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Intersite Game - Turn Discussion Thread

Turn 155 - 900AD

This will be a bit of a short recap, since we've gone over many of the issues in this thread previously over the past five days (!) that this turn lasted.

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This was the central German front at the start of the turn. The Germans still don't have much more than skeleton garrisons in these cities. We're in excellent position to capture Webringen and Weil der Stadt next turn. As for Wismar:

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These are the borders of the city once the German capital falls. We moved three workers (and two covering maces) onto the white dot desert hill tile two north of Speed Racer. Next turn, we plan to capture Webringen with a heavy emphasis from our drafted maces, and then send the knights (stationed in a position to fork Webringen and Weil) over to the east via this path. Wismar can then be hit on T157, and should be pretty lightly defended.

[Image: ISDG-1090s.jpg]

Here was the northwest front at the start of the turn. Wazleben was still defended by a single quechua, and we had 78% odds to kill it with our war chariot (and a further 71% odds to kill it with our injured knight if the war chariot would lose). Fortunately, the war chariot did its job, and did it flawlessly, winning without taking a single hit:

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We picked up a decent amount of capture gold. Wanzleben was razed because the location would have been swamped with Apolyton culture and impossible to defend; here's a picture of what that would have looked like:

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The Apolyton borders have been drawn in green. That is not a position that we want to defend. Our plan is to put a replacement city two tiles south, on the red dot indicated above.

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And this is how the settler is getting there. We swapped Frozen Jungle this turn, it will be whipped T156, move across roads T157, and found a new city T158. We're reasonably confident that we'll get to this spot before CivPlayers or Apolyton can poach the location. Apolyton would almost certainly need to have a settler already in the area to beat us, which is rather unlikely.

[Image: ISDG-1101s.jpg]

This is the current view of the area. Apolyton's borders should expand to fill in the hole in their culture next turn. Our replacement city will be on the tile east of the sheep. Let's hope that Apolyton doesn't try to get aggressive up here.

[Image: ISDG-1102s.jpg]

This is the current view of the central front. We should be able to capture both Webringen and Weil der Stadt next turn without too much trouble. Our stack of 11 catapults will actually get to do something for the first time in the entire war. We've also nearly managed to get through the German cities located on hills; that's been a real pain in the neck. Thankfully their cities in the north and east are mostly on flat ground.

[Image: ISDG-1096s.jpg]

[Image: ISDG-1097s.jpg]

Overview of German cities, and their cultural borders, for future reference.

[Image: ISDG-1098s.jpg]

WPC and the German team have had the expected bloodbath up here, with a lot of units traded on both sides. It's a shame that they didn't manage to kill off a few more units, but WPC did essentially wipe out the axe and catapult reserves of the German team. We were left with the chance to attack a crippled German elephant with our war chariot at 90% odds... which we then lost. frown At least this bad dice roll didn't hit us at a critical moment. WPC supposedly has another dozen units piling over the border next turn, so we'll see what happens. I'm dubious that WPC will manage to capture even this one city, I guess we'll see. They are pretty amazingly incompetent at all of this.

Our economy is still limping along towards Printing Press at minimum science rate. At least the capture gold took us from making ~150 gold this turn and took that up over 200 gold. We've captured enough cities that courthouses have now become more economically efficient than markets in most cities. As bad as things look now, the combination of finishing Printing Press, ending the German war, bringing the captured cities online so they can contribute economically (instead of having the current size 1 cash sinkholes), and a healthy dose of courthouse whips should salvage things in time. We're looking to come out of this war with about 35 cities under our control, while most other teams have about 18-20. I will happily take a temporary poor economy in return for a huge lategame edge. We'll also run some Wealth builds for a while when this war end. It will work out OK.

We should have the all-important Turn 156 come back around to us sometime on Sunday. I should be able to play and stream the turn sometime that day, hard to say what time until we get closer to it. Then I'll be leaving on Monday (July 1) for two weeks of vacation; scooter has been kind enough to volunteer to hold down the fort while I'm away. Hopefully we will be into the mop-up stage of the war and can focus on rebuilding our shattered economy back into top shape.

Livestream for this current turn (not that interesting): http://www.twitch.tv/rbciv/b/423158772
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We thought we were so clever cry. Farewell brave scout chariot.
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We will have to name another chariot "Ruff Luck" crazyeye
Furthermore, I consider that forum views should be fluid in width
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(June 28th, 2013, 23:36)Sullla Wrote: We were left with the chance to attack a crippled German elephant with our war chariot at 90% odds... which we then lost. frown At least this bad dice roll didn't hit us at a critical moment.
(June 29th, 2013, 06:20)kjn Wrote: We will have to name another chariot "Ruff Luck" crazyeye

Bah - what do you mean by saying the Ruff battle wasn't critical. I thought it was super critical. I could see that super important WC becoming another Sentry for us!!

I think we might need to 'waste' some knights on sentry promotions if we want to keep our info up on our 'friends'.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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Our War Chariots appear to be cursed this game. frown
We don't stop playing because we grow old; we grow old because we stop playing. - George Bernard Shaw
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I would strongly suggest not naming any further units after me ...

(February 11th, 2013, 22:33)Sullla Wrote: Turn 100 - 375BC
Here's the sad new from the turn, as our war chariot proved unable to win its coinflip battle with the barb axe. The combat log had to twist the knife further by having Ruff's Riders rally from near-death to come within one hit of victory... and then still fall short. Sigh.
(June 28th, 2013, 23:40)Sullla Wrote: Turn 155 - 900AD
We were left with the chance to attack a crippled German elephant with our war chariot (Ruff Going) at 90% odds... which we then lost. frown At least this bad dice roll didn't hit us at a critical moment.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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You don't think Ruff Luck is a good choice? :P
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Its kinda unfair if we rename all our war chariots after Ruff, pretty much the only thing they'll be able to do soon is die. frown
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I only care about the Sentry & Medic III WCs - so feel free to rename the others after me.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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ALERT: We may want to pillage the road (and thus the city ruins first) where the former German city is. If Apolyton swaps to a settler in Bursa and then whips it on t157, they can re-plant the city there on t158 before we can log in and thus invalidate our city location. No other city locations that would invalidate our site can be planted on that turn, because they're all on or past hills that are not roaded.
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