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[PB 55] Miguelito and Mjmd help Amicalola avoid a repetition of last time

It won't raze because he has been size 2, but someone may come and raze it. Next time whip archers instead of chariots for city defense.
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No archery. Waiting till after IW. Just a horrible series of mistakes that aren't mistakes most of the time but are in this specific scenario.
Past Games: PB51  -  PB55  -  PB56  -  PB58 (Tarkeel's game)  - PB59  -  PB60  -  PB64  -  PB66  -  PB68 (Miguelito's game)     Current Games: None (for now...)
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My bad I forgot we had skipped.

It is also really unlucky to both get that many barbs and also to have the odds go against you.
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At least I have the next couple of days to cool off. I am going to get the instructions done now.

Edit: LMFAO the barb axe is now combat 1 shock. He's like a human!
Past Games: PB51  -  PB55  -  PB56  -  PB58 (Tarkeel's game)  - PB59  -  PB60  -  PB64  -  PB66  -  PB68 (Miguelito's game)     Current Games: None (for now...)
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Ok so first an overview pic but there's so many instruction signs that it's basically illegible. 



I think the signs are generally pretty unambiguous. I've left instructions for T85 and 86. If you are unsure about anything you can ask, or if you can't be bothered and it's not major just make your best guess. I hope that won't be necessary though.

We turn research on T85 and blast through IW. Settle the jungle cities T87 and 88 as long as Jowy doesn't first.

We are whipping a chariot in Aperol on T86 and overflowing an axe in Negroni on T85 to take down uber-axe. 2 chariots + 1 axe should be enough to reclaim it. That way we are delayed, but not crippled. If the barbarians raze G+T I guess we just never speak of this again. I don't think that's how they're coded though.

The worker turns down near the jungle are a little bit fiddly, but the signs should be very clear. If you seriously mess anything up it's honestly not a big deal. In my tilted state right now I'd probably do worse. 

Hopefully when I'm back I will have cooled down. This could seem like a fun challenge. And hey, a new house will help. I'll be able to post still while I'm gone. Thanks for playing the turns!!!
Past Games: PB51  -  PB55  -  PB56  -  PB58 (Tarkeel's game)  - PB59  -  PB60  -  PB64  -  PB66  -  PB68 (Miguelito's game)     Current Games: None (for now...)
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Hey! I did that too!
https://www.realmsbeyond.net/forums/show...#pid716372

Good luck reclaiming the city...
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(November 16th, 2020, 03:26)Old Harry Wrote: Hey! I did that too!
https://www.realmsbeyond.net/forums/show...#pid716372

Good luck reclaiming the city...

Let's take it as a good omen then alright
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Questions in bold. I changed some things. Some of them due to changing circumstances, but I may have overstepped my bounds on the others. I should have looked at this last night and posted questions.

First: SD completed GLH.

I whipped settler in whiskey sour per sign but my math is that it gets there on T88 and settles 89? Probably for the best. Jowy just settled a city and there is a SD axe around. That Jowy stack you see in the south is a dog soldier, 2 workers, and a settler (you didn't have a sign for the scout but I assumed keeping an eye on Jowy after I saw new city might be a good idea). Not sure where his settler is going. I took the liberty of switching Pisco Sour to a chariot (this one I think is fine as situation changed). I would like to whip it next turn (which is also when whip unhappy wears off). Your 8th in military and building a library there btw crazyeye . Not enough commerce there to warrant that yet I think. What should I build at Pisco Sour next. 
 
[Image: Zr2Z7ZO.jpg]

I also took the liberty of chopping the near forest at Moscow Mule instead of second ring. You don't need to chop all the forests for safety! At least in my opinion, especially pre math. I would like to move that worker down to road between the cap and our first city finally (I admit I moved spear down before noticing it wasn't roaded... as the galley moved away; I'll send it back). It could also mine near Daiquiri and could send Gordon Ramsey up near along existing roads to improve capital more. What you want to do with workers? I can of course also chop the 2nd ring forest if you want as planned. I didn't think this was that huge of a change while discussing.
[Image: hambT4B.jpg]
Speaking of capital. I took the liberty of giving it the sheep this turn as Whiskey Sour won't grow building the settler (which it looks like your sign to work all of them plus horse T86 assumed) and it produces same hammers working the horse. I assume Whiskey Sour should get the sheep back next turn following your signs again?
 
