As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

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[Spoilers] TheWannabe Banks on Beginner's Luck

I really shouldn't have been working a grass anything aside from those sheep. Was the city not using sheep, fish, and the mined plains hill? If not, I blame the reloads, but have been too much of a slacker with screenshots (that last one being taken before making the switch) to prove it.

Thanks for the turn well played, and in particular for noticing my bonus scout hiding on a hill. I wasn't sure how fortification mechanics works, so I fortified on that forested hilltop to fend off the bears rather than using his second move last turn. Good to see those fights went as well as I'd hoped.

Updates from this turn:
Declared transit-war on HAK. Found an unsurprisingly unguarded city. Didn't offer peace because I'd probably get kicked back out on the side I came from, which would squander the political capital I may have spent by marching through his lands uninvited.


Capital can afford to grow another size to use all of its improve tiles, but could also pop out a quick worker to help speed up other development. Opted for growing first, since I think this will get my next settler out faster.


Second city's best tile is copper on a plains hill, so I'm making a worker while I wait to get food online, then I'll grow it up quick. Still undecided if it this worker should rush over to the rice, or mine first. Leaning towards putting down a road on the hill then farming to avoid the wasted worker turn on the way back to mine, and getting that trade-route on line sooner to boot.

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Well, that scout's about to get knocked off - just what I deserve for being lazy and using auto-routing. Overall concern about barbarian threat to the bacterial infection? Very low. Between warriors on roads and iron being hooked up soon, it's going to take more than one little warrior to disrupt this rapidly-spreading biofilm.
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So how are things going? Been busy lately?
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Alternately very busy and then very briefly so far the opposite direction that I was too chilled out to notice I'd missed a turn. Now back to the happy medium where I need to be paying attention to my inbox and my schedule.

I'll try to give a proper update for T50. In the meantime, I'm trying to figure out how much land I can claim towards HAK, both logistically and in terms of pink-dot induced rage. Diplo screen says he's put down another city, but since i was a fool and lost my local scout, I have no idea where. I'm tempted to start dumping EPs in to him, but 1) that would be very suspicious and 2) city visibility would take too long for it to be worth it anyway. Though there are more intimidating neighbours out there, I know from watching PB25 that HAK is no slouch; I'm just hoping that early oracle play of his bought me enough time to claim a bit more than my fair share of our borderlands without trying anything too ridiculous.
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Turn 50+1 Report

The infection is spreading.




Three cities down, with axes and settlers on the way. HAK doesn't have copper hooked up yet, and I have enough hammers available that I have to wonder if pausing on settlers and just throwing a stack of axes at him would get me anywhere. It seems a risky proposition, but it would open up a lot of space for me to flood with cheap settlers. I probably should have put more thought in to that before sinking 60 hammers into monuments, which I'd forgotten only gave 1 culture. If my dotmapping wasn't questionable to begin with...




With four really solid tiles to work, I'm not excited about whipping this city without a granary. Growing one more size would give me a spare pop to whip off, or get started on a riverside cottage early to help stave off the impending collapse of my economy as I continue to expand. There are a good few forests around I also get such a huge bonus building settlers that I'm inclined to just chop away after that.




Unlike it's namesake, this city is rather pleasant. It almost definitely should have built a barracks instead of an obelisk, but this is my first RtR game, and mistakes will be made. Between the copper, the plains hill that's currently being mined and the plains cows once the borders pop, it will not be short of hammers. With that in mind, l will probably ignore that little sign that says 'cottage' in the interests of specialization.




S.Aureus - not so bad if it's not the resistant variety. I might go through my micro notes and rename this city after something that has growth driven by quorum sensing, or maybe one of the secondary colonizers of biofilms, 'cause this city is gonna be a slow one, and in retrospect, almost definitely shouldn't have been my third plant. Cholera, and even Lyme Disease (B. Burgdorferi), would have been better choices. Still, once its borders do pop, and especially once it has a lighthouse, I think this city has real potential.


Current strategy: grow, and tech math-currency-CoL before the economy crashes.
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1) Scout finds an Adrien scout



2) Krill warrior appears north. I fortify your warrior and mine the hill, but cancel the action for the worker so it won’t auto-mine next turn.

3) Also, Krill borders visible 3N of other warrior. I move NE to get a peek:





4) Barb warrior approaches.



5) Wounded HAK scout. Also, the cottage at the capital is done, so it’ll be good for you to let the sub for the next turn know about which improvements to work and what the worker should do next.
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Which city did you want to plant next? B. Burgdorferi or V.Cholera?
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Huge thanks to everyone who subbed in for me. You guys are da bomb.

To answer your question, GJ, I'm going to go for Cholera, both because I think I can get it running faster, and because it's farther from Krill's hoard of wandering warriors. After that, I'm wondering if it'll be better to plant B. Burgdorferi, or something more aggressive to stem Krill's southern colonization and establish a frontier. So many places to settle, so little time (and so few defenders - I'm really kicking myself for not pushing out another warrior or two before hooking up my copper.
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Cool, and no problem! Sorry I didn't end up reporting for the pair of turns I played; I was intending to do it on the last one, but then REM ended up needing a pause for awhile and thus it was unnecessary for me to log in for this third turn.

I suggest:

a.) make sure you finish the axe in the capital this turn! I couldn't do it last turn because overflow-truncation would have ended up wasting something like 5 hammers, so I put that stuff into a Granary instead.
b.) you should probably observe a turnsplit with Krill until you get that new axeman on the field - he's being aggressive with those wandering warriors.

Good luck, and let me know if you need any more turns covered in the future!
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I saw your flag, and stuck the axe back in to the top of the queue. Missing those turns may have been to my advantage: your attention to detail is certainly superior to mine. Kind of exciting to be in my first turnsplit, though I hope our play schedules don't butt up against one another too hard.

Krill's unit placement is definitely very aggressive. Did he see the first axe over by C.Diff? His power is a few notches higher than mine, but I can't imagine he'll be in any rush to fight axes with warriors - the one perk of forcing myself on to stronger units early.
Getting V. Cholera up also opens the door to WCs - are all the Europeans laughing every time I use that acronym? - although their ability to force-multiply will be limited by the rugged terrain in the borderlands.
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