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

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Pindore and Commodicator are Closing towards Home

What are those odd lumpy things? And that weird tan color? PB 53 has me forgetting...
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I expect one of your classic opponent write-ups - those are some of the funniest things i've read on this forum.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman

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(September 24th, 2020, 21:34)GeneralKilCavalry Wrote: I expect one of your classic opponent write-ups - those are some of the funniest things i've read on this forum.

I'll be sure to crank the insult levels. Thank you very very much for our deer.
If only you and me and dead people know hex, then only deaf people know hex.

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Well thanks to the deer we will get the first worker in 11 turns. Farm the wheat in 5, grow to 2 eot16, and then to 3 at eot20. Then its an 8t build for a settler.

Could also try a double worker start and then grow to 4. That would be worker 1 eot10, worker 2 eot19, grow to 2 eot24, size 3 on eot27, size 4 on eot30 and settler eot36. But I'm not sure about worker timing yet there
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(September 24th, 2020, 22:55)pindicator Wrote: Well thanks to the deer we will get the first worker in 11 turns. Farm the wheat in 5, grow to 2 eot16, and then to 3 at eot20. Then its an 8t build for a settler.

Could also try a double worker start and then grow to 4. That would be worker 1 eot10, worker 2 eot19, grow to 2 eot24, size 3 on eot27, size 4 on eot30 and settler eot36. But I'm not sure about worker timing yet there
A lot depends on the obvious second city site. SIP, the easiest spot is 1S of the sheep for the quick PRO trade route. I think we should scout 2N, 1W on the first turn, as that spot is a possibility for a capital move that allows a 10t worker and there's more early TR options.
If only you and me and dead people know hex, then only deaf people know hex.

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What are your thoughts about civ and leader? i saw you just picked Celts and i guess you will pair it with a Pro, but, it would be nice to read the comments of 2 prossmile
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Think superdeath picks China again?
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(September 25th, 2020, 06:57)vanrober Wrote: What are your thoughts about civ and leader? i saw you just picked Celts and i guess you will pair it with a Pro, but, it would be nice to read the comments of 2 prossmile
We're definitely picking for fun a bit. Protective Celts are pretty nice for cheap culture but the real juice in these games are two-movers, and the Celts have a ton of great options there with Gaels and all archer units able to be born with 2-moves on hills. Our current thoughts are towards Qin (Ind/Pro) or Saladin (Spi/Pro) for either an all-in early Great Lighthouse play or early esoteric pushes towards religion for XP and OR.
(September 25th, 2020, 08:47)pindicator Wrote: Think superdeath picks China again?
Maybe, he does like them and they are quite good. I hope it's irrelevant and he murder-suicides on the *other* side of the map for once.
If only you and me and dead people know hex, then only deaf people know hex.

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I'm not so sure about moving, I think we should definitely move the scout and see if there's anything there first. If there is nothing new discovered then we're not really saving anything by moving the capital - yes, you'll get the worker in 10 but SIP gets the worker in 11 - so you just miss out on some beakers and 1h. Moving doesn't appear to make the worker decisions any easier also as unless you go for the double-worker opening you're going to want to farm the wheat and then camp the deer immediately after because the deer is a 6-yield while the sheep is only 5.
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Yeah, scout needs to check 2N for the coast; GLH must always be in the back of any Pro's mind. However, I suspect SIP will just be strictly superior.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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