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[SPOILERS] Lewger goes for the Bigwyn

ok, Turn 101 report, part 1. (sorry I missed 100). This will be focused on the new world revealed to us. I hope our ded-lurkers appreciate it, I took 14 pictures for this (global lurkers probably know a lot of this already). Since there are so many pictures I'll use spoiler tags.

1. First, view from space to see everyone:
[Image: 6YYnpbg.jpg]
Ok, so we know of 8 civs, including ourselves. Serdoa is SE of Azza, he has 6 cities on 3 different landmasses, including one island city and the captured barb city that is pretty isolated smile. Brick is due east of him, actually connected to our western landmass. If our scout had died earlier we would have made contact with him and spacetyrant by now. Spacetyrant is due south of Brick on the same landmass as Brick and 1 of serdoa's cities (well 2 if you count the barb city, although thats quite a bit off). Its a good guess space and Brick have had some skirmishes, which explains his unwillingness to let go of iron earlier.
South of serdoa, just south of the jungle Odysseus is making his way through, is Scooter/Pindicator. they only have 4 cities, and probably have been beat up by commodore, who is due west of them. we don't have maps on cfccjester, but we can see 2 of his cities poking out of the fog. either spacetyrantxenu or serdoa made contact them, but they wouldnt trade maps, and then that person gave maps to Brick. in any rate it appears they are on a large island by themselves. the island is east of Scooter and south-southeast of Serdoa.

Location still unknown: Plako and merohoc, who we know have had a heated war. Also, Slowcheetah/catwalk. If I had to guess I'd say we'll run into Slowcheetah eventually with our workboat exploring west, while Plako & Merhoc are in the fog somewheere to the south east of the map. oh, thats good news as well - no one in the known world has maps on the area west of our location smile. so we made the right decision sending the workboat west, and if we're lucky there is unsettled land out there.

2. azza:
[Image: 88cYObk.jpg]
he's already run out of land on the continent, his future expansion plans will have to be either through the jungle towards serdoa, or islands. he has at least 2 island cities, one of which we can see here.

3. Island west of azza:
[Image: h6juoGZ.jpg]
thanks to our trade connection, we know azza has 7 cities. but we only have maps on 6 of them. I believe he has one on this island, as he now also has ivory frown. He won't be able to build war elephants until construction, but when he has them they'll hamper our horse archers frown. they are only strength 7 vs axes, archers, spears, etc. but strength 10.5 vs horse archers and 12 something versus knights. once we see him going towards construction we'll need to make sure we have spears aplenty.

4. south of azza:
[Image: YPndl05.jpg]
this is another expansion option for azza. note that commodore's empire is south of the gems in this picture, so they could end up clashing eventually. if we were to somehow eliminate azza early we might be doing commodore a favor in the long run.

5. the bulk of Serdoa's empire:
[Image: tsoRPEW.jpg]

6. Brick:
[Image: AtQNZ5W.jpg]

7. no-mans land between Brick and Xenu:
[Image: H2usxD4.jpg]

Note that he his last city was settled for the Iron, which probably produced a skirmish between him and xenu. Not really sure I understand this - he should have a strategic resource at his capital, but have AH, BW, and IW and can only see the one Iron. So either Krill made a mistake or he waited until turn 3 to settle. Probably the latter, not sure that was a good idea though. I think he started near his horses.

8. Xenu:
[Image: gz08ed8.jpg]
we can see he has 5 cities (one we can only see culture, founded after Brick got his maps)

9. land between Serdoa and Brick:
[Image: 1fYD6Y4.jpg]
there's some good stuff here, so hopefully serdoa will focus on eastern expansion rather than northern expansion towards us. I don't think we'll have to worry about Brick sniping our land, so he'll be great for long term open borders once we have alphabet. He's shaping up to be a good long-term ally, i think.

