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[PB78] Underdogs and undercats: The Mrrshan warlords visit the world of Civ IV

(July 19th, 2024, 09:19)Mjmd Wrote: I'm pretty convinced you lost all those high odds fights on purpose for the next level IQ play of flipping that city earlier.

Good luck!

Actually the next level IQ play was to move the capital but we'll come to that later wink
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In regards to what will barbs do? It can be pretty random. There was a recent example in PB74 that a barb axe that instead of whacking a spear on flat ground or taking an undefended city decided to pillage a road instead.......
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If not the barbs, the UI will be the death of me. Sent the warrior to the gems instead of the worker... it will be back in time but loses two turns of fortification.
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Turn 45

A second barb is coming to visit and this time it's an archer.




It would be too costly for the economy to get a unit out at this time and would ruin whatever meager recovery options we still have. So the warrior will have to take its chances in the city and we'll see. Vodka says they are in the 70s so it's not too bad.

For the worker, the barbs can decide to chase it if it's outside, right? So I can continue to mine this turn but then it's best to hide it in the city if I want them to attack immediately. It would be pretty bad if they decide to pillage the roads first and the worker has to wait, but we'll still whip the granary on time and do ok since the sea tiles are the our main ones.

Chopping the forests first would have put us in a better position now but I was desperate for the extra hammers from improvements first and the idea was that if we don't get a short respite it's game over anyway.
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I tried testing the barb behaviour in WB but whatever unitai I set the warrior never pillages the cottage (new random seed is set so it's not that), and the archer sometimes decides it has better things to do and goes elsewhere. Somehow I doubt ours will do the same. But at least they don't seem to be interested in the worker or the roads at all and go straight for the city. And we do defeat the archer - most of the time.
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I'm going to declare war on Magic to move the scout through his culture as it's the only way to get it home in a reasonable time to fogbust. I was logged in earlier in the turn but it's never a problem to declare and take the second half, right? I didn't actually do anything, just had a look at how the barbs had moved.
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Yes, you can alway declare in the second half - even if you already ended the turn
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Turn 46

In this week's edition of going down the rabbit hole I managed to click 'w' along with 'e' when trying to press ctrl-e for the espionage screen, and at the same time ctrl didn't activate probably because of a parallels delay. As a result 'w' selected the warrior as the only unit with movement left and 'e' sent it exploring... just as the barb warrior is about to attack.




I was going to gamble on the warrior surviving all the barbs, but now whipping the archer is the only option left. However it's an additional 4 turn global delay and cements our game over situation.
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You could ask for a reload and while I don't want to speak for all lurkers I am 100% certain it would be approved here.

Edit: if those controls work. Forgot you guys had issues.
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Agreed, interface related misclicks, especially in the early turns and when high impact like this, are very reasonable grounds for a reload.

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