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None zero death toll by T100...nah, doubt I'll ever complete that achievement.
We will settle 2 more cities on South Island before T100. I think that if you are going to try and colonize an island, you don't piss about: you settle all of it, because that that point you just have to hold the cities from a naval invasion, which has higher costs due to galley construction. Makes it less likely to occur compared to, say, pulling a real invasion. If you have somewhere to store troops prior to taking other island cities, like you've split the island, then that can lower the cost in galleys as you just need to use a single one for a period of turns rather than needing 4 or 5 all at once.
Of course, then you get people like Old Harry and FinTourist that do crazy stuff, but whatever. Those are the general thoughts, anyway.
Win conditions seems like a good one. I know what they are for us, but for Plako I don't know. dtay, and arguably CH, they exist as well but I'll talk about them over the weekend I think. I'll state right now that because of the map size most players don't have a chance, and they can blame Commodore for that. Should have been a toroidal map, and should have been larger.
Current games (All): RtR: PB80 Civ 6: PBEM23
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There are wars all over the place in this game. On T96, in addition to us killing Ruff's settler, furungy lost two score points to Dazedroyalty, and TBS razed 11 score points from Xenu, our latest contact.
I have to run.
Posts: 23,457
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Turn replayed, nothing new to report.
Current games (All): RtR: PB80 Civ 6: PBEM23
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Tell a lie Plako has Currency and is making 63gpt, 32g saved.
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Azza lost three score points to Mardoc. With all these wars we'll probably have some civs controlling 2-3 starting areas, so we'll need to keep expanding past 220 tiles.
I have to run.
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Got OB with Xenu, along with deer for cow trade.
I think he wants help to kill Plako.
Current games (All): RtR: PB80 Civ 6: PBEM23
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It's fortunate that Xenu has Alphabet too, so we can keep exploring through Xenu's land. Do Plako and Xenu have any deals with each other?
I have to run.
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I don't understand the hold up. Just reload again and make the player replay exactly as done in the first play through. Why is the game still paused?
Current games (All): RtR: PB80 Civ 6: PBEM23
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Well, this is interesting. I'll post a During Action Report now, for T97.
Ruff has 2 galleys. He could have 4 units loaded, and we know he has both horse and copper. We do not know if he has HBR.
He is capable of sending both galleys around and through the 1 tile wide strait, however we are able to get our galley into position to stop this and transfer 1 spear and settler to south island. No other units can be transferred and we block the strait. Ruff is also capable of dumping 4 chariots NW of the fish, and at that point would be able to remove PM from the map, but I just settled PM so I doubt he has 4 chariots loaded. Might have 2 though, that's possible but I doubt that.
Killed an axe and gained 1XP as it was a 50/50 battle, yet the chariot is down to 7hp. It will heal to 53hp, which means it will not have odds on an unpromoted but 100hp axe on flatland. The chariot is useless until it heals.
Ruff could also dump 4 units onto the forest NE of JD next turn (and make the necessary moves to try and make a run to the strait). We have to make the required moves to defend this right now, as I think this is his most likely response. What I intend to do is this:
Move the bowman north of PM 8 and road under it with both workers this turn.
Move the chariot into JD (it will heal 25hp so on T98>T99 will be at 78hp, either shock or C2 are acceptable to beat axes on flatland, shock is against axes in forest, C2 best against chariots so C2 is probably wisest but no need to decide until next turn).
Move the galley 8 and load the settler and spear into it, then moves 2.
If we need to defend JD next turn, we can get the bowman into JD by roading the tile SW of JD and moving hte archer into the city. We can also dump in a spear, and upgrade the warrior. We should be able to hold against 4 units.
I want to move the bowman out of Cf this turn and set it to build a bowman. Next turn load the bowman into the galley, move the galley into Ge after founding, unload the bowman and then move 2. This galley will come to support the galley at the strait. It cannot reach the strait in time to get 2 boats there before Ruff and Ruff will be able to blockade this galley from coming round, but if he tries to do that, all he can do is dump the units at either JD or at GE. In either case I'm not concerned as we have significantly more pop to the north to slave to get units, and those galley are no longer transferring troops to south island. We can whip a galley from FR soon anyway, and that can transfer units over in the medium term.
I've also removed Avoid Growth from KM, we might need to whip the bowman next turn to get a few more warm bodies, and set WH to build a galley as it seems we may need a few more of them as well.
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Sounds excellent. What does the land around PM look like?
I have to run.
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