Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[spoilers] AT makes a funny thread title

Turn 20, where scores go up with population!!

this is bizarre - it looks like Ruff has two salt water tiles but no access.

[Image: pb47t20ruffland.JPG]

that seems kind of sucky for ruff.  Pretty sure he has 9 land tiles is his non-fat cross - his score went up 35, which is consistent with me getting 31 points for 8 land.  I am moving a quecha south - he's got a warrior out in that area, so if I'm settling near there, I'll definitely need someone.

GKC land

[Image: pb47t20gkc.JPG]


He'll be looking for Collosus with that cap and being financial.   Lotta 3 food lakes.

Demos

[Image: pb47t20demosreal.JPG]

Way out in front in MFG, I assume this is obvious that I'm building a settler wink

Looking at the relationships, ruff has not met either GKC or krill, which is a little surprising.  I think ruff and krill are neighbors.

Also, krill has a lot espionage on me, for some reason.   We aren't neighbors in any interesting way - I think he's next to superdeath. 

Or, of course, superdeath is next to me on this peninsula and the first I'll know about it is 3 chariots showing up wink

Techs:

I started with Agriculture and Mysticism. I've researched mining and BW and nearly done with wheel. Meditation is next, then fishing and pottery. Probably hunting after that, not sure.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
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Turn 21, nothing interesting to report

Started Meditation, due in 11 turns.  I think it comes in faster, if I remember correctly.    It would suck if someone beats me too it, but I think Krill will go polytheism.   Ruff isn't up to size 3 yet.

Settler in 5.

I might go setter->worker and put my citizens on the FP, which are just as good as PH and forest for non-settlers.

1st in Mfg good, last in crop yield, surprisingly not last in GNP, presumably cause of the pre-req bonus to meditation.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

Hey, sorry that I haven't responded in a few days. Should be able to catch up tomorrow or Friday. Only advice from a quick perusal is to settle everywhere contested ASAP.

I would even risk waiting for capital borders to naturally grab the copper, although I understand that you might not be so willing. Ruff is a better neighbor than Superdeath, especially since he has basically only 1 trait.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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hey, no worries. life happens, man, and the pace is faaastt...

I was wondering about the cow 2nd. Need another quecha to hold it. I don't think we can get it if Mr Cairo prioritizes it (the southern site is the best, I think), but if he goes there 2nd (and maybe there's a better site I didn't see), we can probably beat him, even with a 3rd settler. Certainly with a 2nd.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

Turn the 22nd, with no witty title

Well, arguably, none of the posts have had witty titles

[Image: pb47t22east.JPG]


This shows a couple of things:

1)  we aren't the only ones with grass oases.
2)  I set research to 0 for a turn.  My thinking was that we are going to have to run lite for a turn anyway, when we get expenses.   Running it now means we get 4 turns of the increased research. 

ruff has a warrior who is moving north.  he's hurt.  Hopefully, he doesn't make a 2nd and send them both at my 2nd city - that's too likely to end up with us in trouble.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

Turn the 23rd.   New settler 2 turns away!!

Actually, I think it comes out turn 25 with the chop.  

[Image: pb47t23south.JPG]

man, that site will pretty much seal off the end of that little peninsula, down south, too. 

Ruff's warrior is walking away, so it seems like he's not going to contest the area, maybe.  

Krill, Mr Cairo and us are the only teams that are size 3.   Still haven't met SD.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

(October 23rd, 2019, 20:18)Merovech Wrote: Hey, sorry that I haven't responded in a few days.  Should be able to catch up tomorrow or Friday.  Only advice from a quick perusal is to settle everywhere contested ASAP.  

I would even risk waiting for capital borders to naturally grab the copper, although I understand that you might not be so willing.  Ruff is a better neighbor than Superdeath, especially since he has basically only 1 trait.


My main worry about waiting until turn 45-50 (depending on when the terrace goes in) to start getting the copper is that it leaves us very vulnerable to ruff or mr cairo settling copper and whipping an axe and taking our border city.    They may not do that - they won't have visibility, of course, so they'd have to invade fairly blind and, for all either of them will know, we settled once in their face and once for copper, so maybe a giant bluff will keep them out anyway.

that said, we can get 3 settlers out by turn 40, so we could settle grass oasis, peninsula cow and copper.  With a military of 1 quecha and 2 scouts, and 1 worker for 4 cities!!  Man, is that an imperialistic gambit or what?

I kind of like it.  It doesn't even crash the economy - we show 12 beakers at 60% science, which is basically what we are doing now and doesn't include any improvements.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

Turn rolled. Scouts found nothing interesting, except another grass oasis near Ruff. One scout is up to 3 xp - I think I should go hunting animals, get it up to medic 1. Be nice to have a healer for when wars start.

Chop comes in and the settler completes next turn!! Very exciting.

Mr Cairo got a tech, but it wasn't meditation. 8 turns to go (I think I get it down to 7 when I plant, but I'm not sure)

I did a sim - with 4 cities, we have expenses of 8. But we get the imp bonus - it would be 9 for a non-imp civ, so that's nice!!
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

Turn 26, where final decisions need to be made!!!

The south:

[Image: pb47t26east.JPG]

Settler moves to the target next turn, then settles.   If we have a better idea, this is the time!!   I believe that time for Meditation drops by a turn when we plant.

Demos

[Image: pb47t26demos.JPG]

Mr Cairo is size 4 as of last turn.   I assume the food of 19 is him.  Assume he's working all food and is building a settler with the idea of 2 pop whipping - that's 11 excess food and the 3 hammers.  That's 4 turns building and then a 2 pop whip, so its built in 4 or 5 turns (depending on when he started - I think last turn).   He might chop into it, which would save him a turn, of course.

Below is the land between us

[Image: pb47t26west.JPG]

We will make our 2nd settler in 3 turns (the chop will take a turn off).   So, we can settle in 5 turns if we want.

My best guess is that he started building his settler last turn and will finish the same turn we do can settle in either the plain or the desert in 7 turns, 6 if he chops.    So, we can beat him if we want (if I'm right).  But our defense will be a scout wink, with a quecha at least 4 turns away and if brings a warrior over, the best we can do is a shock scout, which won't hold off a warrior wink

Bt it could work - he can't see in so he would have to declare to figure out if he can

If we do try to race him, we'll probably have to figure out how to not double move him, particularly as I'm pretty sure he'll have no idea he is in a race. Of course, he might end up going someplace completely different, too.

Our scout beat a wolf and a lion.  It's at C1 and has 5 exp.  It's next to a lion, so it's possible it will die, but it seems unlikely.  I'm thinking Medic 1, to have a healer.  

We don't have to really decide on that for awhile - paying attention to when mr Cairo whips is important.    The RtR nerf of whipping is big here - if it was 30 per whip, he'd be able to whip a turn earlier.

btw - that fish up in the ocean, in the northwest? There's no land near it. It's not an island. if you notice, there's no food or commerce in the yield. My guess is that Commodore edited the map and removed a spit of land that was near it.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply

Ruff founded a city in his turn. Its not near us.

As far as I can tell, the only way he could have done that is to have started it at size 1 or maybe 2 and chopped a bunch - charismatic/protective doesn't give him fast anything, and he had first city. Very impressive.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
Reply



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