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Turn 68
I have discerned Toku's real agenda up in the north! He plans to smite those fish - the scaly bastards have had it too good for too long! (When his settler eventually gets here he's going to have a very nice city.)
The settling party for the next city (which is going to be a re-make of Elite as it'll slot into the city list in that position) is in place. Toku is going to know about it unfortunately, whichever location we choose.
Down south we find borders belonging to Elkad. We thought about a war declaration/peace offer to show we mean no harm, but that would leave the immortal on flatland and more vulnerable than sitting on the forest (fun fact: Immortals get defensive bonuses!) We'll just move away next turn unless there is something really tempting like a free worker...
Domestically we now have silver easing our over-whipping, we started a barracks in AC and Settlers in Col and FFH. The dance of 7 workers for 6 cities will get harder as our cities grow back and we settle three more in the next 5(ish) turns...
Demos and power
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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April 21st, 2018, 16:34
(This post was last modified: April 21st, 2018, 16:36 by Old Harry.)
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Turn 69
Our dastardly plot is one turn too slow - OT4E's worker just finished the pasture and moved away. A worker is the only unit in Utica and the magic of pitboss means OT doesn't get to react and produce something before we can hit it next turn. He could move a unit into the city though - best case it'll still be empty, if he brings in a warrior we get 80%, an axe we get 89%, an archer we get 28%, a chariot we get 50% and a spear we get 1%. (All these numbers exclude the 10% withdrawal chance, but that unit will then die anyway so that doesn't really matter.)
He also moved his stack (including one spear) - presumably to the indicated tile, meaning that if we kill the city next turn he'll be able to kill our immortal. The two workers in the picture should also mean that he can hit any immortal that stays put to pillage the pigs. However we have another option - moving to the grass hill next turn lets us threaten OT4E's capital the turn after. In an ideal world we use our injured immortal (I didn't mention that we killed the bear last turn on defence did I? Sorry!) to raze an empty Utica, put the other two immortals on the hill and offer peace. If he thinks his capital will hold then we probably lose all of our expeditionary force, but if he takes peace then perhaps they all survive...
Up north Tokugawa will settle this city next turn. Our immortal will try to get teleported to make exploring the northern tundra quicker.
Down south-east Elkad has shown good awareness - we can't declare and hit Pusan as we'd teleport away. And if we snipe the worker then the axe gets a shot at us next turn. And if we hit the axe then the worker runs away and he'll reinforce the city anyway. And we're peaceful folks at heart. The immortal moved away SW-SW.
Finally we took a long time figuring out if we wanted to settle W or SE of pigs - you'll find out next turn (ie I forgot to take a screenshot and I've forgotten).
Demos and power.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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Popcorn indeed
To summarize, we did two moves this turn that can be expected to backfire in mid-term, if not earlier:
1. We are about to settle contested territory in the middle of our enemies
2. We moved into OT4E territory with couple of immortals
Starting from point no.1: We are terribly behind due to recent warfare and not expecting to truly catch-up. With that introduction, playing safe will not lead anywhere and we might as well try to improve our position. Toku is settling a great city in the north so maybe we can settle a nice 2-food city in the south without true anger. That being said, "New Elite" will surely create tensions as well as its predecessor, but that's the deal we are taking because we only have one decent back-line city site left.
Re point no.2. I guess we are expecting that OT4E has somewhat decent reaction available to our threat, but let's see, maybe we managed to create real problems. After all, the mountain within his borders reveals all the potentially threatening tiles... except one. But hey, one tile is enough for a small stack of immortals.
In normal circumstances we would value good relationships with a competent neighbor, but it's a bit different here:
1. It seems we are stuck in the corner and Toku and OT4E are the players we need to beat in our duel-triangel-2v1-thing
2. Both of our neighbors have already shown middle-finger to us / attacked us / ruined our winning chances. I don't think they can feel too angry if we hit back. (totally still expecting a rage-war against us should we be successful, but hey who cares, that does not weaken the situation)
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Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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This should be your team's themesong for this game. XD
fnord
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(April 22nd, 2018, 13:07)Thoth Wrote: This should be your team's themesong for this game. XD
Ha! That's more accurate than I'd like it to be. This is the song I was hoping we'd be using as we crushed our neighbours under our cruel jackboot:
Then youtube recommended this and now I'm heading down a weird covers rabbit-hole.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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Turn 70 pt 2
We delete our heroic Immortal so that OT doesn't get undeserved XP, and next turn the remaining two raiders hope to pay Carthage a visit. Our exploring Immortal has the option of heading west (slowly) in case assistance would be helpful...
One unintended benefit of razing Utica is that OT doesn't know where Elite: Dangerous is
Then we set off on a whipping spree to strike fear into the hearts of our enemy: 2-pop for the granary in Civ, 1-pop for the settler in Col, 1-pop for the spear in Dragon Age, 1-pop for the granary in Fall From Heaven 2. They don't know that it isn't military, right.
Speaking of military we should start thinking about covering our lengthy border with Tokugawa and OT4E since Toku can attack us again ON turn 75. Hopefully he'll accept a war/peace treaty instead. Ours is still (just) the #1 military in the game, but probably not enough to feel totally comfortable about our grumpy neighbours.
In slightly-related news we just need to survive one more fight to get our first great general. Supermedic or settle? Do we know where our HE city will be yet?
This is what I'd really like as a defence force:
- Baldur's Gate: 3 axe, archer
- Col: Archer, axe
- DA: Spear, 2-3 axes, 2 Imm
- Elite: Archer
- New sheep city (settled 3E of AC on t73): Archer, Imm (the guy scouting the north, or just keeping an eye on toku)
- Zone def: Axe between DA and Col on corn
- Zone def: several Imms on rice
This is what we currently have - a black box means walls, dotted lines mean whippable walls. All our current units are marked on. We should probably move the axe from Elite back to be zone defence, add two archers for Col and Sheepy and 2-3 Immortals as the best zone-defence option. If we get peace with OT4E then the axe on the floodplain can move to Col and we can think about moving the forces in BG. Of course if Toku's graphs start to spike then we'll need more!
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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Turn 71 pt 1
And the bad news is that OT finished one spear and double-whipped, probably for a second. He also whipped Hippo and Kerkouane for one pop each, which is nice after he made us do the same! At the moment there seem to be two options:
1. move back to the pigs where a combat-road could leave us vulnerable
2. move to the forest 2E of Carthage, from where we can run away or (hopefully) continue a campaign of terror.
While we ponder that move a couple of other issues - I'm sure that this is an island now (SW of Baldur's Gate). It's not a strong location until a border pop (or with an extra seafood we can't see). But this makes me think we should switch to sailing, then 2-whip a galley out of BG and another settler out of Col.
And up here this is definitely an island too. And a city between crab and sheep would be very nice. Perhaps a galley from AC and a settler from, um, Col again? We only need one oversea city until currency though so I'd probably pick this one first. We know William has only had this city in place for a couple of turns so getting a galley out of it might not be his highest priority...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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(April 24th, 2018, 09:50)Old Harry Wrote: Perhaps a galley from AC and a settler from, um, Col again?
Ships from Alpha Centauri and settlers from Colonization would be nicely thematic . Do you need any other reasoning?
EitB 25 - Perpentach
Occasional mapmaker
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