10. Land north of Serdoa:
[Image: nv4VowG.jpg]
unless azza radically changes his game plan, Serdoa will be our only competition for this land. He got the first blow with the barb city, we'll need to take that from him asap (more later on this)

11. the path ahead for Odysseus:
[Image: flNq9bR.jpg]
there are some breaks in the jungle, and we can make contact with Pindiscooter in 5 turns. yay smile.

12. Pindiscooter's empire:
[Image: Z3fevX3.jpg]
if white castle doesnt expand borders in the next 6-7 turns, we can make it past that, but we won't be able to get past Long John silver without open borders frown. declaring war to go past doesnt seem like an option either, scooter will probably kill our chariot. we'll have to hang out until we get alpha bet or turn around frown.

and really its going to be hard for us to make contact with anyoen but scooter anytime soon, which kinda sucks.

13. Commodore, west of Pindiscooter:
[Image: KLOYIBS.jpg]
so we know commodore has been at war, and pindiscooter is his only possible target.

Look, I can't be sure, but I think we have a beef with commodore. azza has no horses. His only source of Iron is Beowulf. so how to explain the chariots, horse archers, and the praet he invaded us with when we held Beowulf and that source of Iron? he must have been given a loan.
Well, Serdoa only has copper - no Iron OR horses, so it can't be him. Brick didn't even have contact with him when he made contact with us. Scooter has horses, but no Iron - xenu has Iron, but no horses. So I think the the only possible culprit is commodore. so one of them set up a trade connection quite early, commodore noticed we razed a city of his from civ stats and gifted him horses, later cancelled that and gave him iron instead.

really quite annoying. if commodore doesnt interfere azza can only build warriors for his initial invasion. we probably take his capital and the living end, maybe eliminate him.

So I think we need to align ourselves with Brick and Pindicooter. In 5 turns when we meet Scooter we offer a trade deal, even a sheep for sheep type deal if we have to, to signal we will help. once we have copper we could gift him iron, since we don't be building swordsmen. we might even consider just gifting him our maps as a goodwill gesture (we won't gain anything from a map trade, but he might gift maps back anyway). commodore, Serdoa, and Xenu will be much bigger long term competition than scooter or brick, so this seems smart anyway.
we can get quite a few foreign trade routes, maybe even all of our trade routes post-currency, from just these 2 civs.
14. lastly, here's the island of cfcjester/nakor. You can see why they rushed the great lighthouse:
[Image: GfX383N.jpg]



random notes: Hinduism spread to brick, and he converted. rather unfortunate, i was hoping Judaism would spread to him. which it may still, he only has hinduism in one city and is not in OR.

