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[Spoilers] The Network assimilates ipecac, Ruff_Hi & Dreylin (Monty of Vikings)

I can cover ... but I must say I am way behind re what is happening.

I am not available Thur.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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The Plan is pretty comprehensive, although there might be some exploration to do.

Brief game summary: slow expansion due to pursuit of other goals (Buddhism, Oracle & Colossus), but we made a successful grab for defensive position against Elum/mackoti and have consolidated that well. Currently settling plans focus on improving Happy cap and then securing land to the North.

I'm Back on Wednesday, so Thursday absence is no problem.
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Played t82.

Having the Pigs back at the Hub threw the plan off by pushing it past the threshhold for a double whip of the Settler this turn. The solution was to switch back to the Temple, double-whip that and then the overflow will complete the Settler next turn. Delays the Settler by a turn, but has minimal other effects on the plan (I think we'll need to tweak a tile or two down the road, but that's it).

But I managed to keep the Settling time the same by grabbing the Worker who was going to to start roading North and finishing the Road connection. He can then put 1t into the Mine and set the original Worker back on track before disappearing into the sunset.

News for the turn:


I think that's a transit war (checking Relations, he's also declared on Adrien) the location is where it takes me if I click on the declaration; no idea why.

Here's Twisted Pair's Health situation; we should be OK at size 7:

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Just to check; where are we placing Keystone Jack:


On the "discovered Sailing" hill, right?
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(January 10th, 2015, 21:37)Dreylin Wrote: Played t82.

Having the Pigs back at the Hub threw the plan off by pushing it past the threshhold for a double whip of the Settler this turn. The solution was to switch back to the Temple, double-whip that and then the overflow will complete the Settler next turn. Delays the Settler by a turn, but has minimal other effects on the plan (I think we'll need to tweak a tile or two down the road, but that's it).

But I managed to keep the Settling time the same by grabbing the Worker who was going to to start roading North and finishing the Road connection. He can then put 1t into the Mine and set the original Worker back on track before disappearing into the sunset.

Just to check; where are we placing Keystone Jack:... On the "discovered Sailing" hill, right?
nod

Ruff: As Dreylin said, workers are already planned out. One axeman is going after a barb, another heading towards Access Point to garrison. eot84 a chariot will spawn from Twisted Pair that is supposed to move E and then N-E to explore towards Adrien.


Quote:CH converts to Hinduism!
Ookay. The mysticism civ (caledorn/plako) got neither Buddhism, Hinduism or Stonehenge crazyeye

On another other note: Plan is to triple-whip a Library in The Hub T103. Would like to get it much earlier but it's tied up getting a GPriest and Galley.
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(January 11th, 2015, 00:22)ipecac Wrote: Ruff: As Dreylin said, workers are already planned out. One axeman is going after a barb, another heading towards Access Point to garrison. eot84 a chariot will spawn from Twisted Pair that is supposed to move E and then N-E to explore towards Adrien.
Barb is gone; Axe took a hit, but got its 1xp. I'm going to move it to the Workshop, heal, and then it will head to fogbust the Moai site.

Oh, I don't think I've mentioned it before, but the land to the South is crawling with Barbs; and I've seen an Axe down there too. Makes me think it's not connected to anyone else.

(January 11th, 2015, 00:22)ipecac Wrote:
Quote:CH converts to Hinduism!
Ookay. The mysticism civ (caledorn/plako) got neither Buddhism, Hinduism or Stonehenge crazyeye
Except CH is caledorn/plako, since he took over when cal left.... shhh

(January 11th, 2015, 00:22)ipecac Wrote: On another other note: Plan is to triple-whip a Library in The Hub T103. Would like to get it much earlier but it's tied up getting a GPriest and Galley.
OK, makes sense.

On another note, what's our current Settling order? We have one coming out t92, is that for the northern spot? Then the two t99 are for Moai and where?
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(January 11th, 2015, 11:52)Dreylin Wrote: Oh, I don't think I've mentioned it before, but the land to the South is crawling with Barbs; and I've seen an Axe down there too. Makes me think it's not connected to anyone else.
Good thing we're sending axe + chariot then

Quote:Except CH is caledorn/plako, since he took over when cal left.... shhh
Bah, I thought that caledorn/plako was johns. twirl

Quote:On another note, what's our current Settling order? We have one coming out t92, is that for the northern spot? Then the two t99 are for Moai and where?
t92 is for northern, and one of the t99 too if we find a good site northish of Access point to border Adrien.
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Well, it looks like it's a real war after all:


Oh, and this:
(January 10th, 2015, 21:37)Dreylin Wrote: But I managed to keep the Settling time the same by grabbing the Worker who was going to to start roading North and finishing the Road connection. He can then put 1t into the Mine and set the original Worker back on track before disappearing into the sunset.
Forgot about the river, didn't I? duh So that Worker can't make it to help out - I diverted to add a turn to the Cottage N of the Hub.

There was only 1 way to keep the timing for Keystone Jack and that involved pulling the Worker from Mining at Twisted Pair. I considered it, but decided the wasted Worker turns, plus the inability for Twisted Pair to work the resultant Mine meant it was better to wait the turn on Settling. I adjusted Keystone Jack accordingly and it does cause a couple of cities to take a turn of unhappiness so the Plan may want tweaking down the road. alright
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(January 11th, 2015, 22:46)Dreylin Wrote: Well, it looks like it's a real war after all:
Huh. We still have graphs on CH and agent/TBS/johns, right? Might be useful to monitor what's going on.
Quote:Forgot about the river, didn't I? duh So that Worker can't make it to help out - I diverted to add a turn to the Cottage N of the Hub.

There was only 1 way to keep the timing for Keystone Jack and that involved pulling the Worker from Mining at Twisted Pair. I considered it, but decided the wasted Worker turns, plus the inability for Twisted Pair to work the resultant Mine meant it was better to wait the turn on Settling. I adjusted Keystone Jack accordingly and it does cause a couple of cities to take a turn of unhappiness so the Plan may want tweaking down the road. alright
That's all right. On that note, I was thinking that since we can't finish Colossus immediately after getting math, I'll rework the chops to come in at the correct turn.
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Where can I find log in details, IP, civstats location, PLAN, etc?
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
Reply



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