You have a sign to whip the chariot turn 86 at Spritz. That would cause 26 turns of whip unhappy. The axe from the capital is going to take a second to get down to the barb city / it will take time to heal. I suggest waiting on whipping as it won't impact the timing of the attack, but it will save us on whip unhappy. Let me know?
[Image: 3DmWSOP.png]

Your signs up north for the work boat were interesting. I'm assuming your loop around sign was to go back down and along Ruff coast. Btw was this city always here?

Also do you want to start a unit Mulo for potential emergency whip? If so what unit? You could also send in the warrior there to keep tabs on Rome. Probably a better defense as scout than sitting there fortified. Should I move it? 

[Image: tlk3IJd.png]

Edit: what is building in Mojito?

Let me know on things and stuff.
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Hey, huge thanks for being so thorough. Yeah, sorry about a) the signs that weren't clear, b) signs that didn't exist/got things wrong, and c) signs that were... interesting. I was in a really foul mood yesterday. Feeling a lot better today. Questions/comments in order:

Thanks Harry, that did genuinely cheer me up. smile

The Whiskey Sour settler should get there EoT87 and settle 88, unless I've messed something up. T86 Move S-SW-SW, T87 Move SE-S, T88 settle in place. The chariot at Pisco was a good call, probably anyway but especially if Jowy has moved on the area. His city is in a spot that lets us get both of ours which is nice, although we'll be butting heads a bit. Whipping next turn also smart (garrison for T88 spot) and afterwards perhaps an axe? Is a lighthouse worth it for a city that only works 1 tile? Probably not. Anyways axe first either way. 

I like the idea of sending that Moscow Mule worker down to road between cap and second city. I have meant to do that twice and both times they have been distracted by other more important micro. But we should definitely do it now. Capital has 7 improved tiles, so maybe after the roading we will have it improved more, but for now I'd like the two northern roading workers to build those two mines, starting T86. 

You are 100% about Whiskey Sour taking the sheep on T86, not 85; that was my tilted brain not thinking straight. Thankyou for raising it, and yes the capital wanted it T85. Whiskey will take on T86 for a 1 turn growth. 

Waiting on the whip at Aperol is once again a much better idea; again, that was tilted brain talking. Working the mine gets them out in reasonable time now that all three hamlets are being worked as well. Thankyou for raising this too. 

That Ruff city is reasonably new, and was the reason I was hoping there'd be a connection. Looks stupid now; I was trying to have my cake and eat it too. That realisation was another thing I was annoyed about: I made a couple of silly mistakes (e.g. work boat travel), and the bad luck at the barb city on top of it made it look to everyone else like I'd done even worse. 

Warrior going into Ruff land and emergency unit prep are both good ideas. Make it an axe at Mulo; unless Ruff recently got them (like last 2 turns), he doesn't even have horses yet. Definitely axes and praets we're scared of. 

I think we want to start building a lighthouse in Mojito, which we will try to time a 2-whip with connecting stone/overflowing into Moai. 

I think that answered everything. Again, thank you very much for taking the time; I appreciate it. Will be back this time tomorrow night! smile
Past Games: PB51  -  PB55  -  PB56  -  PB58 (Tarkeel's game)  - PB59  -  PB60  -  PB64  -  PB66  -  PB68 (Miguelito's game)     Current Games: None (for now...)
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Haven't played turn yet, just confirming stuff:

-The forested hill won't be roaded for whiskey sour settler which I think is the disconnect. Puck had to step onto the hill T85 and since its forested actually has to act like a normal worker. I know unfair right!

-Will send Moscow Mule worker down to road. Leaves us with 4 forests for something there as well. Even if it is just infrastructure post math.

-Will switch sheep

-Still have to whip the chariot in Aperol, just will cause 24 turns unhappy vs 26. Axe from cap starts down this turn and makes it there in 4. Other chariot won't be healed yet, but barb city may just have 1 unit in it. It might be worth whipping the chariot this turn as planned thinking about it. I'm not sure if the axe or archer took the city.... Thoughts?

-When you are going for circumnav just go for it. I do agree the bonus is just kind of silly this early and hopefully changed in the future. That island was probably supposed to be his / contested so at least it doesn't need to be taken like the one of Lewwyns that is in our face.

-Mulo will move warrior and start axe to have in queue.

-Mojito will start lighthouse. I'm really hoping there is another food up near that island silver. What is nice is that you can grow on the fish for now and just not whip it later, which does make it a good candidate for Moai. I was actually going to suggest leaving the grassland river un cottaged in case we needed a farm there, but looks like you've already cottaged. More scouting info required in any case.
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