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

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[spoilers] Pindicator Steals the Mapmakers Naming Theme

092

Great Scientist Bulb #1




Commodore is building up our border.  Does he suspect?  I need to be ready for a counter attack.




I forgot to fire the specialists at Alhambra.  Made a sign for next turn.
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093

GS Bulb #2




I ended up not firing the scientists at Alhambra. Instead I kept them on as there is a chance I want one more great scientist later on. Also, it let me drop to 10% research and still finish Printing Press. This way I was able to fire all my Wealth builds and start galleys in all my coastal cities.

The settler for my 10th city is ready, and I thought long about just planting him safely in my northern filler location (where the settler is located in the picture below):




Instead I will reach for the north to settle the clam. I may also try to eliminate Yuri's city there before Thoth - but I think I would have to burn it if I do. Too much of a risk of either Yuri trying to retake it, or Thoth using it as pretense to attack me (like Commodore and the barbarian city before).

Speaking of Commodore, he got a Great Merchant and switched into Vassalage & Theocracy. I will also go Vassalage & Theocracy next turn, but paired with slavery. And I will whip galleons from almost every coastal city.

I got an event which guarantees Astronomy next turn:




Matsumoto birthed my next Great Scientist end-of-turn as well, dodging the 6% chance of an artist.

Thoth has Guilds. I may need to go to Guilds next. But I should go Liberalism.
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094

GS Bulb #3




Civic swap into Theocracy & Slavery and whipped a bunch of galleys.

Comm is 10 turns out from Astronomy of his own. So I need to take advantage now. But where?
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Nice play with chained GS bulbs smile
Completed: pb38, pb40, pb41, pb42, pb46 and pb49
Playing: pbem78
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Thanks smile

Now the question is can I make it count?

Okay, there's a second question: Can I get another GS out and take Physics with Liberalism? Would that be better than taking Chemistry? Edit: the Great Scientist from Physics would bulb Chemistry, so I think that answers that question!
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Libbing Physics is something I've always wanted to do so a big thumbs up if you can pull that  hammer 
Airships could also perpetuate an advantage on the high seas from early astro as you won't suffer offensive losses.

You mentioned you're missing guilds, are Muskets/Maces/Pikes enough to push without twomovers or hold the door while the air force builds up? (don't forget to prebuild some forts for Goodyear)
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Honestly I'm thinking Guilds may have to be next.

Also, I may not even do much of an attack. Commodore is already reacting and building more units. He cashed in his Great Merch and is probably 6-7 turns away from Astro - so it's a small window. Thoth has a doomstack practically on my doorstep, and as much I've praised Yuri's tenacity he doesn't have much time left. So right now I'm thinking I probably go after some island cities and then try to peace out.

It might also be practical to completely switch gears and do a round of infra while building catapults. Convert one advantage into another.
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097

I hate that mushy-brain feeling you get at the end of a busy day where you just can't think right.




I attacked Commodore this turn, and sank some of his boats: 2 caravels and a galley. I wasn't sure if I should, but when the brain isn't working optimally I just decided "eh, i have the advantage, let's sink some boats" and so I did.

I was about ready to load up my galleons and move them to where I could threaten cities in 2 turns, but then I saw his stack and froze.




So I just feinted an attack, and pulled the galleons along behind to help in case he goes after my boats.

Meanwhile I don't think I moved any of my land units.

I would tell you how I messed up, but I just can't think straight. Maybe I should have thrown some of those units on the far shore galleons and done an end-around. Maybe I still can...
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Golfclap

The blood god approves of your sacrifice.
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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I still don't know what my aim is here, which really is a big problem. I want to burn Commodore's island cities and leave him with less bases to build galleons from. But what is the best way to do this? It would be fun to move some galleons along the edge of the map and burn his southern coastline cities, but I fully expect him to be building nothing but caravels down there now so that he is ready for anything I send - it would just take too long to send a small force because I am not going to get an element of surprise.

I think I can burn his inner island cities, but it might come at a big cost and only with a protracted war.

Which then makes me think if that's even worth it. But I do have about 6 more turns before he can build galleons, so I think it's worth pushing now to see what I can make. And then in 5 turns try to peace out. Then either try to burn some Thoth cities or just go straight into infra.
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