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[SPOILERS] WillPlunder as Mehmed of Arabia: Noobs meet world

After a thousand years, cultural buildings double their output.
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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Technically, if you whip some axes to raze a city, it's not really free any more ;-)

If it was a full game I would really be against it, but now.....

Maybe move that one axe SE to the forested plains hill to check whether there is any road connection or support units coming North.
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(July 23rd, 2013, 10:08)Plunder Wrote: Technically, if you whip some axes to raze a city, it's not really free any more ;-)

If it was a full game I would really be against it, but now.....

Maybe move that one axe SE to the forested plains hill to check whether there is any road connection or support units coming North.

Aww, you're always popping up here just in time to try and smother my inner budding warmonger. lol

Whipping axes is something I think we should have done regardless, just to have a really strong military presence in the area where there are three close rivals.

I've got the Woodsman 2 axe just healing this turn. He's at 1.7/5 right now so he needs it. My thoughts were to heal up in Oxy's land and then go on an excursion to the NE to try and get the final 3 XP needed for a HE unit. But he's also really useful at full health for potential surprise moves.

The other axe will get a look around by moving through Harding's center tile.

Oxy planted his eighth city last turn. That's a lot of extension for his level of power, and my feeling is he's still going to be spread pretty thin. This may have been proven by losing a city to a barb warrior already. lol
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PM to Oxy:

WilliamLP Wrote:Hi, sorry to go back on this, but I'd prefer to play on a split for a while to make the game easier to reason about. I don't mind playing either before you or after you again. If before, I'll be sure to play within 8 hours after turn rolls, and probably much less. If after please leave me a few hours at the end of turns. Let me know if you have a problem with this. Cheers, William.

I hope I'm not crossing a line into Diplo. I unfortunately blew the perfect chance to have a strict turn split while not alerting him that I might be doing something tricky.
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This turn was mostly positioning. Another missionary is headed for the south.

Oh but look what we found here:


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(July 22nd, 2013, 07:21)WilliamLP Wrote: I hope there's something else to make a worthwhile city on that island. Also religion will be spread to Ravioli next turn.

hatsoff
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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Oh in case anyone thinks that was a Babe Ruth-esque called shot with the RNG, it was from a missionary! lol
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So in a crazy bit of news, Oxy has lost a city to Suttree! We haven't met him yet but presumably he's east somewhere. Oxy may be a little screwed, because the news isn't getting much better for him unless he gets an army to the north in a hurry.




Tile 1 - Axe, Chariot, Settler
Tile 2 - Axe, Axe, Worker
Tile 3 - Chariot, Spear, Worker
Tile 4 - Spear

Turn 98 - workers finish roads, settler moves 3E. Oxy will hopefully only see the settler, and just think we're doing a pink dot settlement, and not a dagger. It's a massive and fortunate coincidence that he's being attacked elsewhere.

Turn 99 - road the plains tile, declare, invade next to harding with 3 axes, 2 spears, 2 chariots. One more axe will be within 1 turn of the war tile.

In addition to that, I moved the wounded W2 axe to the hill east of Harding, so he can go the NW forest next turn. This is in case the teleport mechanic works so that he'll go to the closest available tile, which would be the plains 2N2W of harding in range of immediate attack. I really should use world builder to test out the teleport mechanic in this situation, but it would be hard to get to a point where I'd trust it would play out exactly as in game - it's so mysterious.

In foreign comparison news, we're temporarily paying 6 gold in unit supply, so GNP has taken a hit. Meanwhile Molach's is going through the roof. Somewhere a Great Scientist was born.
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Ok, the actual, precise rules for unit teleportation appear to be even much more arcane and twisted than I imagined, skimming from these posts, from RefSteel in PB3. It seems to be some crazy recursive scheme with many cases and tiebreakers. I think should have just let the W2 axe heal in place one more turn. I have reason to believe he'll go to the tile 1N3W of Harding on a declare no matter where he starts, because that's the tile with the closest Pythagorean distance to our nearest city. I'm extremely unsure though!
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Pausing the game for eight hours to sleep? That is so weak. You're never going to see me do that. I have my life priorities sorted out properly, unlike some others.
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