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Ljosalfar IN SPACE!: Bobchillingworth hugs a fungus

New city:


[Image: 2012-07-10_00001.jpg]


Odd thing about that city- that pre-built windmill showed +4 commerce before I built the city, now you can see it is only +2. And it was showing a potential +3 production from a mine- I actually reloaded the turn after I finished the mine and it instead only gave me 1. I would normally never go around reloading turns like that, but I feel I was entirely justified in this manner. I have no idea what causes the display / reality discrepancies.



I think I'm first to three, although I'm not certain. I probably will be first to four, since I have another colony pod out now.



Mist, for all his self-serving moaning about my pod luck, is likely running away with the game, parlaying two early wonders into large city sizes and excellent Great Doctor bulbs. I sure hope that Nic can hold him (assuming their supposed hot war is indeed active), and that Sareln directs his first aggression that way.



In two more turns I should have my first real fleet ready to move, three CI, Empath Gunboats. I'll be sending them towards a collection of Pods to my south and south west, knocking off defending Isles as they move. Great person arrives at next EoT, praying it's an Transcend as I really have no use for a Tycoon at the moment. Well that's not entirely accurate, I could merge one into my capital for like +8 gold per turn, and maybe enough production to 1-turn Gunboats. But I'd much rather have a Transcend to bulb my next Planet tech (I also would like one for the Concordant, but that can wait).
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Arghhhh. Another Tycoon. Mouseover shows he'll give me +2 hammers and +6 GPT, so settle it is. I've tested, and he's never going to bulb anything I want.




Not the worst thing ever, I mean he'll fund some intense expansion. But still. That's really annoying. I'm going to have to rely on a different city for my Transcends.
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Picture of Relevant Stuff:


[Image: 2012-07-11_00001.jpg]



* My Supply Trawler is somehow still alive.

* My capture / pod fleet is sailing out.

* I'm making a run for the free sea colony pod tech (mostly want it for the trade routes and faster boat movement, but obviously I'd enjoy the pod as well).

* Capital is preparing a Pod for another expansion.




I also will grab a pod south of Sareln next turn:


[Image: 2012-07-11_00002.jpg]


I don't expect much, but we'll see.
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While Sareln fights for his life vs. the UN, I've been going after his pods:


[Image: 2012-07-12_00001.jpg]



I think the game is telling me "overexpand!" lol


I'll see what I can do to accommodate it.
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Hmm, so Sareln's gone. Upside: No threat now of the game degenerating into a 3 v 2 alliance, with me being on the wrong side. Downside: Nic has five cities, and although I think he's kind of full of himself and not nearly as good as he'd like to believe, he's certainly one of the most opportunistic players on this site. Any boats I see of his die.



As for myself, I settled city 4:


[Image: 2012-07-13_00002.jpg]


Debated whether to bother with a scout trooper first. I have a Unity Rover positioned to intercept any Mindworms, so the only danger is someone razing my city with stuff from a Cargo Foil. I think the risk is low enough to risk delaying a defender (until the Lab finishes).



[Image: 2012-07-13_00001.jpg]


Captured my first Isle. Of course I lost a Gunboat attacking it at 79% odds rolleye


At least my Isle got 2 exp out of it. I can either take Wild & see if I can bother someone's coastline, or the Combat I equivalent and go hunt other Isles. I'll probably just do the latter, I'm not sure my opponents have much in the way of navy yet, or aqua improvements.
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IoDs need Emparg Song too to capture native life.
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Ah, right. I phrased that poorly, I mean I intend to run around and kill Isles defending Pods (most ocean pods are now under blockade).
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[Image: 2012-07-14_00002.jpg]



Pod gave Nutrient Resources in the south, and more importantly I captured my second Isle (this time without losses :neenernee)



I think I can start sustaining a pod-a-turn pace pretty soon, until I have them all.
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If people complain you're having too much pod luck, tell them they should have built a couple gun foils and kept a positive Planet Attitude too. wink
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I think I might disagree with the "luck" part lol



[Image: 2012-07-15_00001.jpg]



An Isle sunk my Cargo Foil the turn after I dropped off my Rover. So of course my main pod reward is an almost completely useless Former tongue


Since I have no way of bringing it or the Rover home for a long time, I'm just going to fortify them on opposite ends of this small island, and use them as sentries- should alert me if Selrahc starts to settle or explore the coast. Eventually I'll try to rescue them with Isles.
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