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

You never defied an AP resolution? Because that's associated with the word "villainy".

Though the AP phrase is "The world considers you a villain +5frown"
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yeah that sounds like some kind of AP thing.. or possibly the result of a spy mission?
Please don't go. The drones need you. They look up to you.
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Nope, there haven't been any AP resolutions, so it's not AP. It is also the only city where this is showing up, which is what made me think it was Sumeria-related, but again the motherland thing is there so I dunno. Pretty odd.
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A quick google search shows it's from the foment unhappiness spy mission.
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SevenSpirits Wrote:A quick google search shows it's from the foment unhappiness spy mission.

Oh well that takes all that fun out of it tongue. Anyways, I thought it was odd and funny that none of us have seen this before in a game we've all played countless times. The odd thing is I'm pretty sure Brick did the foment unhappiness mission in a different city? Could very well be wrong. I know he's been screwing around with his remaining EPs just to mess with me - he stole Drama last turn lol.
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scooter Wrote:Oh well that takes all that fun out of it tongue. Anyways, I thought it was odd and funny that none of us have seen this before in a game we've all played countless times. The odd thing is I'm pretty sure Brick did the foment unhappiness mission in a different city? Could very well be wrong. I know he's been screwing around with his remaining EPs just to mess with me - he stole Drama last turn lol.

thats cuz spy missions are always banned. we really should play more games with the civic switch/religion switch missions changed but everything else allowed - this is pretty harmless and fun smile.
Please don't go. The drones need you. They look up to you.
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Well, finally got the reload so I logged in and played. Thankfully this turn I'm back to taking a minimum of one city per turn, and I have 5 planned for the next 3 turns. Now, this is a major case of quantity over quality, but whatever. First, I took the freebie off Brick:

[Image: t224_trollcity.JPG]

Kept. The problem I'm running into now is having defenders for all these cities, but whatever. Krill could declare on me here pretty soon which would make this all collapse, but my "do I care?" meter is pretty low. Razed this abomination of a city:

[Image: t224_desertshores.JPG]

It actually auto-razed, heh. That means East-West will burn and I'll replace it somehow. I should've just burned Hilleast too, but I'm short on settlers and galleons that aren't on military duty, so yeah, hands are tied a little bit. There's a Galleon in East-West, so I'm keeping mine just out of range so he doesn't sink that rifle on a low-odds attack. On the more interesting front, this is why all those Nakor islands are mine:

[Image: t224_nakor_innerocean.JPG]

He's totally suffocated by my Frigates - he cannot possibly reinforce the islands before I take them. Nakor really better take the peace offer this turn or he'll start losing core cities. This is not exactly threatening:

[Image: t224_nakor_homeland.JPG]

Unpromoted Rifle/Longbow and a CG1 Musket on flatland? I have CR Pinch Rifles on my boats that would get odds on all those. One theory I've had is he wants to drag out the war so I take awhile to get his cities rather than hitting him after 10 turns peace, but nah, I don't have any interest in that. I'm just going to take as many as he'll lightly defend. He has yet to counter-attack even once btw - I haven't defended yet in this war. So yeah, surely he'll quit denying peace now that he has a great chance of losing core cities right? Anyways, the prep for taking his next two island cities:

[Image: t224_nakor_southcity.JPG]

This one is a slam dunk - that's 6 rifles on those 2 Galleons, and he doesn't have a lot in that city. I may take a couple casualties only because the dumb thing is on a hill, but I'm pretty sure it'll fall next turn barring bad luck. I was aiming for his north city and I had a fun tactical puzzle to solve:

[Image: t224_nakor_northcity_setup.JPG]

Take a second and see if you can solve it. The puzzle here is he has a Galleon in Point Break (bottom-right corner). I don't want to risk him winning a 30-45% attack and sinking my Galleon along with 3 Rifles. That's not worth the risk. He also has a Frigate inside Castle Humbris, which I obviously need to be out of range from. Is there a tile on which I can place my Galleon and:

1) Be in range of Humbris next turn
2) Be out of range from both his Frigate and Galleon?

Keep in mind the movement ranges involved here. All hail Vikings. My answer in spoilers, but try to figure it out before looking. smile

[Image: t224_nakor_northcity.JPG]

His boats move 4 but mine move 6. This tile or the one 1S of this are the only two tiles (that I saw!) that meet the conditions.

Anyways, that city does not have an impressive force in it, but he may hold it out of sheer numbers next turn. The following turn it will fall. My offered peace deal:

[Image: t224_nakor_peace.JPG]

To those who don't have cities memorized - that's basically the rest of his island cities - still leaving his homeland intact. This may be the last turn that I offer something like this, pretty soon homeland cities will start to feel the hurt. I'm tempted to grab a border city and then gift it to Krill actually.

Seriously, these turns are a lot of fun. smile
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whats the deal w/ your avatar?
Please don't go. The drones need you. They look up to you.
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Check the IT thread for that one.
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It's freaking awesome, that's what the deal is.
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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