September 3rd, 2019, 19:29
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I love the smell of cooked borsche in the morning.
He's scout-less, so that's a pair of eyes fewer.
Also, didn't realize mod changes made scouts 200% animal-resistant. Shouldn't have feared that lion... (it moved a tile north, should've pursued probably).
Demos:
"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
September 4th, 2019, 05:32
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September 4th, 2019, 05:41
Posts: 184
Threads: 2
Joined: Sep 2014
moved the scout back in range of the lion and looks like there's no more land beyond the hill
not much new info on borsche yet
the western warrior has a promo that I haven't used yet. i want to wait and see if he has any other units first.
i stupidly forgot to update demos last turn, i've done them for this turn though, and added yours from above.
September 5th, 2019, 08:09
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here's a spicy update on what borsche has
I assume there's a warrior coming out next turn, with the road he could have easily have gotten his warrior back as a garrison but instead he moved it to the signposted tile with a settler.
i moved the settler towards thecopper. it wasn't clear which city site you had planned to settle in the micro plan. you had settling after 3 turns of moving and i'm not sure which site that is but i assume its to secure copper. hopefully i didn't fuck up the micro plan
September 5th, 2019, 08:10
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uhhhhh.... i ended turn and there's still no warrior in his capital? i refuse to believe he is sacrificing his capital so there's got to be another warrior 1S in the fog.
September 5th, 2019, 10:30
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WAIT whaaaaaat??? I am confused here, how would there be another warrior there. It doesn't seem to me, based on demographics since I logged in last, that he has a warrior anywhere else, nor would it make sense for a warrior to be south of his capital. My first instinct is to say that by moving second onto a tile of his, we forced his citizen out of a tile, meaning that he didnt complete a warrior he had planned for this turn. If this is the case, we've mortius'd borsche. If this is the case, we're going to be playing a whole different game.
I am giddy.
Place the settler wherever you feel is best - has the lion died? My intuition is to settle 1S of the tile between copper and clams, so that we can place a city 3N of it on the desert tile (moai?) and one 3W of the capital to maximize terrain usage.
What's our tech plan after pottery? I'll probably start making a second wave of micro plans after we have our 2 cities placed. We should build a granary/some warriors in our capital in the meanwhile (Probably warrior -> (chop) granary (whip) -> worker -> settler -> warrior)
"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
September 5th, 2019, 15:52
(This post was last modified: September 5th, 2019, 15:53 by GeneralKilCavalry.)
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Borsche actually didn't think things through this time.
Before:
After:
Both Borsche and I assumed this was civ 3 and that having a settler wouldn't eliminate him, but apparently it does? This niche situation needs to be remedied in RTR patches, or at least have games use the "no defeat until all units eliminated option".
Our empire:
Being hyper-aggressive pays off?!? Who woulda thunk it.
"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
September 5th, 2019, 16:54
(This post was last modified: September 5th, 2019, 16:55 by GeneralKilCavalry.)
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What's our game plan now?
Long term:
1. I'm thinking of rexxing the hell out of this continent and tech rushing towards calendar. (Sailing is a big one too)
2. With the added coastal GNP from Borsche's capital, we should race ASAP to priesthood for Oracle.
3. Honestly, we really need religion because we don't have too many luxuries - I count 3.
Short term:
1. Build a worker or two for Borsche's capital
2. We should also start cottaging after this round of chops.
Overview:
We're 100% top of the pack with this steal. If before we were a few turns behind other civs in getting out a second city, we'll be at four before the rest get to three. I think we have about 50-60 turns of utter invulnerability, and with superdeath in this game, the other four players are bound to be gridlocked in war and conflict. I really need to research the naval combat in this mod...
Pitfalls:
We need to be watching our coast from now on and get some intense scouting going.
We need to watch our expansion carefully, but if we grab colossus, we ought to be fine.
"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
September 6th, 2019, 02:50
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Joined: Sep 2014
What the fuck?????????????
September 6th, 2019, 05:15
(This post was last modified: September 6th, 2019, 05:15 by Old Harry.)
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(September 5th, 2019, 15:52)GeneralKilCavalry Wrote: Both Borsche and I assumed this was civ 3 and that having a settler wouldn't eliminate him, but apparently it does? This niche situation needs to be remedied in RTR patches, or at least have games use the "no defeat until all units eliminated option".
Having to hunt down that last scout for all your war weariness to go away? Urgh...
It's not the first time a mechanics misunderstanding kills a player and it won't be the last. Modding the game because he misunderstood seems a bit extreme to me.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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