that be fun? lol (pipe dream? yeah probably, but go with it)

The alternative is to use him on a GA. Dazed suggested that a MoM-enhanced GA might produce more than the 1800 beakers and Education bulb would get, and that doesn't even factor in the hammer + GPP bonus we'd get. The flip side though is we'd be burning our 1-man GA slot which is kind of a bummer. If we keep that, we may even be able to string together 3 consecutive MoM golden ages (Taj, 1-man, 2-man) which will be pretty powerful, especially with how much Colossus coast we're working. Especially considering stuff like the Economics + Communism great people should be ours for the taking... Yeah, we can do some fun stuff. So I'd suggest just using the bulb.
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Well, we've hit a very serious speed bump. Nakor got a Great Engineer. That's really bad, especially considering he's capable of teching Nationalism right now as he picked up Paper + Philosophy rather quickly. We surely tech faster than him, but that GE is such a big deal - we just don't think we can beat him to Taj.
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T169 played. Used our scientist bulb:

[Image: t169_education.JPG]

Really think GP should have increased bulbing abilities in the late-game now that techs are so darn expensive in the late-game. Seriously, this guy netted us 1800 out of 4500 beakers for a whopping 40%. Galley spotting Azza:

[Image: t169_azza.JPG]

Lightly defended. Krill is, uh, up to something:

[Image: t169_krill.JPG]

HMMMMM. Now why would Krill want a road on that tile UNLESS??? I'm just hoping he doesn't have a galley in the water yet. Few comments about the north:


[Image: t169_north.JPG]

1) I think I screwed up. I sent all galleys south to start the second wave of Viking departures. The problem with this is I should have left a galley behind to transport the worker over to Orange Pips to level a jungle and farm it I think.

2) Note the name of Nakor's west city - "Cramped"... I know, not much we can do about it Nakor. Sorry dude. I hope we can coexist though due to the mutual enemy Krill? Last thing we need is Krill's two biggest rivals (us and Nakor) bashing each other's heads.

3) I don't like Nakor's axe sniffing on Speckled Band at all.

4) When we bring up the Longbow from Last Bow (it finished) we can stick that in one of these cities and send the Zerk to the new world.

I think that's it. Demos since I haven't posted those in 14 turns according to my Dropbox:

[Image: t169_demos.JPG]

Not bad - food/mfg has been more like 5/7 for quite some time, so the string of growths and settles has really bumped things up. We're also 6th in land area!! We had dead last (9th) for the first 150 turns of the game lol. We're still less than 1/3rd of Krill's though. Sigh. GNP is getting much more "swingy" between 0%/100% due to our increased costs from the expansion. Courthouses will have to happen at some point. GLH + Hindu spreads continues to offset the costs pretty nicely though.
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What did you get from the hut?
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NobleHelium Wrote:What did you get from the hut?

A map that revealed a single tile. bang lol
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Howz it going?
Mwin
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MWIN Wrote:Howz it going?

Decent, but I think we've lost Holmes to Krill. We got locked into peace because I think we accidentally offered a peace treaty and not a cease fire when we had war, which meant we couldn't kill his ferrying galleys. It would have been so easy too with our Trireme + Caravel. Anyways, so we're considering writing that island off and pursuing the others.

GNP is still amazing, but the advantage is temporary. I've stockpiled some screenshots so I'll try to do a dump tomorrow.
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scooter Wrote:Decent, but I think we've lost Holmes to Krill. We got locked into peace because I think we accidentally offered a peace treaty and not a cease fire when we had war, which meant we couldn't kill his ferrying galleys. It would have been so easy too with our Trireme + Caravel. Anyways, so we're considering writing that island off and pursuing the others.

Just the guy you want to help. alright
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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No update? frown
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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Merovech Wrote:No update? frown

Sorry, lot going on this week and I've been getting home kind of late, so I play the turn and by then I'm too tired for an update. I always take screenshots, but they've been piling up a bit. I'll dump them now though. This will cover from T170-175. T170, a few interesting things:

[Image: t170_events.JPG]

Our galley successfully defended against a barbarian, and the great Cyneheard/COmmodore war continued. However, surprising twist in the war:

[Image: t170_cyne_city.JPG]

Cyneheard took a hard swing back. Nicely done. We lost our Cyneheard Silver, but that's ok for now, as we had some momentary excess happiness due to making deals all over the place.

[Image: t170_injuredgalley.JPG]

The beginning of our bad news - Krill is already on the move.

[Image: t172_krill.JPG]

Yeah, the major setback was the when we declared & passed through on Krill, apparently we signed a peace treaty and not a cease fire frown. This meant we could do nothing but watch as Krill ferried over an absolute TON of units that we can't hope to match. A bit frustrating as we had a Trireme and Caravel sitting right there just dying to do some killing.

[Image: t172_galleys.JPG]

Expansion continuing. So is Krill:

[Image: t174_krill.JPG]

Still can't declare. At this point, it's time to realize we can't hope to hold Holmes right now. He is ferrying over a TON of military to hold this island, and we can't do anything about it as our military is too light and our path to this island is much too long. There are plenty of other islands out there, and we need to keep pushing hard on those while teching towards Rifles. Demos as of this turn:

[Image: t175_demos.JPG]

More of the same. I also offered this trade with Nakor:

[Image: t175_trade.JPG]

You can see the cities under the interface. This whole region is just so awkward, so I'm hoping he just accepts this and we can move on. We'll see what he does.
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