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[Spoilers] Freddy is an Old Giza

Turn 92

They pulled back five of their chariots. I guess I'll assume they are still in hitting range of Haithabu though. I'll settle two new cities next turn and then start chopping War Chariots out of them too... I had a moment of doubt about the eastern city - vs the Vikings I don't really want it to be coastal do I? Placing it 1W of the peak rather than 1SW means I can't fit another city in after burning Haithabu, but it can't be burnt from the fog and it can share Ichabacca's sheep. I've still got the option to settle on the coast, so let me know what you think THH.


Note we'll have two new WC's next turn, then two more the turn after, then we'll have to see how we go...

Also I bounced off Allhazard, Gavagai, Zanth and Dantski trying to log in. Is this a record? coffee
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1. How do we have visibility on that tile? Has espionage really accumulated enough already?

2. About the city, I really don't know. Settling on the coast does make it much trickier short term, so I won't fault you for settling inland (+ how difficult do you think it would be to keep the clams netted?).
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1. Yep, espionage. twirl They've just finished Mathematics and are saving cash on Masonry.

2. I settled inland in the end.

OT6mn declared and offered peace this turn. Their power is going up like crazy right now, but they don't have any recent military techs, so it must be axes, spears or chariots. Hopefully axes or chariots, but if they check the F4 screen they'll know I have horses now frown.

Since they offered me peace I assume they have another target in mind, but I don't really want to let them get away with that...

I may be in trouble with Gavanth, they've got a stack of 3 axes and a spear by Krillpatine, but sent me a copper-copper trade - possibly to let me know they're going to come help with OT6mn? Like an idiot I accepted rather than offering it back rolleye.
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Turn 95

I've got eight war chariots now, with another two appearing eot and two more optional, so could attack Haithabu (which just finished a granary) on t98 with:
- 12 WC
- 3 or 4 Axes
- 2 Spears
I'm not sure how far I'd get, but I'm staying at war with OT6mn to keep the options open. You can see the two new cities I settled and the Worker about to chop the forest up north for another city. If attacking OT6mn doesn't work out then the army could wheel against Gavanth (which would seem a bit mean what with these being their horses and all) or just become military police.


This is that military graph. I'm not sure what it all is or where it's going, but I *think* it isn't Horchers. Iiam

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R2-Helium and Gas-3P0 is great. Glad to see all the further expansion. Why do you think Gavanth is giving us horses? Do they believe we'll be an easy medieval expansion target in any case and are trying to weaken their future neighbour? Just thinking over the consequences of attacking them and whether that's a relationship we want to sabotage or if it's doomed anyway. That city is quite threatening.
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You pretty much have this game in the bag now. I've seen you in worse:
(February 19th, 2013, 12:09)Old Harry Wrote: Turn 80

Jarrow burned. The fourth city Serdoa has taken from me. This transgression must be avenged.

Not sure how exactly. His stack is pretty much intact, and coming over the hill is a super-healing scout, Hernan Cortez. Given my time over again I'd have fallen back to Crewe and Altrincham, kept my powder dry and counter attacked when I could actually hurt him a little and hadn't given him a great general.


I'm quite impressed with how many units I'm producing a turn - it's going to be four turns before I'm at the level Serdoa is now (20 axe, 10 cat, 5 chariot, 5 spear) and there is a 3/4 turn walk from Barnet to the war zone. Hydra has kindly loaned me horse in exchange for crab so I'm going to aim to have horse archers in the mix very soon...


Originally I was aiming for second and not being embarrassed (not gonna happen and Calendar detour? Ouch). I think my revised aim for this game is to take Exeter back from Serdoa. It won't happen in the next ten turns, but if I keep concentrating on units it at least gives the other players a chance to catch up to Serdoa...

First thing is to wipe out his stack when he comes after crewe - I'm assuming he'll head for the plains hill NW of crewe, so I'm wondering about roading it to make moving defenders easier. I think I want a lot of cats, then horse archers to take out his cats, then axes to clean up. I'm not sure I should build any more archers or spears as I don't want him to get as far as actually attacking.

Power. Ouch.


I'm actually enjoying this more than when I was microing away in second place...
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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(February 2nd, 2016, 12:42)TheHumanHydra Wrote: R2-Helium and Gas-3P0 is great.

Clearly, you should attack because how else will you get to use Max Rego?
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Or Commodore Akbar
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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lol
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lol City names noted! And thanks Commodore - but I don't think THH is in this game to ride to my rescue!

Turn 96

The big news of the turn is that a certain team have made yet another enemy - OT6mn just attacked Ipecac and kept the city, so I suspect their huge power has a solid purpose. I also suspect that all their units are now on the other side of their territory and that a well-timed attack could cause them some trouble...

They renamed their border city something like "Come get some" - a rough combat calc sees me lose six or seven chariots to kill three spears and four axes and take the city on t98. As long as they don't add another spear or two I feel pretty good about this attack...
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