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[SPOILERS] Tatan, CFCJester and Nakor try their hand at Mansu of India...

CFCJesterFool, your pics aren't showing for me.
I have to run.
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(February 8th, 2013, 02:03)novice Wrote: CFCJesterFool, your pics aren't showing for me.
Which ones? All of them or just specific ones?
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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(February 8th, 2013, 12:08)CFCJesterFool Wrote:
(February 8th, 2013, 02:03)novice Wrote: CFCJesterFool, your pics aren't showing for me.
Which ones? All of them or just specific ones?

It was the two in your latest post, but they're showing now.
I have to run.
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Just checked live save. Three players haven't ended turn yet (Scooter, us and Lewwyn iirc) with ~2:30 left on the clock. We are going to 1t Archery with the OF from researching Alphabet. There is a danger we could lose access to iron (I'm still banghead over my mistake on the map trade) so we need to be able to whip archers just in case. Afterwards, Construction would be a good tech for us.

For the record, although we have played as a team, I put the blame for this squarely on my part. Not for Scooter attacking us in a desperate bid to stay in the game, but for accepting a map trade which showed him the location of our metal (and cities). That was the reason I was paranoid on the earlier map trades (reveals location of resources). I am still at a loss for why I didn't trust my instincts..why would a one city empire even care about maps? If only I would have declined the map trade like I did the earlier map trades...we would still be in trouble sure, but at least he wouldn't know where our iron was.

@ Nakor - I have a friend over right now and he wants to drink 4 loko so I'm in no hurry to play the turn. I plan on ending turn at the last moment but will post in the tech thread to give the other players a heads up. When the turn rolls around, I'll mark the live save so you can see what I think we should do (assuming Scooter does indeed declare war). I will not make irreversible moves until we agree.
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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Note: Zulu still need to play the turn after you have played the turn, and you've held the turn for most of the 24 hours.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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(February 8th, 2013, 16:11)Krill Wrote: Note: Zulu still need to play the turn after you have played the turn, and you've held the turn for most of the 24 hours.
Not true. Scooter and Lewwyn both haven't ended turn. Sorry, you're wrong. I just checked. smile

Proof positive...
[Image: pb8fuckoffkrill.jpg]
Note that the astericks by the score denotes that an opponent has ended turn. I truely appologize for the name of the pic but hate being called out unfairly. You tend to become mean once you're past 40.
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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(February 8th, 2013, 16:11)Krill Wrote: Note: Zulu still need to play the turn after you have played the turn, and you've held the turn for most of the 24 hours.

Hey Krill, they haven't declared war, so why should the play after us? We're not even sure they are going to declare... smoke Well... pretty sure, but who can tell?

Jester, I'm off to bed, so I won't be back in another 10 hours.
Let's not argue about faults, let's just make sure Scooter is soon gone from this game.
I like the Archery plan for backups. If he lands with Axes, we can also build/whip chariots.
And if we build a few Triremes to take out his fleet, he is done for.

Let the whipping frenzy begin... Maybe we can micro so we'll get 2 units in 3 turns with max whip overflow.

Good night everyone! shades
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Dunno, that's just how I've always played it even whilst at peace, I think I kept the turn spilt up with azza for about 50 turns. Double moves at peace still exist etc etc. Seemed fairer that way, doesn't impinge on others RL lives.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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(February 8th, 2013, 16:37)Krill Wrote: Dunno, that's just how I've always played it even whilst at peace, I think I kept the turn spilt up with azza for about 50 turns. Double moves at peace still exist etc etc. Seemed fairer that way, doesn't impinge on others RL lives.

Don't see why we need a turn split unless we are at war. Really of to bed now...
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Jester, just a heads up, but because scooter played last turn after you, if he were to move before you this turn, he would double move you, which is why he can't play the turn yet. And if you were to play after him this turn, and first next turn you would double move him. That's why it's generally a good idea to try and stick to rough turn orders even when at peace if it looks like war is possible. if you have any questions about the best way to deal with double moves and stop them occurring there are many lurkers that would be willing to post to explain anything for you.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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