September 21st, 2019, 21:31
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And now there's an Axe and an Archer in that city. So I've moved half my force back and half forward to annoy/choke a bit. Meanwhile I'll get Sailing so I can expand across the sea. I thought about going for IW and Swords, but it just seems unlikely to get me anywhere.
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An update, I guess:
I'm planning on settling on that island (peninsula?) to the NE next, and then maybe fitting in a couple cities or so between me and MS, if he hasn't already settled them by then.
I'm behind on cities (except vs SD who also has 4), and behind in hammers and food. I have one saving grace: GNP
So my plan is to use that to try and get far enough ahead in tech that I don't need to match my neighbors in production. I'm beelining Currency, and building my extra-cheap libraries everywhere. After Currency, I don't know. I was thinking of IW, to get into that Jungle. Maybe try for the Colossus so coast tiles are 2f4c. Or just head straight for Machinery and CKNs and try and kill Superdeath with them.
My cities:
Capital, building a galley, then will run scientists for a Great Scientist. I'll probably use that scientist for an academy, but not here, since this city seems more suited for hammers than commerce, and I'd want a city with an Academy to have nothing but cottages and as few riverside tiles as possible.
The real heart of the economy (only beaten by the capital thanks to the Palace commerce). Furs and cottages and decent food.
Hammer city. Mediocre food from dry rice, clams, and eventually the sugar. I'll mine the hills and workshop (building some cottages now just because).
Latest city. Doesn't have much going for it but wet Corn, but that's pretty good, so it'll probably turn into an alright city, although most of its coast tiles will be stolen by the planned Moai city to the east.
October 13th, 2019, 20:45
(This post was last modified: October 13th, 2019, 20:46 by Mr. Cairo.)
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Got Currency last turn, and I'm still maintaining a pretty large lead in GNP, despite being down in cities.
Here's my empire:
I've got a settler + decent escort heading up to the spot marked "next", which I decided to get now before SD or MS claim that area.
My tech path:
IW for jungle removal and Swords, then Bee-lining Cho-Ko-Nus, gonna build a bunch of them and some Swords, and go attack SD.
I've got Libraries in most of my cities, with one finishing up in Luna next turn. I'm 9 turns from a Great Scientist in the cap. I'll probably hold onto it for a GA to help pump out the CKNs. I'll also get some Galleys with Sword inside to hit SD from the sea. He seems mostly focused on Naufragar atm, he just burned one of their cities (an auto-raze), but lost a lot of units doing it:
So if Naufragar keeps up the pressure on SD, I feel pretty good about this plan.
October 26th, 2019, 12:11
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I am annoyed. Magic Science is attacking my island right when it looks like I could be attacking SD. His war with Naufragar looks real, judging by all the whips. One of his cities that I was planning to attack from the sea is empty, but I'll need that galley to the North now.
He's landed 1 Chariot and 3 Axes.
Not only is this ruining my plans re: SD, but this city will only help Magic Science in crippling his economy even more.
This is how much the city is costing me in maintenance:
Imagine how much it'll cost MS considering it's much further from his capital than it is from mine and he has twice as many cities as me. What is he thinking?
Well, I know what I'm thinking, and that is doing my utmost to ruin any chance MS has of winning this game. I fired my GA to get Machinery faster, and after that I'll be building nothing but CKNs with no thought but hurting MS.
SD's aggressive plant at least accomplished something for SD, in claiming land that I might have got otherwise. This? This does nothing for MS but make an enemy.
October 27th, 2019, 11:03
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OK, GKC's civ (as played by ZooperPooper) last turn played and ended turn before me. I played my turn, leaving only MS to play (and take my city). On my turn one of my galleys moved slightly East, dropped a scout off on an island, then I was planning on moving it back towards the war with MS. But after I played my turn, and before MS played his, GKC logged back in and moved that Trireme, killing my galley. This, as far as I'm aware, is a turn-order violation. He can't declare war on me and kill a unit after I played, having already played and ended turn before I played. If he wanted to make sure that he could kill the galley he could contact me and ask to claim the first half of the turn timer, since he had played before me last time. So it's not as though I would have avoided losing the galley if GKC had followed established procedure, but he didn't.
Here's the order of events in the event log:
>I fired my GA
>Then GKC declared war on me and killed the galley
>Then MS played and took my city
October 27th, 2019, 14:24
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I am so done with this game...
October 27th, 2019, 16:05
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Yeah, that's a pretty clear violation. I think you are quite justified in asking for a reload. I dunno how RB resolves this - I haven't been on the server much lately.
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October 27th, 2019, 16:08
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(October 27th, 2019, 16:05)AutomatedTeller Wrote: Yeah, that's a pretty clear violation. I think you are quite justified in asking for a reload. I dunno how RB resolves this - I haven't been on the server much lately.
I know, I just can't be bothered at this point to follow through. You're the first person other than GKC (we talked a bit with PMs) to respond my post. I don't really care enough about this game anymore to press the issue.
October 27th, 2019, 16:12
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I...don't think it's a violation? He didn't double move you, you as you had an opportunity to move between his turns being taken.
Ending turn does not mean you can't log in and make changes. In this instance, as he declared war after you played your turn he has second half of the turn, essentially giving you a potential double move effect in some ways.
Have I misunderstood anything about the turn order?
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October 27th, 2019, 16:21
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(October 27th, 2019, 16:12)Krill Wrote: I...don't think it's a violation? He didn't double move you, you as you had an opportunity to move between his turns being taken.
Ending turn does not mean you can't log in and make changes. In this instance, as he declared war after you played your turn he has second half of the turn, essentially giving you a potential double move effect in some ways.
Have I misunderstood anything about the turn order? But he played the rest of his turn before me, including hitting end turn. You can't play most of your turn, hit end turn, and then claim the second half of the timer by logging in again after your target has played to declare the war.
As far as I understand it, when it comes to turnsplits, hitting end turn means just that. Essentially, GKC had the idea to attack my galley, thus establishing a turn split. But he had already ended his turn before me. Therefore on that turn, I had the second half of the hypothetical turnsplit with GKC. When I played my turn, I knew that GKC had played his, therefore assumed I wouldn't get attacked by him that same turn.
Furthermore, I would have probably logged in before him this turn and moved that galley out of range back toward me, especially now that I have three movement on them (thanks for that change Krill, btw).
I'm under no obligation to maintain a turn-order with GKC. He's the one attacking me, that's his job. If he wants that second half, he has to claim it in a message, or actually play his whole turn after mine.
I've gone in and changed things after hitting end turn, but not something that would effect a conflict with another player or establish a turnsplit
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