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[spoilers] - pindicator is excited for the next Realms Beyond league mechanics

134

Crazy busy this week so I've just had enough time to play out the turn and not any time to think about how to share what's going on with you guys. But so far the tension stays high out east and OH doesn't attack anyone. Krill asked me to end open borders with OH and maybe that's the right play ... in a few turns. I want to see OH commit to a war first.

Here's a random pic of what I'm setting up for defense.




Down south it's GKC triremes against mine. I need to wait for the trireme coming south from Ambush before I attack though.




4 turns until the great person is born. Feudalism in 2. Once that GP comes then I'll have to calculate whether I trigger the golden age straight away or need to wait a couple turns. I am still aiming to end the golden age with Mercantilism.
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135

My scouting work boats have been stuck on the last few tiles forever it feels: and they each have hit another vertical stripe of land requiring me to go north or south. But at least they have made contact with a couple people I had yet to find:







That's 2metra and Bosche. Offered open borders to both of them. It looks like 2metra is losing a war against Superdeath and Bosche is perhaps tangled up with Dark Savant? In any case, Dark Savant is the last person I've yet to meet. But meeting both of these guys did help me boost my tech rate for Feudalism and we'll easily nab that at end of this turn.

I am planning on longbows in a lot of places next turn. We're finishing all the half-built settlers before my red alert earlier, and sending them south: although I am going to plan more on putting them in the best location more than just putting them on Gemling Island. We'll aim to control Gemling with military until we get enough of it that nobody else will want to send a settler there. So many competing priorities here: still want lots of settlers, need military, need to grow, etc. I'm really hoping getting into Mercantilism in 11 turns is going to be the kick I need to put myself back up in the top tier conversation. Alternatively I suppose it isn't too late to go for a OH-style attack with knights and going after Mouseferatu. But I would start needing to make those preparations now: otherwise I'd end up like OH/Hitru and kind of wasting away my advantage and making all those whips go for naught.

Let's talk OH/Hitru a little. I think if they were going to go through all of that whipping they needed to put those knights to use against a strong neighbor and either knock out Elkad or myself. Perhaps the sheer width of their empire is working against them: once the whips were in all the signs were there that this was coming, and Elkad and I were on alert. By the time it took for them to actually get their knights combined we were both whipping counters and war looked less appealing. Even now I'm not seeing huge congregations of knights like I thought I would based on the number of whips. Instead I'm seeing what looks like the C plan coming together after the A and B plans of Elkad and I fell through. (Shit, I really should not have given them that gold!!!)




I had a small inkling of a thought that he might be trying this last turn, but it seemed so out of left field that I didn't really believe it. But here we are: knights about to be loaded up on galleys. I counted 1 trireme, 4 galleys, and still only 7 or 8 knights in total. There should be twice as many as that by now for any serious attack.

Now if he really wants to be conniving he'll send those knights east after my weak southern cities. But he's already declared on TBW and he knows I can see them coming, so I don't expect him to. I'm starting to suspect Hitru is only interested in easy gains here, and is hoping that he can win by the Sullla doctrine: zoom ahead in tech and only take easy conquests. It doesn't seem like his MP tactics are quite top tier: otherwise why would you mess around with trebs? And now he's hoping that TBW can get him enough for what he's invested. So perhaps as long as I look prickly then I'm going to be okay. I'm rearranging my defenses, now: we're going to have to split into two groups - one up north at Invasion and another for the south that's kept a little south of Talisman and Beyond so it can shift south at a moment's notice.

I really need Engineering.

Naturally, I warned TBW as best I knew how:




Not sure if there's anything he can do about it: you really need naval superiority to get anywhere here but the map is so large that nobody has any localized strength, or more that they can't be strong everywhere. And OH declared on him already last turn, so this may be too little too late. But hopefully it gets him whipping and makes OH's life tough. After all, he can only resupply by sea. That might save TBW.

Conflicts are really popping up everywhere. At last count you have:
  • Me vs GeneralKilCavalry
  • Gavagai vs beardbeard (that looks lopsided)
  • OH vs TBW
  • OH vs Commodore (cold war?)
  • Bosche vs Dark Savant? Maybe?

I may have to be ready for a future where OH is my entire eastern border and Gavagai is pushing in from the west.

Mouse stopped trading with me this turn: I suppose he was done with the stone? However he didn't offer a Silver for Gems trade so I didn't try that one with him again. Instead I sent a trade to BeardBeard that hopefully he will take me on




Mouseferatu needs to be my first conquest. Knights seem like they'll come too soon, but it could be that. Honestly, once Guilds is in I need to get about 20 knights. If mouse isn't ready for them by then - well it may be time to go after him. But I think he'd be ready; his economy is pretty decent. So more likely I'm going to have to come after him with a combined navy/marine attack. Which means either Galleons with some caravels as support or lots of caravels and privateers for support. I think once the knights start coming out we'll know by then.
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How do you feel about Camel Archers being your UU in this situation?
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(February 1st, 2020, 16:48)Miguelito Wrote: How do you feel about Camel Archers being your UU in this situation?

