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[SPOILER] Krill rambles on

Went to Trevs, Butler was the furthest out, newest hill college (excluding Ustinov) and Grey, and especially the pool team players, were just full of cunts.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Sweet, I was hoping that Trevs was named for positive reasons, since I also went there. Can't say I met enough people from Grey to form an opinion of them, and the sports I did was for Team Durham, so I never really got much of the inter-collegiate rivalries. Actually, thinking back, I barely had anything to do with Trevs at all, despite living there for two years. Still, great college.
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What years were you at Trevs? I was there 2006-2009. Dreylin also went there in the first year men were allowed in.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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I was there 2009-2012, so just missed you. I studied Archaeology, fenced, and was in Gamesoc. That is basically everything there is to know about my time at Durham.

Edit: That may have sounded a bit dismissive in retrospect. So I really should clarify that Durham was fantastic, especially Gamesoc. And all the bars.
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I was actually there for Oct-Dec 2009, but turns out that teaching is not for me, so we may have met.

And yes, I've not found a bar in any country quite like Trevs. That's probably the only thing I actually miss from Durham. That and possibly the pool table.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Funnily enough I hardly went to Trevs bar at all. I mostly went out with the Fencing team, who, unsurprisingly, were mostly at Bailey colleges, so I spent a lot more time at 24s and Castle bar than Trevs.
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T128.

Well, this situation is still insane. I talked to Krill for around 2 hours while playing the turn.










What happened is that Gavagai did indeed attack Grey; it seems he lost 9horse archers plus a chariot, while Krill lost 10 HA. He also razed the emptied city of Butler. Well, fair enough. Unfortunately, it looks like Gav did a lot better on the battles that he won, with quite a few 80% healthy HA remaining. We tried to probe the stack, and while an initial pair of axemen did quite well in a.) badly damaging the top-defender WE and b.) murking the top-defender full-health horcher, a spear didn't really scratch the top-defending Axeman, Krill unfortunately did not have enough healthy hitters to follow up any further. I was able to pick off a straggling HA to end the battle, and then retreated everything back to Trevelyan by roading the wheat. (workers deleted)

If Gavagai continues advancing with the 1-movers, including 5 swords and 3 catapults, we may have to retreat from Trevelyan too. He hasn't posted about this war pretty much at all in his thread (he described it as "too complex to possibly describe in words"), but I think the main crux of his strategy is simply a war of attrition, hoping that Krill's core is too far from the front to swiftly reinforce, and that with reduced numbers HAK and Adrien may join in. Well, Krill does have a bunch more units coming, but I think Gavagai might be right in the end, even if only because of RNG. It does take many turns for units from your core to walk over here; I think a galley chain could have helped, and, at Astro, a galleon chain will make an enormous difference in holding this area.

Using the artist bomb to stabilize the front is also a possibility, but, since Gav now has overwhelming numbers (42 Mali units remain on the front by my count, plus who knows what in the fog), I think a bomb will only buy time... in fact, against even just 3 cats, I think that only delays an attack by 3 turns. So, I think we need to hold on to that for now. We probably also need to spend some cash on upgrading the archer to a CKN, as you have no more axemen for the spears and swords. I also switched a bunch of Chesterton's citizens to artists, in preparation for popping 3rd ring borders by the time Gav could possibly advance on it.

A GS will be born next turn... the tentative plan is to use that on a GA. Another possibility is to hold on to it for a bit, swap into a brief slavery stretch next turn, and whip out some infrastructure, and also more units. You have the pop to spare for this and it would hopefully serve to freak Gavagai out, if he notices in civstats that I whipped 20 times for like 50 pop. lol Might help to get a peace treaty out of him. We could also then whip a walls in Trevelyan, which would be almost as good as an artist; the extra cultural control doesn't really matter at this point if he's committing his 1-movers. Anyways, 5 turn stretch in slavery, then switch back into caste for the GA. Another benefit of waiting is that if things cool with Gav, we might be able to use the GA on the GA, instead of the GS. At any rate, we'd want to try to get 3 more GP during the GA, at least one of which would be another Scientist. Two scientists could double-bulb Astro, a great tech to bulb since it gets to prereq bonus. So then, tech order would be Engineering (needed both for Gav and defense against potential EI strikes) -> Compass -> Optics -> Astro -> Feudalism -> Guilds -> Banking.
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By the way, if anyone would like to take over for this civ, please do. I'm only playing temporarily at best; I'm too busy to play my own games right now, let alone this one too. In maybe ~2 weeks at the most, I'll have to just ask for a pause until someone can take over for real.
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For Boak:

RtR Changes from 2.0.7.6 to 3.0.0.5 (with the early-game stuff trimmed away)
Full changelog from BTS is here: http://realmsbeyond.net/forums/showthread.php?tid=7703

Traits:
Financial: +1 commerce on tiles that produce 3 commerce. +100% production of Bank.
Charismatic: +2 happy in all cities. +1 happy from Broadcast Towers. -20% XP required for promotions. +100% production of Colosseum, Quay.
Creative: +1 culture per city. +100% production of Library, Theatre, Observatory.

Civics:
Police State: Available at Military Science. Medium cost. +25% production of Military Units. -50% War Weariness.

Serfdom: +1 hammer from mines, +75% worker speed, +2 artist, scientist, merchant specialist slots. Medium cost, requires Feudalism

Emancipation: +1 commerce from cottage/hamlet/village, +1 hammer from windmill/watermill, +1 commerce from mines, +2 artist, scientist, merchant specialist slots. Medium cost, Banking.

Mercantilism: +2 free specialists, High cost, requires Liberalism.

Environmentalism: +3 health, +1 gold per specialist, +1c to farms and pastures, +2c to forest preserves. Legal Colum civic. Low cost, requires Economics

Free Speech: +1 commerce from village, +3 commerce from Town, +15% gold in all cities, +100% culture in all cities, +100% improvement growth rate. Can cash rush. Econmy column civic. Medium cost, requires Constitution.

Wonders, Projects:
Red Cross: Units built in this city gain a free march promotion, cost 200 hammers, requires Medicine.
Oxford University: +100% research. +3 scientist slots. +4 culture. Cost 600 hammers, Education, requires University in city, map size dependent number of total Universities. +50% production with Stone.
Heroic Epic: +100% military production. Cost 150 hammers, +50% production with marble, requires Literature, Colosseum, Barracks in city.
Colossus: +2c to water tiles only in that city.
Moai: Due to a bug, now costs 100h and gives +4 culture.

Base Unit Changes:
Work boat: cost 25, food hammer unit. Creates fishing net. Suicide on use. Does not require tech.
Paratrooper: Starts with Blitz

Buildings:
University: +25% research, 3 culture. Cost 150 hammers. Requires Library, Education. +100% production with Philosophical
Colosseum: +1XP to Melee, Archery, Mounted, Siege units, +2 happy, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.
New Building: Quay: +1 commerce on sea tiles. Cost 80 hammers. Requires Compass. +100% production with Charismatic.

Great People:
Settled Great Generals: now give +3 XP instead of +2. (BUG)

Promotions:
Amphibious: requires D2 or C2
Blitz: requires D3 or C3
Charge: requires D1 or C1
March: requires D3 or C3 or M1
Commando: requires Combat 4 OR Drill 4. Available on Mounted, Gunpowder, Armoured units.
Great General: When settled produces 2XP (no change).
Military Academy: Free Drill 1 promotion, +1XP, +50% military production. Requires Military Science, Great General.

Technology:
Divine Right: Cost lowered to 800
Fascism: Require [Military Science] AND [Assembly Line OR Communism]
Corporation: Requires [Constitution] AND [Liberalism OR Economics]
Electricity: Requires [Liberalism] AND [Physics]
Industrialism: Requires [Electricity AND Economics] And [Assembly Line]
Radio: Requires [Democracy] AND [Electricity]

Espionage:
Active missions removed.

Tile Changes:
Lumber Mill: Available at Metal Casting. Requires forest. +1 hammer. +1 hammer with Chemistry. +1 hammer from rail road. +1 commerce from river tiles (not corner plots). Requires 5 worker turns.

Mines: +1h at Chemistry.
Quarry: +1h at Chemistry.
Villages, Towns, are permanent and cannot be pillaged or improved over. Also provide access to Oil, Coal, Aluminium and Uranium

Aluminium: Revealed by Scientific Method

Additional Bug Fixes
Diplomacy Pausing: Diplomacy windows do not occur on game login whilst the game is paused.
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if Krill will still be around to ease me through the transition and GJ can advise me until i get up to speed im happy to take over.
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