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[spoilers] Off balance, missed the bus

Turn 45 started out with a bad event:

[Image: 54-45_event.jpg]

I paid the 25 gold protection money.

Two barb warriors showed up at the same time; the northern one is messing up my worker micro. One of the problems of playing Kurios is that you have to defend a larger than normal amount of territory.

[Image: 54-45.jpg]
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One of the features of FFH is that worker micro doesn't typically survive contact with the enemy. And one of the other features is that the world is your enemy shakehead.
It may have looked easy, but that is because it was done correctly - Brian Moore
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(February 27th, 2021, 15:37)shallow_thought Wrote: And one of the other features is that the world is your enemy shakehead.

A lucky enemy, at that. One of the barb warriors won at 12% odds attacking across a river, so I had to counterattack at less than overwhelming odds to keep him from promoting:

[Image: 54-47_odds.jpg]

I won, and now have two warriors at 4/5 XP. Bad management of my warriors, I guess.

[Image: 54-47.jpg]

Mackoti is in God King and Religion, and is cranking out an obscene number of hammers. He's also putting culture into his pink dot city of DealuNegru.
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I settled my third city and popped my world spell. Exhibit one on why it's a bad idea to settle up on the Kurios:

[Image: 54-52N.jpg]

I obviously still don't understand how culture bombs work. I expected to get 50 culture in my 4th ring and either 250 or 1200 in the third ring. But it's showing me at 63% culture on a tile in my third ring where mack has 8 culture, so I have 14? In any case, I probably have permanent control of that gems tile unless he wants to burn a great sage for his own culture bomb.

In the south, I went for a decent city right now instead of a theoretically better city some distant time in the future:

[Image: 54-52S.jpg]
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I'm way behind on my reporting, partially because I've been squeezing in the turns at awkward times and partially because I didn't want anyone to steal my toys. I present:

[Image: 54-57.jpg]

I tried to hide the build in my screenshots, but a keen-eyed reader can see the thumbnail in the first picture of the previous post.

Now I have the three strongest units on the board. Not enough to wipe out another player, but it gives me a pretty good sense of security. Also, the free sentry promotion should help with exploration.

I popped a great sage a couple turns ago, and used him for a golden age. I had been waiting a few turns to revolt into God King, and it helped speed up the Pact of the Nilhorn. I plan to switch to Nationality and Apprenticeship on the last turn of the GA, since you can do two free switches if you swap on the first and last turns.
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Mack popped his world spell at five cities. One of the five warriors hunkered down in his border city is now clutching a golden hammer.
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Current garrison in mack's pink dot city:

[Image: 54-65.jpg]

So, hunters? Faster than golems, anyway. At five strength with a hammer, they have 12% odds against my unpromoted giants, less than 4% against the guy who trained up to C1 against the barbs. No defensive bonus, so they should be fairly easy to kill in his city if it comes to that.
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Yet again, mack has amazing combat luck:

[Image: 54-68.jpg]

Edit: fixed the odds.
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alright  Any idea what the plan is now?
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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alright Are those numbers on the right the odds? Hunters should get decent odds against hill giants.
There is no way to peace. Peace is the way.
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