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[SPOILERS]Calamari and Brimstone: Thoth suckles at the hind teat as the Lanun

Unfun facts:

1) The Horseshaggers still out power me by 6/7 to 1.

2) They have control of one of my cities and can take my other cities out.




Fun Facts:

1) It will be expensive for the Horseshaggers to take my remaining cities

2) Their stack (in my territory at least) is damaged and their only base close by is my former city of Lion Cage which is coastal.

3) My inland cities are on hills and have garrisons of 5 warriors and thanks to this turns whipping will produce an Aggressive bronze warrior per turn for the next few turns.

4) WW scales with city size. And my attackers are Horseshaggers who have very large cities.

5) Yeah, you boys can take my mainland cities. But it's going to cost. And the WW won't go away until you figure out how to take my island Capital. (Airships, Water walking units, holding a port long enough to build a ship or two......)

6) WW is a bitch.


I offered peace in game in exchange for Lion Cage, but I expect a refusal.
Once the boys have thought out the implications of Cultists on the board, they may well offer a counter proposal.

In the meantime, nominal beakers are heading for Optics and the World Spell. Evil
fnord
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How many beakers are you making?
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NobleHelium Wrote:How many beakers are you making?


25 bpt at 10% (+125 gpt)
229 at 100% (-75 gpt)
138 at 60% (+16 gpt).

I'm currently running 10% to fund Cultist upgrades.
fnord
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Well, now.

Things just got a bit more interesting.

Based on the tech thread, the Horseshagger/Basium alliance just finished up 2x ToDs for 2 "free" techs.

I offered peace again last turn, in exchange for my former city of Strongman (couldn't ask for Lion Cage as I'd already recaptured it. wink ).

Opening t113 presented me with this:

[Image: 1mtjH.jpg]

jive

Peace at pre-war borders and two happy resources? Hell, yeah I'll take that deal. jive

Bad news: Checking F4 suggests that the Horseshaggers slinged to Chalid and Immortals.

Good news: I have 10 more turns to thicken up my defences and encourage them to go elsewhere if they're looking for easy conquests. :D


Plako has done well with Mutation:

[Image: i9sTa.jpg]

That Puppet was summoned by an Adept that got Strong, Heroic Attack 1, heroic defense 1, Light, Empower 1, Resist Fire at the least. Mob 1 and C1 might have also come from Mutation. bow

(sidenote: Chaos Mana has Mutated 3 of my built units.....1 Weak, Canibalize (now dead), 1 Plauged, Canibalize (now dead), and one Plauged (now cured. Will be dead next time the Horseshaggers attack Lion Cage wink )


Plako and I seem to be thinking alike on at least some issues:

The Griffon in the above screenie is covering two workers who have just completed a road. If he moves those workers 9 of their present location (we have OB) he can complete a road connection between us for TRs and possibly resource trades. jive

OFC, I've been doing my own bit along the same lines:

[Image: YIhxX.jpg]

Two more turns and I'll have a road link up in my west (Plako's east). jive

We've managed to co-operate so far on the Undercouncil. Plako was first there and when I signed up the vote got called. Which presented a bit of a dilemma for me.

It's in both of our interests to get one or the other of us elected as Head of the UC. From where I sit, either one of us is fine. All the UC resolutions help me in one way or the other.

Question was: How would Plako vote? My best guess was that he would vote for himself (natural instincts, he was first to UC, he's obviously the senior partner in anything we can work together at)

So I voted for Plako.

10t later we both got GS's. jive

So....no diplo means nothing formal. But I have no beef with Plako and it looks like he's been going out of his way to be....well maybe not friendly. But at least neutrally inclined. Good enough for me. smile

Unfortunately, he might not look too kindly on my recent peace + resource trades with the HorseHumpers. OTOH, it wasn't his warriors dieing on the front lines nor were they his cities getting captured.


Fun fact:

I've lost 4 cities (for a total of 5 city losses) and still have all the city sites I've settled. jive


(for some reason, nobody in this game including the Barbs wants to keep any of my cities for more than 2 turns. lol Just 'cause I can't keep 'em doesn't mean you can have 'em. lol)




This game's been a blast.

I've no chance of winning and never did.

But so fricking what?

It's been a heck of a lot of fun so far. :hat:
fnord
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Thoth Wrote:Two more turns and I'll have a road link up in my west (Plako's east).

This is why no-one should get bent out of shape over E/W mistakes in diplo. frown

My EAST. Plako's WEST.

FFS.

banghead
fnord
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I've heard from everyone, but you on the topic, so... map thoughts?
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Mist Wrote:I've heard from everyone, but you on the topic, so... map thoughts?


haven't seen enough of it to really say for sure, but....



I'm having fun, if that counts. smile


From the looks of things (still need smelting/Mithril/GP to say for sure) we've got a crapton load of resources but not much food and sfa in the way of health resources.



Not really the sort of map I'd normally sign up for (no early rivers/commerce = low tech rate = not really my kind of game). But given the circumstances, no complaints. smile

It's been an interesting exercise so far. smile
fnord
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I'll grab a screenshot next turn, but I now have international TRs as of eot. jive
fnord
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lol

Had a brief brainfart where I thought it was t134 for some reason. And started panicking about my next trait swap.lol

Ooops.

No idea where that came from....it isn't t134 in either of the games I'm playing in and none of the games I'm lurking.

elephant:elephant:elephant:elephant:elephant:
fnord
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What did you do with your first trait swap anyway?
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