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

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The Antisocial Team

You can't just go "Hi I just basically killed someone's empire" without also posting pics nono
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I certainly can, we're both Antisocial on this team :neenernee

But here's a short recap of what happened.

BC 80 : Commodore declares war on Yuri about a rather clumsy pink dot. Yuri is still clearly last in power ( 111k to our 165k ). Ichabod has been making noises about using the HA's we had idling from aborted try at Dave to shed some Ottoman blood. I was against that until now preferring to wait till he builds the Colossus for us, but gave in this time, figuring Yuri might be distracted and we can give it a try. With over 6 HA's getting Konya was certainly realistic. We shuttle units to a staging tile.

BC 40 ( start ) : 7HAs and 2 Chariots move next to Konya

[Image: bc40Staging0000.JPG]

It has an axe ( fully fortified ) and a spear ( brand new ) inside.

Yuris turn : Evacuates both axe and spear towards capital. Dry-whips another spear.
This is his first mistake, leaving all those units in the city would probably costs us 3 dead an 3 wounded, we would not be able to push further on.

AD 01 : We take Konya with loss of one HA and a wounded chariot. Everything moves onto the plains hill NE. We see

[Image: ad01KonyaTaken0000.JPG]

Axe and Spear from Konya covering a worker. Spear and Warrior in capital. If Yuri moves the fleeing units inside, dry-whips a Spear an cash-upgrades Warrior, Istanbul is secure. Not doing any one of those things gives us remote chance on good rolls.

Yuris turn : Dry-whips walls. Attacks with both spears out of the city, looses one, redlines the other. Axe and Warrior in the capital are reinforced by Axe out of the fog.

[Image: ad40Istanbul0000.JPG]

At this point the outcome is clear. The rest is history wink
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It's nice that the HAs were used for something. It'll be very hard for Yuris to get back in the race. And we got a pretty decent city out of this too.

We also got the HG with 12 cities, if I'm not mistaken. We used Davey stone for it. smile And after putting chops in the Moai Statues, we'll cancel the deal and get our marble back. Than is time to head for TGL. Now we are teching Music with Drama and Literature.

I'm whipping Hippodromes all over the place. They give 2 happy, one from the building and one from horses. Way better than theaters. And they also give 2 happy per culture slider. At 33 hammers, they are certainly good buildings. Easy to 2-pop whip and instant 2 happy, just what we needed. The HG pop will be used to get Hippodromes, for the most part.
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Ok, whipped like a thousand pop (more than 100 points in score decrease). Most of it went into Hippodromes, so we can finally grow again. I'm queing some troops in the overflow, because I feel we need more, especially to defend against Davey. If he attacked our fp city now, we'd be in trouble. But I don't think he will, it'd mean throwing his game away, I guess.

Music in 2 turns (currently 3, but I'll reduce that), TGLighthouse in 5 turns (lol We can probably reduce that with micro + GA), Scientist in 2 turns too.

We could farm another scientist during the GA and make an academy in the fp city. What do you think, Mist? That city will be a commerce beast, after all.
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Why oh why did Yuri attack out, especially after whipping a wall?!?
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:Why oh why did Yuri attack out, especially after whipping a wall?!?

Well the wall didn't do anything since he already had 60% cultural defense. tongue But yeah...
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Merovech Wrote:Why oh why did Yuri attack out, especially after whipping a wall?!?

A wall that didn't give him anything (his cultural defense was 60% already and I don't think those stack). Besides, I had promoted 2 of our 5xp HAs to combat 1 + shock, so I guess they had pretty decent odds.

I think Yuris wanted to prevent us from going after his northern cities, which were probably undefended. His situation was pretty bad, no matter what, so I can understand why he went for the attack. If he had got a better result in the rolls, the situation could be different.
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Email I've sent to Mist, serves as kind of an update:

Built 2 axes and I'll bring them to the FP city. I killed a spear from Yuris with our axe. Unless Dave does some trick with roading and combat workers, we are pretty safe and will be able to garrisson the FP city in time. Composure we'll keep on being the Military city in the north, while the HG city will whip/build units in the south.

I'm readying the FP city to start building Parthenon when we get our marble back. I'm pretty sure we can do it next turn. If we cancel the marble deal, the last chop that would go in the Moai will not have the doubler. I think we should cancel the trade anyway and chop a work boat. Then we net the clams and slow build/whip tho Moai. Maybe even build a Lighthouse first. We already used the stone deal pretty well, there's no need to push the Moai.

After the end of turn, we'll be getting music in 1t and TGLh in 2, with microing of Technique. I think I'll start building the Great Library in the capital next turn with the marble. Even if we lose it, we'll get some gold. What do you think? Scientist is ready in 1t too.

I think we need 3 more settlers. Two for straight backfill in the silk region (with the fp and copper) and 1 for that rice in the north. What do you think?
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SevenSpirits Wrote:Well the wall didn't do anything since he already had 60% cultural defense. tongue But yeah...

Jeesh, I didn't even realize he had already gotten to 60%. Whiping the wall seems like a really bad move. Like Ichabod mentions though, loosing a few other cites and getting pillaged would probably have been as bad.

Not an enviable position.
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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Music GA in, GSci in. 1t for the GLh (it'll give us 14 commerce minimum right now, not too shabby, I think), which I really doubt will have competition (exploring the land reveals a real lack of coastal cities).

It appears to me that Yuris and our team got a little boxed in by the other players due to capital location, but I may be biased and wrong.

Commodore settled that rice to our north. I think we should consider the use of a culture bomb there. I think I'll demand the city from Commodore, I think he can do 2 + 2 and realize we are threatening to bomb him. Maybe offer some token gold for it.

I'll post pictures tomorrow, we have time to make the decision, because we'll only get the academy in the capital in 2/3 turns. Just need to decide before that.
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