we're going to contact scooter in 5 turns, but its going to be really hard for us to contact the rest. Commodore will have to wait until after alphabet to go through scooter. or a coastal city in the southwest, but alphabet will be much quicker. once we capture the barb city from serdoa and get it going we can send a galley through there to find xenu, and then eventually cfc jester, but that will take awhile still frown and probably not until we have a peace treaty with serdoa.
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I'll get to reporting on our empire in just a bit, but here are my thoughts on the current turn:
(Lewwyn, tell me if you disagree)
1. invade serdoa at the barb city this turn. Can't say till we move in what he has there, but his power level is incredibly low - half of azza's, who is slightly lower than us. Also, his MFG is now lower than ours. he is not expecting a war here. we can land the axe, then chariot on the sheep/hill tile, and go from there. the galley can return to pick up an archer and one other unit (axe or spear, depending on if we need the axe to win the battle) from the aneid, and we can move an archer from hte odyssey over to teh aeneid for its defense. I think after we take it serdoa will take peace - he probably has his island city of chicken pizza lightly defend and will fear its being razed. if he doesnt take peace, then we can raze it smile.
Question: Since the barb city was once size 2 (otherwise serdoa would have razed it) we can be sure that it won't auto-raze when we capture it, right?
2. volsung grows to size 3 next turn - I think it should then 1-pop whip the lighthouse, and put the overflow into a galley! we could use two galleys - on to transport to and fro volsung, and one to connect the aeneid to the east. once we are ready to settle the copper/fish/crab site we can use the northern galley to transport the settler and archer over there as well.
3. math should built a spear, not an axe. it grows to size 3 in 3 turns, then we can one pop whip the spear, put the overflow into the axe and probably complete it in 1 or two turns. I would like horse archers before too long too, although not immediately.
3. the ililad has reached its happy cap, and won't lose another whip unhappy for 9 more turns. it grows in 2 turns at current configuration. maybe we should use this time to build another worker? the axe in gilgamesh completes at EOT. it could either build another axe or put turns into a much needed library, rather than the settler, so iliad can keep the grains and complete the worker. if we do keep workin a building there we should probably put turns into a library now, isntead of lighthouse - so we can eventually whip the library in the iliad.
4. looks like you forgot to 2 pop-whip the axe in the aeneid?? no worries. we need to 1 pop whip it this turn though, at size 4 we're working a 1-1-1 unimproved plains wine tile. next turn it will imediately grow to size 4. I think it should work the cottage, mine, cows, and wheat, then 2 pop whip another axe when it can. the odyssey has 3 turns until it loses a whip unhappy (so 2 next turn) so it can work sheep, mine, and either cottage or oasis to speed up growing to size 4 (prefer cottage, but oasis if the extra food is needed to get there in 2 turns).
5. hermes, the chariot on the plains mine, should retreat into our culture. this will save us a dollar in maintenence, and take away a temptation for azza attacking us.
6. ALSO, I think we should offer Azza a wheat for wheat deal. Or maybe a crabs for clams deal, whatever. This will let him know we're not gearing up to take Beowulf back (well not in the next ten turns anyway) and also, if he accepts, give us another 10 turn peace treaty so we don't have to worry about him while we fight Serdoa. (I think???)


waterbat, harry, lewwyn, molach - what are your thoughts on what we should research after maths? it takes 6 turns at 100%, and we're only 40% breakeven, so probably 11 turns to think about it frown.

I think there's an outside chance we could still land MoM if we beelined calender, but currency and alphabet would both be amazing for our economy (probably currency first).
Please don't go. The drones need you. They look up to you.
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Turn 101: back at home

Gilgamesh:
[Image: dOit6Ul.jpg]
so we either take the grains and pop out a settler here, library in the iliad, or we work library here, Iliad keeps the grains and builds a worker. I like the latter better, our maintenence costs are already high and delaying sheep/horse city a few turns will get us math - currency quicker. maybe if we somehow get a peace treaty with azza then the new city is better.

azza being annoying:
[Image: YG6ShbB.jpg]
just have to be careful, but one horse archer can't really invade.

inside maths:
[Image: obi4iT5.jpg]
judaism spread there last turn (I expected that). we have 3 plains hills away from azza we can mine, and one more farm, allowing 18 hammers per turn when we reach size 7. with 3 culture per turn it won't take us too long to reach size 3, but we should be able to save most of these forests for after math comes in - hopefully for another wonder at some point.

eastern front:
[Image: jT45G3u.jpg]
azza has a second praet in A7X, but next turn we'll have 4 axes in the odyssey and additional one in the aeneid, maths, gilgamesh, and attacking serdoa.

top 5 cities:
[Image: 9Jf1SVk.png]
#3 is cfcjester/nakor. #5 is probably plako, although it could be slowcheetah.

demos at 0%:
[Image: XEVoeRM.jpg]
Please don't go. The drones need you. They look up to you.
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I want to attack and capture A7X from Azza in 6 turns.

Serdoa's city is empty...jive
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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(January 27th, 2013, 22:24)Lewwyn Wrote: I want to attack and capture A7X from Azza in 6 turns.

