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41 Vice: Commodicator/Pindore

Well I guess you would have settled that quite some time ago had you known it was there smile
Is your settler trekking back across the continent to get to that site, then? Where is the western shores boat it was taking headed next?
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Horchers in the next update?
Suffer Game Sicko
Dodo Tier Player
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(December 17th, 2018, 10:05)Zed-F Wrote: Well I guess you would have settled that quite some time ago had you known it was there smile
Is your settler trekking back across the continent to get to that site, then? Where is the western shores boat it was taking headed next?

The settler is still in the galley. I'm going to scout the arctic isle looking for furs, silver, or whales . If no luxuries, no settlement. 

Johnson whips out an East Gold settler in one more turn.
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Interesting area. Check out what I noticed this turn:
[Image: 5q0yVBD.jpg]
Archers or warriors, that's the question.
If only you and me and dead people know hex, then only deaf people know hex.

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Turn 090

SILVER!




That mountain is such a tease though.

Now instead of a foodless gold city we are getting a foodless silver AND a fooded gold. Just like we planned, right Commodore?
Unless we spot some food off the south coast, I'm pretty sure we're going to just settle on the tundra by the silver. Next turn we load up the workers. On 92 we drop them off. On 93 we settle the city and start mining the silver, and on 95 we have silver!

Meanwhile, I took a look at the gold city logistics, and we'll also have that city settled on 94 and the gold hooked up on 96:




The galley loaded up a worker and chariot this turn and then moved east. Next turn those guys get dropped off on the forest and the galley heads west. The worker up at King comes south and the settler we whipped in Johnson this turn comes north: both of those guys will load on the galley on 92, then unload on 93. 94 we found a city, start mining with worker #1 and move worker #2 to follow, and the mine finishes on 96.


And then finally we finally will kill off superdeath, in 5 or 6 turns:




7 Horchers will move in on t94, which means staging all 7 on the tile that superdeath can't see on t93. We whipped the capital a painful 2 pop this turn so that it's horse archer would get here in time just because the capital is a full 4 turns away from that ultimate invasion tile. Clinton gets whipped next turn. Gerry and Tompkins on 92. I whipped Tompkins this turn too to get some overflow from it's barracks - and finally Calhoun gets 2p whipped next turn with another whip on 93 if we think we'll need more horchers. We can get up to 10 horchers by 95 with this plan, in case a bunch of archers start showing. But the final invasion force is going to look like: 8 skirmishers, 7 horchers, 1 chariot, and 1 GG axe.

Being the politicians we are, you'll notice we're broke, whipping away from citizens that can pay for these units, and about to undergo a costly war with no way to pay for it. I'm sure the citizens will love the austerity measures we have in store for them. Turns 92 - 94 will especially be painful, as we settle gold and silver cities but don't yet have gold or silver hooked up.
Suffer Game Sicko
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A couple of other informational notes:
-Mr. Cairo built the Hanging Gardens, on like 7-8 cities. Mmkay.
-BGN and Naufragar are at war. Massively delaying our turns.
-Naufragar is poking an unescorted settler west. This is Unacceptable To Us.
If only you and me and dead people know hex, then only deaf people know hex.

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Thanks for the update, Pindicator!

Quote:8 skirmishers, 7 horchers, 1 chariot, and 1 GG axe
What's on Superdeath's side?
Quote:Naufragar is poking an unescorted settler west. This is Unacceptable To Us.
Ooh, does that mean MOAR BLOOD?!?! jive
EitB 25 - Perpentach
Occasional mapmaker

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SuperD has 5 archers and 2 warriors IIRC
Suffer Game Sicko
Dodo Tier Player
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Sorry for the bloodthirst-disappointment, but Naufragar evacuated his settler; I suspect he's settling the northeastern isle. The war with BGN might have been a territorial dispute. We're up in peace now and getting more money from Naufragar's cities, hard to justify warring.

Although it's currently 5 archer/2 warrior in the Superdeath Capital, although I fully expect him to whip out two more when we move in...next turn.Yikes. I'm extremely ready to have done with this crap.

Our massive, massive burden we've borne all game really can't be understated: 
[Image: Fi24OXf.jpg] 
...and it's shown in our pitiful, gross GNP. This is creative, please note:
[Image: LdQ5bhZ.jpg]

All that aside, I am encouraged that we're not completely out of it yet. We're not gaining much territory by defeating Superdeath, but we've managed to keep CY/MFG competitive. The Twins, along with Rusten, are who I consider the best-positioned of our rivals. 
[Image: HIPd72P.jpg][Image: YJMPalB.jpg]
Still no sign of Loot Box Donovan Zoi.
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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Quote:when we move in...next turn.
So, um, why have your Skirms been hanging out at home, anyway? To save the 5 gpt? Or is this the entire army and the turns have just been passing fast enough that you're already in the '5 or so turns' phase?

(December 19th, 2018, 13:00)Commodore Wrote: ...and it's shown in our pitiful, gross GNP. This is creative, please note:

I take it the plan to get out of the hole is simply to grow onto more tiles once you have the full Olympic medal set? Do you have any war weariness?
EitB 25 - Perpentach
Occasional mapmaker

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