(June 12th, 2013, 07:16)Thoth Wrote: I like spacetyrantxenu's Reporter unit.
I like that too. Enjoy the show, Ish!
Okay, so, mass of dudes; if I'd put three less dudes on the ground and kept them in the ships, I'd be laughing madly as a great lighthouse burns. KFC, by the way, was covered by all the knights, so no luck there. I did want to kill off a lot of my ironclad nobility, so moving against the 14 muskets and pikes in Sid's instead seemed like a rum notion.
The result, while less than spectacular, did kill a lot of Zulu for less hammers Generics. Unfortunately, flapping-in-the-wind remainders were doomed, so...
The rest are cheerfully back aboard ships and forking Culvers/Sid's. I suspect the rest of the knight-mass is hanging out in the interior, so probably nothing for it, but nothing ventured, nothing gained (again ).
My power went doooown on that one, but GNP went up! Basically, this is Plako's romp...if he's smart and effortlessly eats Slowcheetah (played six minutes today) there is nothing any of us could do. It's okay, I'm looking forward to PB13.
Meanwhile, I will nail a Zulu hide to the wall before this is over; here's a bunch of riflemen all moving to a set of six transports; I think 18 ought to be a decent start, particularly given how cat-light the Zulu are. Just keep killing muskets when I can, and build 11 more rifles this next three turns...
It's almost sad, I have a few monuments to future planning about the empire. Here's a prime example...look in wonder and sorrow.
Turn: 228
Status: "Is that PB13 I see?"
If only you and me and dead people know hex, then only deaf people know hex.
(June 12th, 2013, 21:14)Commodore Wrote: It's almost sad, I have a few monuments to future planning about the empire. Here's a prime example...look in wonder and sorrow.
Knock that off! There's no excuse for giving up now. Sure as Plako is ahead, you've got the guns and gold to do something about it. Do NOT go quietly into the night.
Please, please, please do not just let the Aztecs (or really, anyone, but especially the Aztecs) win.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
They see my fork and raise it one stack of frigates/galleons, plus knights to cover the cities. EP spending means I have a good picture of the Zulu Exiles; they're actually covering pretty well.
So, let's go pick up rifles/MOAR FRIGATES:
I'm kicking my bottom line a little further into the red by settling another pair of decent-but-hardly-amazing cities. The Lookout is going to get the sheep, work a farm and a couple mines, and generally be a whipping/drafting queue.
Similarly, Glades' Heart works fish and a few workshops and, you guessed it, will generally be a whipping/drafting queue.
Turn: 229
Status:
If only you and me and dead people know hex, then only deaf people know hex.
Okay, back in the saddle ye lads and lasses! First off, events: Pin owns a super-frigate that killed my second at 7% odds. Plako is owning a little more hardcore with the SoL. Lewwyn is starting the Artist Train early. And finally, Serdoa is stealing my techs.
Of more pertinence to me, we're getting visitors, kids! That's my sneakway, fellas.
Cue the shuffle. If he wants Callum's, he can take it, at frankly ruinous cost. I upgraded a fair few rifles, but only one is sticking around defending the stack here.
I have the bulk of my (remaining ) frigate fleet lurking smash the Zulu if they venture north; I regret defending Callum's so well, actually...probably ought to have enticed a strike, then kicked their balls in. Cest la vive.
Meanwhile, I did a very complex series of dances a bit north to get this; the three 5-movers can strike Dominoes with nine rifles next turn, or rather more can smash into Jamba Juice. I'm up to 17 rifles empire-wide, if I can get 30 with supports onboard the carrier deck who cares about the fighters?
Encouragingly, the southern isle is attracting a bit of interest from Pin. I am glad to lose nets/get blockaded for sucking away critical warships from the front lines.
Building continues apace; I'm about to settle the next-to-last available "new tiles" city north of the Glens. This is clearly going to get nowt but good solid workshops. I it's clearly hammer time.
Here's my furthest-flung outpost, which seems a bit too Warcrafty in name come to think. With a little help from a guy named Barry, I'll be food neutral on all these delightful workshops, although I think I might want to grow further on the crummy little coast tiles too. Needs must as devil's drive.
Turn: 230
Status:
If only you and me and dead people know hex, then only deaf people know hex.