Serdoa's city is empty...jive

do lurkers remember earlier in the thread when I was the warmonger and Lewwyn was the voice of peace?
hmm, well rolleye
looks like we'll have no choice but to beeline to currency to keep our economy from crashing out altogethor. and then probably alphabet next to improve our trade routes. or metal casting for IND forges + triemes.
Maybe we can get the great library as a consolation for not getting MoM, we'll see.

anyway the current war is easy wink.

[Image: tvM8QBv.jpg]
serdoa is nice enough to leave an empty city and a worker for us! smile. i logged in just before the turn rolled: serdoa cancelled the worker action, unfortunately, but the farm only needs 1 more turn to be completed.
hmm, for some reason i was thinking the city was a canal - we'll have to eventually squeek a galley out of it, so I guess we can't threat chicken pizza frown smoke



repositioning archers to reinforce the new city:
[Image: If8nT88.jpg]
Lewwyn did indeed forget to 2 pop whip the axe, so instead we're going to 2 pop whip the horse archer this turn, and overflow into the axe. that works nicely smile.
anyway the city will have 2 CG1 archers and an axe on a hill defending from future serdoa attacks. hopefully a ten turn peace treaty, if he won't take peace we'll have to reinforce it more, maybe. the chariot can keep going west to make contact with Xenu.

I'll do a full report after serdoa plays his turn.


LURKERS: any suggestions for heroic epic renamed of mayapan? there is rice, sheep, and spices.
are there any new zealand epics? lol I Japannesse epic would work, or I will probably just go with Don Quixote if I don't hear a better suggestion (hills=windmills, I guess, although we're still quite far from that tech)
Please don't go. The drones need you. They look up to you.
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Which names are you already using?
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a couple of things -

1) currency seems correct - hate to follow azza onto it, but you have to
2) you listed Azza's possible expansion plans, but forgot the most obvious of them: conquer his nasty northern neighbors.
3) wow, that's a lot of map knowledge!
4) i suspect serdoa will delete the worker - wouldnt that make sense?
--
Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
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(January 27th, 2013, 23:36)Sareln Wrote: Which names are you already using?

gilgamesh, theaneid, theodyssey, the iliad, beowulf (lost but not forgotten, saving it for when we recapture), Volsung (viking epic) and mathfabmathowny(welsh epic)
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(January 27th, 2013, 23:38)waterbat Wrote: a couple of things -

1) currency seems correct - hate to follow azza onto it, but you have to
2) you listed Azza's possible expansion plans, but forgot the most obvious of them: conquer his nasty northern neighbors.
3) wow, that's a lot of map knowledge!
4) i suspect serdoa will delete the worker - wouldnt that make sense?

yes, if he can't save the worker he'll delete it, of course :/.

oh well, we'll have to ferry one over after the archers. the work he put into the rice will be useful, though, and I think the barbs pastured the sheep already! I suspect the worker was a barb worker he captured. he may have sent his chariot or whatever that captured it off exploring the area he couldnt before after his scout died, i dunno.
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SO a couple of thoughts.

-We are not guaranteed Serdoa's city. He has an island hopping civ he likely has more than one galley and who knows what units he has on said galley. I'm cautiously optimistic.

-Commodore appears to be the one who gifted both horses and iron to Azza and fucked us over. The bastard.

-Commodore just captured a city from Pindiscooter. I looked at the map and saw their closest border city appeared to be Mcdonalds, their gold city 3 tiles from their cap, and believed that was the city they lost. I mentioned to pindiscooter on Gchat condolences and believe I am right about that. Not good. We need Pindiscooter to put up more of a fight and slow comm down. If he gets their cap and settles that whole south we could be looking at a runaway. The only blessing is that it must have taken Commodore a lot of resources to do it.

-I want to attack Azza and kill all of those units. We'll have odds on most with axes. If we get 8-9 axes there (and we can in the 5-6t) we can wipe a majority of Azza's standing army and take iron away, forcing Commodore to re-gift iron.

-We're going to start whipping libraries in Volsung and Illiad. Given this new plan we need to limp to currency ASAP.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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