Given that they now have a free March promotion, pretty good.

If I had known the map was going to be this gigantic I might have gone for an earlier or later UU though. Usually you are in a decent spot to go after a neighbor by the time you get to Guilds; here - I still have 15 cities to settle.
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137

OH COME ON




I've been trying to find the way to uncover the last 8 tiles for OVER TWENTY TURNS. But of course it's OH that gets it.
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(February 4th, 2020, 01:48)pindicator Wrote: 137

OH COME ON




I've been trying to find the way to uncover the last 8 tiles for OVER TWENTY TURNS.  But of course it's OH that gets it.

You know, everyone can get it now right?
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(February 4th, 2020, 02:44)Hollybombay Wrote:
(February 4th, 2020, 01:48)pindicator Wrote: 137

OH COME ON




I've been trying to find the way to uncover the last 8 tiles for OVER TWENTY TURNS.  But of course it's OH that gets it.

You know, everyone can get it now right?

No, I did not. Thank you for pointing that out. 
I'm still frustrated about how I keep hitting dead ends at the last bit with these guys. 

Also frustrated at GKC for making me wait so long to play these last two turns. If it happens again tonight I'm going to bed on time and everyone can just wait.
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138

Sadly GKC did wait until the 20th hour to play, so I had to hold up the game. And then this new turn, where he could have played in the first few hours of the new turn after I just played? Nope, he has not played. So we probably will be stalling things again tomorrow night...

Anyway, let's report on the good stuff!

We kicked off our golden age! Turn 138 feels like some kind of personal record for latest golden age.

Switched into some better civics to start:




And we're starting on our next great people for the following GA. I think I'll try to starve out some people here, but I really need to identify a city going forward on where I should be pulling great people out of. Especially for when I build the Epics, whenever that may be. Really I just want to get 1 person out now and then the other can be slowly picked up:







Obligatory, but it is pretty freaking sweet:







Have a lot of things finishing at end of turn:




This is important because I need to find some wealth builds next turn. Right now I figure I have to get Guilds in 3 and then Banking in 4. That would let me move into Mercantlism at the end of the golden age. Unfortunately I'm going to be without Slavery for a few turns here as I try to pump out great people and get more worker-turns. But I'll likely need to move into slavery long-term after. I'll also likely end up in Theology after.

Oh, I forgot to revolt into Christianity. Yeah, I better do that since I went into OR. Oh, I already ended turn... so guess I just need to remember next turn!

Anyway, I figure I'll have enough longbows for the short term after this wave. I'll still want to pump out more, but the bigger issue is going to be funding 100% research. I'm pretty sure I'll be able to hit my goal for Banking with just a few Wealth Builds. After Guilds the big thing will be planting Wealth Builds in key spots, and trying to get key infrastructure buildings in the right locations.

My Power is probably okay for right now:




It'd be nice to get some barracks down ahead of knights, but I probably won't have the chance.
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139 & 140

So last turn the war down at Gemling started to heat up a little bit. I had my horse archers arrive to the south of the island and decided to use my archer to scout ahead first. Found another GKC settler:




I probably should have thought about deleting the archer and letting him settle. As is, I still need a lot of settlers - so much that I'm wondering whether what the best way to continue to expand is: do I want to push out a bunch of knights and go after Mouseferatu? Or do I find settlers for the eleven spots that I have under control that I can still grab? Mouseferatu's land is of course the bigger payday, but it will come at greater cost. And eleven cities is still quite a lot: that would put me up to 34.

Sadly I was 1 turn too slow for a spot I've been eyeing down by OH:




Sad thing is I had originally planned to nab this 15 turns ago, but then the knight scare rerouted that settler and made me delay that wave of settlers. Then again I could have landed here a turn earlier but had mistakenly moved the galley when playing some of those quicker turns last week (not just GKC's fault - I've been having a busy life lately giving me less time to remember my plans here) causing the whole thing to be delayed.

I settled for unloading the settler and war elephant on the plains hill. We'll grab that last mainland spot to the east of Prophecy instead.

Down south this turn, GKC killed my archer




And then it appears he deleted the axe, loaded everything back up on galleys, and left. Not what I expected.

Also, we get to see if everyone gets circumnavigation now or not:




Finally found the way through
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I realized I've forgotten for 2 more turns to not revolt into Christianity! lol

But then when I logged in I noticed this:




Wait - I'm in Serfdom. That means unlimited specialists now.

Ugh, pindi, get it together man!
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