Still waiting for Azza to play... maybe he's waiting for us to play?
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
As a French person I feel like it's my duty to explain strikes to you. - AdrienIer |
[SPOILERS] Lewger goes for the Bigwyn
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Still waiting for Azza to play... maybe he's waiting for us to play?
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
(January 29th, 2013, 04:12)Lewwyn Wrote: Still waiting for Azza to play... maybe he's waiting for us to play? well we're still waiting on xenu and merohoc as well. this turn is crazy slow. Azza does like to play last and then first the next turn when he can. Maybe it would be better to just go ahead and play this turn? If he invaded, he couldnt really hurt us, except be annoying with that horse archer - maybe pillage the sheep. then we'd just kill it with the spear. if he actually moved the units in Beowulf north that would actually make it easier for us to capture the city. plus if we aren't always playing after him, he won't expect the surprise attack. Just be sure to play after him when that turn comes.
Please don't go. The drones need you. They look up to you.
Do you think Azza killed whichever of serdoa's units conquered the barb city? Surprising that he didn't push on to take the city though...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld (January 29th, 2013, 05:18)Old Harry Wrote: Do you think Azza killed whichever of serdoa's units conquered the barb city? Surprising that he didn't push on to take the city though... Not likely that azza would venture to serdoa and kill his units. why not take the city? And if he didn't want the city (maintenence, whatever) why attack Serdoa at all? why not raze and take the free worker? One theory that makes SOME sense: Serdoa captured barb city with a chariot (or whatever) and ventured it south to scout out azza's lands and be annoying. azza declared, kill the unit, and offered white peace. Serdoa really doesn't have much of a military at all and might have had trouble replacing it quickly. The hole: why would serdoa go harass azza, leaving a new city empty in the process? Anyway, I don't guess we'll know until the game is over and we read their spoiler threads.
Please don't go. The drones need you. They look up to you.
Azza has a Lib in Beowulf. It has been there since at least turn 101... We may have to attack VS 20% culture. Well we definitely will. And I'm not sure if we can hold the tiles for the insta road gambit or not. We'll see. Borders should pop EOT106 we're attacking T107. Should we go with 7 axes on T106... instead of 9 on T107? We would still have 2 HAs, 1 spear, 3 chariots and archers in support. Or if I whip Odyssey twice (>_>) I can get another chariot for back up...
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
If the borders pop do they take those tiles straight away? If so you're stuck for a turn before you can attack, giving him a chance to reinforce and attack out (although unless he's got cats thats not a good idea is it?)
I guess the question is how much reinforcing could he do?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld (January 29th, 2013, 09:44)Old Harry Wrote: If the borders pop do they take those tiles straight away? If so you're stuck for a turn before you can attack, giving him a chance to reinforce and attack out (although unless he's got cats thats not a good idea is it?) Borders change only depending on how much culture each civ has on the tile. Once a civ goes over 50% the tile changes hands. As I think the Aenid has been putting culture in each turn on the tiles, it would probably take at least a turn before Beowulf get's its inner nine back, though with 20+cpt (IIRC, but cities get a fixed bonus on top of the cpt for every ring they own which is not on the outside limit of its cultural influence) every turn in the inner ring after border pop, it won't take long. Given the full cpt numbers on the Aenid (i.e. how long at +1, +2, etc.), we could calculate the number of turns needed.
Travelling on a mote of dust, suspended in a sunbeam.
BTW Bigger, when turn rolls, please log in and move the axe that is on the tile with the spear one move along the road before Azza logs in. Don't do anything else. This way if he moves his HA onto that forest hill he will not see the axe. After he plays we'll continue to move the axe forward, end turn, and do the same thing next turn. That way he won't see the axes.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
Is it +20 culture for each border pop? Other than that I'm claiming I knew all that.
The Aenid has been putting 2 culture into that tile since turn 87 - so by t107 it'll have 40 culture, while Azza will get 10 culture into it before the border pops then 20 the turn after so you can wait one turn after Azza's border pops, but no longer...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld (January 29th, 2013, 10:48)Lewwyn Wrote: BTW Bigger, when turn rolls, please log in and move the axe that is on the tile with the spear one move along the road before Azza logs in. Don't do anything else. This way if he moves his HA onto that forest hill he will not see the axe. After he plays we'll continue to move the axe forward, end turn, and do the same thing next turn. That way he won't see the axes. Did you move the axe after azza played the last turn? |