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

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[SPOILERS] Stonehenge First: scooter's thread

T91 assesses the damage

Commodore ran away which wasn't too shocking:

[Image: t91_before.JPG]

I thought long and hard about taking a swipe here. I could get decent odds on that crossbow. I'd possibly still lose, but then my other horse archers + promo'd chariot would easily win and I could finish off the stack. In the end though I decided against it as it leavese me too vulnerable to counter attack by whatever units are currently in Norvos. so I decided against it. Too risky right now. Military units cranking everywhere as I continue to try to capitalize on my time in Theocracy:

[Image: t91_units.JPG]

I didn't copy event logs in my last two turns, so here's a screenshot of the last couple turns so you get a concise summary of the exchanges:

[Image: t91_eventlog.JPG]

THe only real damages is losing a village down to a cottage. Could be worse. Honestly this would've been a lot messier had he just run around pillaging crap, as I didn't have the kind of offensive forces necessary to stop him very quickly. Could've gotten a ton of gold. Anyways, quick run through the cities as you see military builds:

[Image: t91_abed.JPG]

Yeah, virtually unlimited 1-turns here. I actually could have finished Parthenon this turn with some priests and slight starvation, but I want to get as many 7xp HAs as possible, so I'll continue doing that for the next 3 turns. If I lose Parthenon, eh whatever, I could use the gold. Troy:

[Image: t91_troy.JPG]

Spear actually needs to go to Abed more than anything, but building one in Abed where the overflow is massive is a bit wasteful, so I'll have to deliver him. Britta:

[Image: t91_britta.JPG]

Yep, missing the Library and Monastery here, but military needs to be the thing for a little longer. Jeff:

[Image: t91_jeff.JPG]

The overflow here was done intentionally - I should be 1-turning HAs through the remainder of my time in Theo like I'm doing in Abed. While I was in OR I had a Catapult all but done with 1 hammer remaining and then I built a HA and overflowed heavily into the catapult, and yeah, here we are cascading a bit. Fun stuff. Demos:

[Image: t91_demos.JPG]

Well I'm STILL last in soldiers but that's mostly Commodore's fault if anything. Everything else looks shiny. Commodore should actually get a bit of a GNP boost as I surely saved him a good bit in unit maintenance wink. The population edge is kind of nice. Power graph is of course lagging behind so it doesn't count my 4 new units, but it's fun to see the Commodore dip:

[Image: t91_power.JPG]

Contrasted with my dip, that skirmish went alright. Unfortunately everybody is building military right now so it's a bit of an arm's race. Need to be careful here, I feel like people may start gunning for me. Looking forward to getting some longbows.
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no I don't see it. Unless you mean dropping a few FW in the forest between his city and your culture with a stack of axes and cats, chopping the forest, and rolling a horde of HA's in next turn.
Please don't go. The drones need you. They look up to you.
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Bigger Wrote:no I don't see it. Unless you mean dropping a few FW in the forest between his city and your culture with a stack of axes and cats, chopping the forest, and rolling a horde of HA's in next turn.

Basically, but a bit sneakier if he hasn't thought this through:

[Image: t91_before.JPG]

Nothing's stopping me from just chopping the forest inside his culture and attacking the city in the same turn with a bunch of horse archers. I don't even need to give him 1T warning. With fast workers, I have the ability to 1-move him just like he can do to me. Now, all it'll take is a couple formation spears and that'll be a brutal cost, but if he ever gets lax in his defenses it would be kind of nasty. I'm still tempted to just use 3 workers to chop it and then delete them. Workers are so cheap at this point that it's infinitely better to just view them as disposable and do stuff like that. That'll let me get visibility on his city at all times. That's probably what I'll do actually - I'd really like the warning. I'll probably do the same with the forest that's blocking my view of the stone tile so he can't hide units there, although I don't want to do that just yet as he hasn't bothered trying to road that forest, so I'd actually be aiding his mobility. Still, something to keep in mind. The joys of fast workers.
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Fast worker chops the forest, hit with fast movers...though I think that question wasn't for me.

EDIT: ah well. Slow.
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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won't FW end their turn when they move onto a forest in enemy culure?
Roads don't work in enemy territory.
Please don't go. The drones need you. They look up to you.
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Bigger Wrote:won't FW end their turn when they move onto a forest in enemy culure?
Roads don't work in enemy territory.

Right, but fast workers don't need roads to move onto a forest and start chopping. They have 3 moves, and moving onto a forest only uses up 2.
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Working a coast over a riverside cottage in Abed?
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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Merovech Wrote:Working a coast over a riverside cottage in Abed?

Yikes, good catch. That's an artifact of Commodore being on that cottage so it was unworkable for a couple turns. I actually thought I had fixed all the weird tile things that happened, but apparently I missed that one. I did very purposely work the cottage on the west side of the lake over that east side cottage even though it's worth 1c less. The reason is that it's a safer cottage and less prone to pillaging, so it's more valuable to level it up. But yeah, thought I had fired the lake fishers. Oops!
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im retarded, its been so long since I've played Civ 4 I forgot FW's had 3 moves, heh.
Please don't go. The drones need you. They look up to you.
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Way to queue up techs dude. Only newbies do that. wink
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